/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ using System; using System.Collections.Generic; using System.Text; using OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { public abstract class BSMotor { // Timescales and other things can be turned off by setting them to 'infinite'. public const float Infinite = 12345f; public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite); public BSMotor(string useName) { UseName = useName; PhysicsScene = null; } public virtual void Reset() { } public virtual void Zero() { } // A name passed at motor creation for easily identifyable debugging messages. public string UseName { get; private set; } // Used only for outputting debug information. Might not be set so check for null. public BSScene PhysicsScene { get; set; } protected void MDetailLog(string msg, params Object[] parms) { if (PhysicsScene != null) { if (PhysicsScene.VehicleLoggingEnabled) { PhysicsScene.DetailLog(msg, parms); } } } } // Can all the incremental stepping be replaced with motor classes? public class BSVMotor : BSMotor { public Vector3 FrameOfReference { get; set; } public Vector3 Offset { get; set; } public float TimeScale { get; set; } public float TargetValueDecayTimeScale { get; set; } public Vector3 FrictionTimescale { get; set; } public float Efficiency { get; set; } public Vector3 TargetValue { get; private set; } public Vector3 CurrentValue { get; private set; } public BSVMotor(string useName) : base(useName) { TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; Efficiency = 1f; FrictionTimescale = BSMotor.InfiniteVector; CurrentValue = TargetValue = Vector3.Zero; } public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) : this(useName) { TimeScale = timeScale; TargetValueDecayTimeScale = decayTimeScale; FrictionTimescale = frictionTimeScale; Efficiency = efficiency; CurrentValue = TargetValue = Vector3.Zero; } public void SetCurrent(Vector3 current) { CurrentValue = current; } public void SetTarget(Vector3 target) { TargetValue = target; } // A form of stepping that does not take the time quantum into account. // The caller must do the right thing later. public Vector3 Step() { return Step(1f); } public Vector3 Step(float timeStep) { Vector3 returnCurrent = Vector3.Zero; if (!CurrentValue.ApproxEquals(TargetValue, 0.01f)) { Vector3 origTarget = TargetValue; // DEBUG Vector3 origCurrVal = CurrentValue; // DEBUG // Addition = (desiredVector - currentAppliedVector) / secondsItShouldTakeToComplete Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep; CurrentValue += addAmount; returnCurrent = CurrentValue; // The desired value reduces to zero which also reduces the difference with current. // If the decay time is infinite, don't decay at all. float decayFactor = 0f; if (TargetValueDecayTimeScale != BSMotor.Infinite) { decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; TargetValue *= (1f - decayFactor); } Vector3 frictionFactor = Vector3.Zero; if (FrictionTimescale != BSMotor.InfiniteVector) { // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; // Individual friction components can be 'infinite' so compute each separately. frictionFactor.X = FrictionTimescale.X == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.X) * timeStep; frictionFactor.Y = FrictionTimescale.Y == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Y) * timeStep; frictionFactor.Z = FrictionTimescale.Z == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Z) * timeStep; CurrentValue *= (Vector3.One - frictionFactor); } MDetailLog("{0},BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", BSScene.DetailLogZero, UseName, origCurrVal, origTarget, timeStep, TimeScale, addAmount, TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor); MDetailLog("{0},BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}", BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, addAmount, decayFactor, frictionFactor, returnCurrent); } else { // Difference between what we have and target is small. Motor is done. CurrentValue = Vector3.Zero; TargetValue = Vector3.Zero; MDetailLog("{0},BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}", BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent); } return returnCurrent; } public override string ToString() { return String.Format("<{0},curr={1},targ={2},decayTS={3},frictTS={4}>", UseName, CurrentValue, TargetValue, TargetValueDecayTimeScale, FrictionTimescale); } } public class BSFMotor : BSMotor { public float TimeScale { get; set; } public float DecayTimeScale { get; set; } public float Friction { get; set; } public float Efficiency { get; set; } public float Target { get; private set; } public float CurrentValue { get; private set; } public BSFMotor(string useName, float timeScale, float decayTimescale, float friction, float efficiency) : base(useName) { } public void SetCurrent(float target) { } public void SetTarget(float target) { } public float Step(float timeStep) { return 0f; } } public class BSPIDMotor : BSMotor { // TODO: write and use this one public BSPIDMotor(string useName) : base(useName) { } } }