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- /*
- * 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 copyrightD
- * 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.Linq;
- using System.Text;
- using OpenSim.Region.PhysicsModules.SharedBase;
- using OMV = OpenMetaverse;
- namespace OpenSim.Region.PhysicsModule.BulletS
- {
- public class BSActorMoveToTarget : BSActor
- {
- private BSVMotor m_targetMotor;
- public BSActorMoveToTarget(BSScene physicsScene, BSPhysObject pObj, string actorName)
- : base(physicsScene, pObj, actorName)
- {
- m_targetMotor = null;
- m_physicsScene.DetailLog("{0},BSActorMoveToTarget,constructor", m_controllingPrim.LocalID);
- }
- // BSActor.isActive
- public override bool isActive
- {
- // MoveToTarget only works on physical prims
- get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
- }
- // Release any connections and resources used by the actor.
- // BSActor.Dispose()
- public override void Dispose()
- {
- Enabled = false;
- DeactivateMoveToTarget();
- }
- // Called when physical parameters (properties set in Bullet) need to be re-applied.
- // Called at taint-time.
- // BSActor.Refresh()
- public override void Refresh()
- {
- m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh,enabled={1},active={2},target={3},tau={4}",
- m_controllingPrim.LocalID, Enabled, m_controllingPrim.MoveToTargetActive,
- m_controllingPrim.MoveToTargetTarget, m_controllingPrim.MoveToTargetTau );
- // If not active any more...
- if (!m_controllingPrim.MoveToTargetActive)
- {
- Enabled = false;
- }
- if (isActive)
- {
- ActivateMoveToTarget();
- }
- else
- {
- DeactivateMoveToTarget();
- }
- }
- // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
- // Register a prestep action to restore physical requirements before the next simulation step.
- // Called at taint-time.
- // BSActor.RemoveDependencies()
- public override void RemoveDependencies()
- {
- // Nothing to do for the moveToTarget since it is all software at pre-step action time.
- }
- // If a hover motor has not been created, create one and start the hovering.
- private void ActivateMoveToTarget()
- {
- if (m_targetMotor == null)
- {
- // We're taking over after this.
- m_controllingPrim.ZeroMotion(true);
- /* Someday use the PID controller
- m_targetMotor = new BSPIDVMotor("BSActorMoveToTarget-" + m_controllingPrim.LocalID.ToString());
- m_targetMotor.TimeScale = m_controllingPrim.MoveToTargetTau;
- m_targetMotor.Efficiency = 1f;
- */
- m_targetMotor = new BSVMotor("BSActorMoveToTarget-" + m_controllingPrim.LocalID.ToString(),
- m_controllingPrim.MoveToTargetTau, // timeScale
- BSMotor.Infinite, // decay time scale
- 1f // efficiency
- );
- m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages.
- m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget);
- m_targetMotor.SetCurrent(m_controllingPrim.RawPosition);
- // m_physicsScene.BeforeStep += Mover;
- m_physicsScene.BeforeStep += Mover2;
- }
- else
- {
- // If already allocated, make sure the target and other paramters are current
- m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget);
- m_targetMotor.SetCurrent(m_controllingPrim.RawPosition);
- }
- }
- private void DeactivateMoveToTarget()
- {
- if (m_targetMotor != null)
- {
- // m_physicsScene.BeforeStep -= Mover;
- m_physicsScene.BeforeStep -= Mover2;
- m_targetMotor = null;
- }
- }
- // Origional mover that set the objects position to move to the target.
- // The problem was that gravity would keep trying to push the object down so
- // the overall downward velocity would increase to infinity.
- // Called just before the simulation step.
- private void Mover(float timeStep)
- {
- // Don't do hovering while the object is selected.
- if (!isActive)
- return;
- OMV.Vector3 origPosition = m_controllingPrim.RawPosition; // DEBUG DEBUG (for printout below)
- // 'movePosition' is where we'd like the prim to be at this moment.
- OMV.Vector3 movePosition = m_controllingPrim.RawPosition + m_targetMotor.Step(timeStep);
- // If we are very close to our target, turn off the movement motor.
- if (m_targetMotor.ErrorIsZero())
- {
- m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,zeroMovement,movePos={1},pos={2},mass={3}",
- m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass);
- m_controllingPrim.ForcePosition = m_targetMotor.TargetValue;
- m_controllingPrim.ForceVelocity = OMV.Vector3.Zero;
- // Setting the position does not cause the physics engine to generate a property update. Force it.
- m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody);
- }
- else
- {
- m_controllingPrim.ForcePosition = movePosition;
- // Setting the position does not cause the physics engine to generate a property update. Force it.
- m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody);
- }
- m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,move,fromPos={1},movePos={2}",
- m_controllingPrim.LocalID, origPosition, movePosition);
- }
- // Version of mover that applies forces to move the physical object to the target.
- // Also overcomes gravity so the object doesn't just drop to the ground.
- // Called just before the simulation step.
- private void Mover2(float timeStep)
- {
- // Don't do hovering while the object is selected.
- if (!isActive)
- return;
- OMV.Vector3 origPosition = m_controllingPrim.RawPosition; // DEBUG DEBUG (for printout below)
- OMV.Vector3 addedForce = OMV.Vector3.Zero;
- // CorrectionVector is the movement vector required this step
- OMV.Vector3 correctionVector = m_targetMotor.Step(timeStep, m_controllingPrim.RawPosition);
- // If we are very close to our target, turn off the movement motor.
- if (m_targetMotor.ErrorIsZero())
- {
- m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,zeroMovement,pos={1},mass={2}",
- m_controllingPrim.LocalID, m_controllingPrim.RawPosition, m_controllingPrim.Mass);
- m_controllingPrim.ForcePosition = m_targetMotor.TargetValue;
- m_controllingPrim.ForceVelocity = OMV.Vector3.Zero;
- // Setting the position does not cause the physics engine to generate a property update. Force it.
- m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody);
- }
- else
- {
- // First force to move us there -- the motor return a timestep scaled value.
- addedForce = correctionVector / timeStep;
- // Remove the existing velocity (only the moveToTarget force counts)
- addedForce -= m_controllingPrim.RawVelocity;
- // Overcome gravity.
- addedForce -= m_controllingPrim.Gravity;
- // Add enough force to overcome the mass of the object
- addedForce *= m_controllingPrim.Mass;
- m_controllingPrim.AddForce(true /* inTaintTime */, addedForce);
- }
- m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,move,fromPos={1},addedForce={2}",
- m_controllingPrim.LocalID, origPosition, addedForce);
- }
- }
- }
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