BSActorMoveToTarget.cs 6.2 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyrightD
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Linq;
  30. using System.Text;
  31. using OpenSim.Region.Physics.Manager;
  32. using OMV = OpenMetaverse;
  33. namespace OpenSim.Region.Physics.BulletSPlugin
  34. {
  35. public class BSActorMoveToTarget : BSActor
  36. {
  37. private BSVMotor m_targetMotor;
  38. public BSActorMoveToTarget(BSScene physicsScene, BSPhysObject pObj, string actorName)
  39. : base(physicsScene, pObj, actorName)
  40. {
  41. m_targetMotor = null;
  42. m_physicsScene.DetailLog("{0},BSActorMoveToTarget,constructor", m_controllingPrim.LocalID);
  43. }
  44. // BSActor.isActive
  45. public override bool isActive
  46. {
  47. get { return Enabled; }
  48. }
  49. // Release any connections and resources used by the actor.
  50. // BSActor.Dispose()
  51. public override void Dispose()
  52. {
  53. Enabled = false;
  54. }
  55. // Called when physical parameters (properties set in Bullet) need to be re-applied.
  56. // Called at taint-time.
  57. // BSActor.Refresh()
  58. public override void Refresh()
  59. {
  60. m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh,enabled={1},active={2},target={3},tau={4}",
  61. m_controllingPrim.LocalID, Enabled, m_controllingPrim.MoveToTargetActive,
  62. m_controllingPrim.MoveToTargetTarget, m_controllingPrim.MoveToTargetTau );
  63. // If not active any more...
  64. if (!m_controllingPrim.MoveToTargetActive)
  65. {
  66. Enabled = false;
  67. }
  68. if (isActive)
  69. {
  70. ActivateMoveToTarget();
  71. }
  72. else
  73. {
  74. DeactivateMoveToTarget();
  75. }
  76. }
  77. // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
  78. // Register a prestep action to restore physical requirements before the next simulation step.
  79. // Called at taint-time.
  80. // BSActor.RemoveDependencies()
  81. public override void RemoveDependencies()
  82. {
  83. // Nothing to do for the moveToTarget since it is all software at pre-step action time.
  84. }
  85. // If a hover motor has not been created, create one and start the hovering.
  86. private void ActivateMoveToTarget()
  87. {
  88. if (m_targetMotor == null)
  89. {
  90. // We're taking over after this.
  91. m_controllingPrim.ZeroMotion(true);
  92. m_targetMotor = new BSVMotor("BSActorMoveToTargget.Activate",
  93. m_controllingPrim.MoveToTargetTau, // timeScale
  94. BSMotor.Infinite, // decay time scale
  95. 1f // efficiency
  96. );
  97. m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages.
  98. m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget);
  99. m_targetMotor.SetCurrent(m_controllingPrim.RawPosition);
  100. m_physicsScene.BeforeStep += Mover;
  101. }
  102. }
  103. private void DeactivateMoveToTarget()
  104. {
  105. if (m_targetMotor != null)
  106. {
  107. m_physicsScene.BeforeStep -= Mover;
  108. m_targetMotor = null;
  109. }
  110. }
  111. // Called just before the simulation step. Update the vertical position for hoverness.
  112. private void Mover(float timeStep)
  113. {
  114. // Don't do hovering while the object is selected.
  115. if (!isActive)
  116. return;
  117. OMV.Vector3 origPosition = m_controllingPrim.RawPosition; // DEBUG DEBUG (for printout below)
  118. // 'movePosition' is where we'd like the prim to be at this moment.
  119. OMV.Vector3 movePosition = m_controllingPrim.RawPosition + m_targetMotor.Step(timeStep);
  120. // If we are very close to our target, turn off the movement motor.
  121. if (m_targetMotor.ErrorIsZero())
  122. {
  123. m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,zeroMovement,movePos={1},pos={2},mass={3}",
  124. m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass);
  125. m_controllingPrim.ForcePosition = m_targetMotor.TargetValue;
  126. // Setting the position does not cause the physics engine to generate a property update. Force it.
  127. m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody);
  128. }
  129. else
  130. {
  131. m_controllingPrim.ForcePosition = movePosition;
  132. // Setting the position does not cause the physics engine to generate a property update. Force it.
  133. m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody);
  134. }
  135. m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition);
  136. }
  137. }
  138. }