BulletSim: a better version of llMoveToTarget that doesn't go crazy.
There is still some overshoot but mostly fixes Mantis 6693. Fix bug where moveToTarget was active for non-physical objects and while selected. Fix bug where move target was not getting changed if the script changed the target during a move.cpu-performance
							parent
							
								
									2f4a729d40
								
							
						
					
					
						commit
						23516717e4
					
				| 
						 | 
				
			
			@ -50,7 +50,8 @@ public class BSActorMoveToTarget : BSActor
 | 
			
		|||
    // BSActor.isActive
 | 
			
		||||
    public override bool isActive
 | 
			
		||||
    {
 | 
			
		||||
        get { return Enabled; }
 | 
			
		||||
        // MoveToTarget only works on physical prims
 | 
			
		||||
        get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Release any connections and resources used by the actor.
 | 
			
		||||
| 
						 | 
				
			
			@ -102,16 +103,28 @@ public class BSActorMoveToTarget : BSActor
 | 
			
		|||
            // We're taking over after this.
 | 
			
		||||
            m_controllingPrim.ZeroMotion(true);
 | 
			
		||||
 | 
			
		||||
            m_targetMotor = new BSVMotor("BSActorMoveToTargget.Activate",
 | 
			
		||||
                                        m_controllingPrim.MoveToTargetTau,                    // timeScale
 | 
			
		||||
                                        BSMotor.Infinite,           // decay time scale
 | 
			
		||||
                                        1f                          // efficiency
 | 
			
		||||
            /* 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 += 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);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -119,12 +132,16 @@ public class BSActorMoveToTarget : BSActor
 | 
			
		|||
    {
 | 
			
		||||
        if (m_targetMotor != null)
 | 
			
		||||
        {
 | 
			
		||||
            m_physicsScene.BeforeStep -= Mover;
 | 
			
		||||
            // m_physicsScene.BeforeStep -= Mover;
 | 
			
		||||
            m_physicsScene.BeforeStep -= Mover2;
 | 
			
		||||
            m_targetMotor = null;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Called just before the simulation step. Update the vertical position for hoverness.
 | 
			
		||||
    // 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.
 | 
			
		||||
| 
						 | 
				
			
			@ -142,6 +159,7 @@ public class BSActorMoveToTarget : BSActor
 | 
			
		|||
            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);
 | 
			
		||||
        }
 | 
			
		||||
| 
						 | 
				
			
			@ -151,7 +169,51 @@ public class BSActorMoveToTarget : BSActor
 | 
			
		|||
            // 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);
 | 
			
		||||
        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(addedForce, false /* pushForce */, true /* inTaintTime */);
 | 
			
		||||
        }
 | 
			
		||||
        m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,move,fromPos={1},addedForce={2}",
 | 
			
		||||
                                        m_controllingPrim.LocalID, origPosition, addedForce);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -626,7 +626,7 @@ public sealed class BSCharacter : BSPhysObject
 | 
			
		|||
        OMV.Vector3 addForce = force / PhysScene.LastTimeStep;
 | 
			
		||||
        AddForce(addForce, pushforce, false);
 | 
			
		||||
    }
 | 
			
		||||
    private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
 | 
			
		||||
    public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
 | 
			
		||||
        if (force.IsFinite())
 | 
			
		||||
        {
 | 
			
		||||
            OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -144,7 +144,6 @@ public class BSVMotor : BSMotor
 | 
			
		|||
 | 
			
		||||
        Vector3 correction = Vector3.Zero;
 | 
			
		||||
        Vector3 error = TargetValue - CurrentValue;
 | 
			
		||||
        LastError = error;
 | 
			
		||||
        if (!ErrorIsZero(error))
 | 
			
		||||
        {
 | 
			
		||||
            correction = StepError(timeStep, error);
 | 
			
		||||
| 
						 | 
				
			
			@ -179,6 +178,7 @@ public class BSVMotor : BSMotor
 | 
			
		|||
            MDetailLog("{0},  BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},currTgt={4},currCurr={5}",
 | 
			
		||||
                        BSScene.DetailLogZero, UseName, origCurrVal, origTarget, TargetValue, CurrentValue);
 | 
			
		||||
        }
 | 
			
		||||
        LastError = error;
 | 
			
		||||
 | 
			
		||||
        return correction;
 | 
			
		||||
    }
 | 
			
		||||
| 
						 | 
				
			
			@ -293,7 +293,6 @@ public class BSFMotor : BSMotor
 | 
			
		|||
 | 
			
		||||
        float correction = 0f;
 | 
			
		||||
        float error = TargetValue - CurrentValue;
 | 
			
		||||
        LastError = error;
 | 
			
		||||
        if (!ErrorIsZero(error))
 | 
			
		||||
        {
 | 
			
		||||
            correction = StepError(timeStep, error);
 | 
			
		||||
| 
						 | 
				
			
			@ -328,6 +327,7 @@ public class BSFMotor : BSMotor
 | 
			
		|||
            MDetailLog("{0},  BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}",
 | 
			
		||||
                        BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue);
 | 
			
		||||
        }
 | 
			
		||||
        LastError = error;
 | 
			
		||||
 | 
			
		||||
        return CurrentValue;
 | 
			
		||||
    }
 | 
			
		||||
| 
						 | 
				
			
			@ -363,7 +363,7 @@ public class BSFMotor : BSMotor
 | 
			
		|||
 | 
			
		||||
// ============================================================================
 | 
			
		||||
// ============================================================================
 | 
			
		||||
// Proportional, Integral, Derivitive Motor
 | 
			
		||||
// Proportional, Integral, Derivitive ("PID") Motor
 | 
			
		||||
// Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors.
 | 
			
		||||
public class BSPIDVMotor : BSVMotor
 | 
			
		||||
{
 | 
			
		||||
| 
						 | 
				
			
			@ -434,15 +434,14 @@ public class BSPIDVMotor : BSVMotor
 | 
			
		|||
 | 
			
		||||
        // A simple derivitive is the rate of change from the last error.
 | 
			
		||||
        Vector3 derivitive = (error - LastError) * timeStep;
 | 
			
		||||
        LastError = error;
 | 
			
		||||
 | 
			
		||||
        // Correction = (proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError)
 | 
			
		||||
        Vector3 ret   =   error * timeStep   * proportionFactor * FactorMix.X
 | 
			
		||||
                        + RunningIntegration * integralFactor   * FactorMix.Y
 | 
			
		||||
                        + derivitive         * derivFactor      * FactorMix.Z
 | 
			
		||||
        Vector3 ret   =   error / TimeScale * timeStep   * proportionFactor * FactorMix.X
 | 
			
		||||
                        + RunningIntegration / TimeScale * integralFactor   * FactorMix.Y
 | 
			
		||||
                        + derivitive / TimeScale         * derivFactor      * FactorMix.Z
 | 
			
		||||
                        ;
 | 
			
		||||
 | 
			
		||||
        MDetailLog("{0},BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}",
 | 
			
		||||
        MDetailLog("{0},  BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}",
 | 
			
		||||
                        BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret);
 | 
			
		||||
 | 
			
		||||
        return ret;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -210,6 +210,7 @@ public abstract class BSPhysObject : PhysicsActor
 | 
			
		|||
        AddAngularForce(force, pushforce, false);
 | 
			
		||||
    }
 | 
			
		||||
    public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
 | 
			
		||||
    public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
 | 
			
		||||
 | 
			
		||||
    public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -450,6 +450,9 @@ public class BSPrim : BSPhysObject
 | 
			
		|||
                Gravity = ComputeGravity(Buoyancy);
 | 
			
		||||
                PhysScene.PE.SetGravity(PhysBody, Gravity);
 | 
			
		||||
 | 
			
		||||
                OMV.Vector3 currentScale = PhysScene.PE.GetLocalScaling(PhysShape.physShapeInfo);   // DEBUG DEBUG
 | 
			
		||||
                DetailLog("{0},BSPrim.UpdateMassProperties,currentScale{1},shape={2}", LocalID, currentScale, PhysShape.physShapeInfo);   // DEBUG DEBUG
 | 
			
		||||
 | 
			
		||||
                Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass);
 | 
			
		||||
                PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia);
 | 
			
		||||
                PhysScene.PE.UpdateInertiaTensor(PhysBody);
 | 
			
		||||
| 
						 | 
				
			
			@ -1040,6 +1043,20 @@ public class BSPrim : BSPhysObject
 | 
			
		|||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public override OMV.Vector3 PIDTarget
 | 
			
		||||
    {
 | 
			
		||||
        set
 | 
			
		||||
        {
 | 
			
		||||
            base.PIDTarget = value;
 | 
			
		||||
            BSActor actor;
 | 
			
		||||
            if (PhysicalActors.TryGetActor(MoveToTargetActorName, out actor))
 | 
			
		||||
            {
 | 
			
		||||
                // if the actor exists, tell it to refresh its values.
 | 
			
		||||
                actor.Refresh();
 | 
			
		||||
            }
 | 
			
		||||
            
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
    // Used for llSetHoverHeight and maybe vehicle height
 | 
			
		||||
    // Hover Height will override MoveTo target's Z
 | 
			
		||||
    public override bool PIDHoverActive {
 | 
			
		||||
| 
						 | 
				
			
			@ -1063,7 +1080,7 @@ public class BSPrim : BSPhysObject
 | 
			
		|||
 | 
			
		||||
    // Applying a force just adds this to the total force on the object.
 | 
			
		||||
    // This added force will only last the next simulation tick.
 | 
			
		||||
    public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
 | 
			
		||||
    public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
 | 
			
		||||
        // for an object, doesn't matter if force is a pushforce or not
 | 
			
		||||
        if (IsPhysicallyActive)
 | 
			
		||||
        {
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
		Reference in New Issue