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
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@ -50,7 +50,8 @@ public class BSActorMoveToTarget : BSActor
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// BSActor.isActive
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public override bool isActive
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{
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get { return Enabled; }
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// MoveToTarget only works on physical prims
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get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
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}
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// Release any connections and resources used by the actor.
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@ -102,16 +103,28 @@ public class BSActorMoveToTarget : BSActor
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// We're taking over after this.
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m_controllingPrim.ZeroMotion(true);
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m_targetMotor = new BSVMotor("BSActorMoveToTargget.Activate",
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m_controllingPrim.MoveToTargetTau, // timeScale
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BSMotor.Infinite, // decay time scale
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1f // efficiency
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/* Someday use the PID controller
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m_targetMotor = new BSPIDVMotor("BSActorMoveToTarget-" + m_controllingPrim.LocalID.ToString());
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m_targetMotor.TimeScale = m_controllingPrim.MoveToTargetTau;
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m_targetMotor.Efficiency = 1f;
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*/
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m_targetMotor = new BSVMotor("BSActorMoveToTarget-" + m_controllingPrim.LocalID.ToString(),
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m_controllingPrim.MoveToTargetTau, // timeScale
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BSMotor.Infinite, // decay time scale
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1f // efficiency
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);
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m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages.
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m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget);
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m_targetMotor.SetCurrent(m_controllingPrim.RawPosition);
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m_physicsScene.BeforeStep += Mover;
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// m_physicsScene.BeforeStep += Mover;
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m_physicsScene.BeforeStep += Mover2;
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}
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else
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{
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// If already allocated, make sure the target and other paramters are current
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m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget);
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m_targetMotor.SetCurrent(m_controllingPrim.RawPosition);
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}
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}
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@ -119,12 +132,16 @@ public class BSActorMoveToTarget : BSActor
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{
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if (m_targetMotor != null)
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{
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m_physicsScene.BeforeStep -= Mover;
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// m_physicsScene.BeforeStep -= Mover;
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m_physicsScene.BeforeStep -= Mover2;
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m_targetMotor = null;
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}
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}
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// Called just before the simulation step. Update the vertical position for hoverness.
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// Origional mover that set the objects position to move to the target.
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// The problem was that gravity would keep trying to push the object down so
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// the overall downward velocity would increase to infinity.
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// Called just before the simulation step.
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private void Mover(float timeStep)
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{
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// Don't do hovering while the object is selected.
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@ -142,6 +159,7 @@ public class BSActorMoveToTarget : BSActor
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m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,zeroMovement,movePos={1},pos={2},mass={3}",
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m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass);
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m_controllingPrim.ForcePosition = m_targetMotor.TargetValue;
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m_controllingPrim.ForceVelocity = OMV.Vector3.Zero;
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// Setting the position does not cause the physics engine to generate a property update. Force it.
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m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody);
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}
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@ -151,7 +169,51 @@ public class BSActorMoveToTarget : BSActor
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// Setting the position does not cause the physics engine to generate a property update. Force it.
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m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody);
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}
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m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition);
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m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,move,fromPos={1},movePos={2}",
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m_controllingPrim.LocalID, origPosition, movePosition);
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}
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// Version of mover that applies forces to move the physical object to the target.
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// Also overcomes gravity so the object doesn't just drop to the ground.
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// Called just before the simulation step.
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private void Mover2(float timeStep)
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{
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// Don't do hovering while the object is selected.
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if (!isActive)
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return;
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OMV.Vector3 origPosition = m_controllingPrim.RawPosition; // DEBUG DEBUG (for printout below)
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OMV.Vector3 addedForce = OMV.Vector3.Zero;
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// CorrectionVector is the movement vector required this step
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OMV.Vector3 correctionVector = m_targetMotor.Step(timeStep, m_controllingPrim.RawPosition);
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// If we are very close to our target, turn off the movement motor.
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if (m_targetMotor.ErrorIsZero())
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{
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m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,zeroMovement,pos={1},mass={2}",
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m_controllingPrim.LocalID, m_controllingPrim.RawPosition, m_controllingPrim.Mass);
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m_controllingPrim.ForcePosition = m_targetMotor.TargetValue;
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m_controllingPrim.ForceVelocity = OMV.Vector3.Zero;
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// Setting the position does not cause the physics engine to generate a property update. Force it.
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m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody);
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}
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else
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{
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// First force to move us there -- the motor return a timestep scaled value.
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addedForce = correctionVector / timeStep;
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// Remove the existing velocity (only the moveToTarget force counts)
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addedForce -= m_controllingPrim.RawVelocity;
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// Overcome gravity.
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addedForce -= m_controllingPrim.Gravity;
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// Add enough force to overcome the mass of the object
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addedForce *= m_controllingPrim.Mass;
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m_controllingPrim.AddForce(addedForce, false /* pushForce */, true /* inTaintTime */);
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}
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m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,move,fromPos={1},addedForce={2}",
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m_controllingPrim.LocalID, origPosition, addedForce);
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}
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}
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}
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@ -626,7 +626,7 @@ public sealed class BSCharacter : BSPhysObject
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OMV.Vector3 addForce = force / PhysScene.LastTimeStep;
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AddForce(addForce, pushforce, false);
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}
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private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
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public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
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if (force.IsFinite())
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{
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OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
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@ -144,7 +144,6 @@ public class BSVMotor : BSMotor
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Vector3 correction = Vector3.Zero;
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Vector3 error = TargetValue - CurrentValue;
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LastError = error;
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if (!ErrorIsZero(error))
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{
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correction = StepError(timeStep, error);
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@ -179,6 +178,7 @@ public class BSVMotor : BSMotor
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MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},currTgt={4},currCurr={5}",
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BSScene.DetailLogZero, UseName, origCurrVal, origTarget, TargetValue, CurrentValue);
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}
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LastError = error;
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return correction;
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}
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@ -293,7 +293,6 @@ public class BSFMotor : BSMotor
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float correction = 0f;
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float error = TargetValue - CurrentValue;
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LastError = error;
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if (!ErrorIsZero(error))
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{
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correction = StepError(timeStep, error);
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@ -328,6 +327,7 @@ public class BSFMotor : BSMotor
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MDetailLog("{0}, BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}",
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BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue);
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}
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LastError = error;
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return CurrentValue;
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}
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@ -363,7 +363,7 @@ public class BSFMotor : BSMotor
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// ============================================================================
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// ============================================================================
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// Proportional, Integral, Derivitive Motor
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// Proportional, Integral, Derivitive ("PID") Motor
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// Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors.
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public class BSPIDVMotor : BSVMotor
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{
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@ -434,15 +434,14 @@ public class BSPIDVMotor : BSVMotor
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// A simple derivitive is the rate of change from the last error.
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Vector3 derivitive = (error - LastError) * timeStep;
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LastError = error;
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// Correction = (proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError)
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Vector3 ret = error * timeStep * proportionFactor * FactorMix.X
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+ RunningIntegration * integralFactor * FactorMix.Y
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+ derivitive * derivFactor * FactorMix.Z
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Vector3 ret = error / TimeScale * timeStep * proportionFactor * FactorMix.X
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+ RunningIntegration / TimeScale * integralFactor * FactorMix.Y
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+ derivitive / TimeScale * derivFactor * FactorMix.Z
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;
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MDetailLog("{0},BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}",
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MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}",
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BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret);
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return ret;
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@ -210,6 +210,7 @@ public abstract class BSPhysObject : PhysicsActor
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AddAngularForce(force, pushforce, false);
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}
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public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
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public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
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public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
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@ -450,6 +450,9 @@ public class BSPrim : BSPhysObject
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Gravity = ComputeGravity(Buoyancy);
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PhysScene.PE.SetGravity(PhysBody, Gravity);
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OMV.Vector3 currentScale = PhysScene.PE.GetLocalScaling(PhysShape.physShapeInfo); // DEBUG DEBUG
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DetailLog("{0},BSPrim.UpdateMassProperties,currentScale{1},shape={2}", LocalID, currentScale, PhysShape.physShapeInfo); // DEBUG DEBUG
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Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass);
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PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia);
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PhysScene.PE.UpdateInertiaTensor(PhysBody);
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@ -1040,6 +1043,20 @@ public class BSPrim : BSPhysObject
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}
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}
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public override OMV.Vector3 PIDTarget
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{
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set
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{
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base.PIDTarget = value;
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BSActor actor;
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if (PhysicalActors.TryGetActor(MoveToTargetActorName, out actor))
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{
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// if the actor exists, tell it to refresh its values.
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actor.Refresh();
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}
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}
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}
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// Used for llSetHoverHeight and maybe vehicle height
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// Hover Height will override MoveTo target's Z
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public override bool PIDHoverActive {
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@ -1063,7 +1080,7 @@ public class BSPrim : BSPhysObject
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// Applying a force just adds this to the total force on the object.
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// This added force will only last the next simulation tick.
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public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
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public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
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// for an object, doesn't matter if force is a pushforce or not
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if (IsPhysicallyActive)
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{
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