BulletSim: add initial implementation of llMoveToTarget and hover height.

Not all there yet.
user_profiles
Robert Adams 2013-01-03 19:38:30 -08:00
parent 5432180027
commit 2c6b269b6e
1 changed files with 147 additions and 10 deletions

View File

@ -66,9 +66,6 @@ public sealed class BSPrim : BSPhysObject
private float _restitution; private float _restitution;
private bool _setAlwaysRun; private bool _setAlwaysRun;
private bool _throttleUpdates; private bool _throttleUpdates;
private bool _isColliding;
private bool _collidingGround;
private bool _collidingObj;
private bool _floatOnWater; private bool _floatOnWater;
private OMV.Vector3 _rotationalVelocity; private OMV.Vector3 _rotationalVelocity;
private bool _kinematic; private bool _kinematic;
@ -76,13 +73,14 @@ public sealed class BSPrim : BSPhysObject
private BSDynamics _vehicle; private BSDynamics _vehicle;
private BSVMotor _targetMotor;
private OMV.Vector3 _PIDTarget; private OMV.Vector3 _PIDTarget;
private bool _usePID;
private float _PIDTau; private float _PIDTau;
private bool _useHoverPID;
private BSFMotor _hoverMotor;
private float _PIDHoverHeight; private float _PIDHoverHeight;
private PIDHoverType _PIDHoverType; private PIDHoverType _PIDHoverType;
private float _PIDHoverTao; private float _PIDHoverTau;
public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
@ -564,6 +562,11 @@ public sealed class BSPrim : BSPhysObject
} }
return; return;
} }
public OMV.Vector3 RawVelocity
{
get { return _velocity; }
set { _velocity = value; }
}
public override OMV.Vector3 Velocity { public override OMV.Vector3 Velocity {
get { return _velocity; } get { return _velocity; }
set { set {
@ -1004,13 +1007,120 @@ public sealed class BSPrim : BSPhysObject
set { _PIDTau = value; } set { _PIDTau = value; }
} }
public override bool PIDActive { public override bool PIDActive {
set { _usePID = value; } set {
if (value)
{
// Turning the target on
/*
_targetMotor = new BSVMotor("BSPrim.PIDTarget",
_PIDTau, // timeScale
BSMotor.Infinite, // decay time scale
BSMotor.InfiniteVector, // friction timescale
1f // efficiency
);
_targetMotor.SetTarget(_PIDTarget);
_targetMotor.SetCurrent(RawPosition);
*/
_targetMotor = new BSPIDVMotor("BSPrim.PIDTarget");
_targetMotor.SetTarget(_PIDTarget);
_targetMotor.SetCurrent(RawPosition);
_targetMotor.Efficiency = 1f;
_targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep)
{
// How far are we away from the target
OMV.Vector3 distance = _PIDTarget - RawPosition;
// The amount of that distance we should cover per second
OMV.Vector3 movementPerSecond = distance / _PIDTau;
OMV.Vector3 adjustedVelocity = movementPerSecond - RawVelocity;
// Apply force to overcome current velocity
AddForce(-RawVelocity * Mass, false, true);
// Get it moving to the point
AddForce(movementPerSecond * Mass, false, true);
// Apply enough force to get to the speed needed to get to the point
// The physics engine will do only a timestep's worth.
// AddForce(adjustedVelocity * Mass, false, true);
// PhysicsScene.PE.ApplyCentralImpulse(PhysBody, adjustedVelocity);
DetailLog("{0},BSPrim.PIDTarget,move,tgt={1},pos={2},vel={3},dist={4},tau={5},mvmt={6},newVel={7}",
LocalID, _PIDTarget, RawPosition, RawVelocity, distance, _PIDTau, movementPerSecond, adjustedVelocity);
/*
OMV.Vector3 movePosition = _targetMotor.Step(timeStep);
// 'movePosition' is where we'd like the prim to be at this moment.
// Compute the amount of force to push us there.
OMV.Vector3 moveForce = (movePosition - RawPosition) * Mass;
// If we are very close to our target, turn off the movement motor.
if (_targetMotor.ErrorIsZero())
{
DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3},moveForce={4}",
LocalID, movePosition, RawPosition, Mass, moveForce);
moveForce = OMV.Vector3.Zero;
ForcePosition = _targetMotor.TargetValue;
_targetMotor.Enabled = false;
}
else
{
AddForce(moveForce, false, true);
}
DetailLog("{0},BSPrim.PIDTarget,move,movePos={1},moveForce={2},mass={3}", LocalID, movePosition, moveForce, Mass);
*/
});
}
else
{
// Stop any targetting
UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID);
}
}
} }
// Used for llSetHoverHeight and maybe vehicle height // Used for llSetHoverHeight and maybe vehicle height
// Hover Height will override MoveTo target's Z // Hover Height will override MoveTo target's Z
public override bool PIDHoverActive { public override bool PIDHoverActive {
set { _useHoverPID = value; } set {
if (value)
{
// Turning the target on
_hoverMotor = new BSFMotor("BSPrim.Hover",
_PIDHoverTau, // timeScale
BSMotor.Infinite, // decay time scale
BSMotor.Infinite, // friction timescale
1f // efficiency
);
_hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight());
_hoverMotor.SetCurrent(RawPosition.Z);
_hoverMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep)
{
// TODO: Decide if the step parameters should be changed depending on the avatar's
// state (flying, colliding, ...). There is code in ODE to do this.
_hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight());
float targetHeight = _hoverMotor.Step(timeStep);
// 'targetHeight' is where we'd like the Z of the prim to be at this moment.
// Compute the amount of force to push us there.
float moveForce = (targetHeight - RawPosition.Z) * Mass / PhysicsScene.LastTimeStep;
AddForce(new OMV.Vector3(0f, 0f, moveForce), false, true);
DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", LocalID, targetHeight, moveForce, Mass);
});
}
else
{
UnRegisterPreStepAction("BSPrim.Hover", LocalID);
}
}
} }
public override float PIDHoverHeight { public override float PIDHoverHeight {
set { _PIDHoverHeight = value; } set { _PIDHoverHeight = value; }
@ -1019,8 +1129,35 @@ public sealed class BSPrim : BSPhysObject
set { _PIDHoverType = value; } set { _PIDHoverType = value; }
} }
public override float PIDHoverTau { public override float PIDHoverTau {
set { _PIDHoverTao = value; } set { _PIDHoverTau = value; }
} }
// Based on current position, determine what we should be hovering at now.
// Must recompute often. What if we walked offa cliff>
private float ComputeCurrentPIDHoverHeight()
{
float ret = _PIDHoverHeight;
float groundHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
switch (_PIDHoverType)
{
case PIDHoverType.Ground:
ret = groundHeight + _PIDHoverHeight;
break;
case PIDHoverType.GroundAndWater:
float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition);
if (groundHeight > waterHeight)
{
ret = groundHeight + _PIDHoverHeight;
}
else
{
ret = waterHeight + _PIDHoverHeight;
}
break;
}
return ret;
}
// For RotLookAt // For RotLookAt
public override OMV.Quaternion APIDTarget { set { return; } } public override OMV.Quaternion APIDTarget { set { return; } }
@ -1047,7 +1184,7 @@ public sealed class BSPrim : BSPhysObject
} }
OMV.Vector3 addForce = force; OMV.Vector3 addForce = force;
DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce);
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
{ {