/* * 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.Physics.Manager; using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { 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(addedForce, false /* pushForce */, true /* inTaintTime */); } m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,move,fromPos={1},addedForce={2}", m_controllingPrim.LocalID, origPosition, addedForce); } } }