From 48cfc6d089ae47795d99bf56382c3d1a867e7d03 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 4 Jan 2013 16:47:04 -0800 Subject: BulletSim: implement llMoveToTarget by adding PIDActive, etc. Implementation of non-vehicle hover but haven't tested it a lot. Update TODO list. --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 63 ++++++++-------------- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 20 ++++--- 2 files changed, 33 insertions(+), 50 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 1904ddd..94b63e5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -1010,69 +1010,48 @@ public sealed class BSPrim : BSPhysObject set { if (value) { - // Turning the target on - /* + // We're taking over after this. + ZeroMotion(true); + _targetMotor = new BSVMotor("BSPrim.PIDTarget", _PIDTau, // timeScale BSMotor.Infinite, // decay time scale BSMotor.InfiniteVector, // friction timescale 1f // efficiency ); + _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. _targetMotor.SetTarget(_PIDTarget); _targetMotor.SetCurrent(RawPosition); - */ + /* _targetMotor = new BSPIDVMotor("BSPrim.PIDTarget"); + _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. + _targetMotor.SetTarget(_PIDTarget); _targetMotor.SetCurrent(RawPosition); + _targetMotor.TimeScale = _PIDTau; _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); + OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below) // '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; + OMV.Vector3 movePosition = _targetMotor.Step(timeStep); // 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; + DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}", + LocalID, movePosition, RawPosition, Mass); ForcePosition = _targetMotor.TargetValue; _targetMotor.Enabled = false; } else { - AddForce(moveForce, false, true); + ForcePosition = movePosition; } - DetailLog("{0},BSPrim.PIDTarget,move,movePos={1},moveForce={2},mass={3}", LocalID, movePosition, moveForce, Mass); - */ + DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", LocalID, origPosition, movePosition); }); } else @@ -1102,17 +1081,17 @@ public sealed class BSPrim : BSPhysObject 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.SetCurrent(RawPosition.Z); _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; + float moveForce = (targetHeight - RawPosition.Z) * Mass; + // Undo anything the object thinks it's doing at the moment + moveForce = -RawVelocity.Z * Mass; - AddForce(new OMV.Vector3(0f, 0f, moveForce), false, true); + PhysicsScene.PE.ApplyCentralImpulse(PhysBody, new OMV.Vector3(0f, 0f, moveForce)); DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", LocalID, targetHeight, moveForce, Mass); }); } @@ -1174,7 +1153,7 @@ public sealed class BSPrim : BSPhysObject // This added force will only last the next simulation tick. public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { // for an object, doesn't matter if force is a pushforce or not - if (force.IsFinite()) + if (!IsStatic && force.IsFinite()) { float magnitude = force.Length(); if (magnitude > BSParam.MaxAddForceMagnitude) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index a8a4ff5..facf720 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -1,22 +1,26 @@ CURRENT PRIORITIES ================================================= -Redo BulletSimAPI to allow native C# implementation of Bullet option. +Redo BulletSimAPI to allow native C# implementation of Bullet option (DONE) +Meshes rendering as bounding boxes +llMoveToTarget +Vehicle movement on terrain smoothness +limitMotorUp calibration (more down?) +Preferred orientatino angular correction fix +Surfboard go wonky when turning + Angular motor direction is global coordinates rather than local coordinates? +Boats float low in the water Avatar movement - flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle + flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) walking up stairs is not calibrated correctly (stairs out of Kepler cabin) - avatar capsule rotation completed -llMoveToTarget + avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) Enable vehicle border crossings (at least as poorly as ODE) Terrain skirts Avatar created in previous region and not new region when crossing border Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) -Vehicle movement on terrain smoothness Vehicle script tuning/debugging Avanti speed script Weapon shooter script -limitMotorUp calibration (more down?) -Boats float low in the water -Add material densities to the material types. +Add material densities to the material types CRASHES ================================================= -- cgit v1.1