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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.
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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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