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IDProjectCategoryView StatusDate SubmittedLast Update
0006693opensim[REGION] Physics Enginespublic2013-06-28 22:182013-11-11 10:21
ReporterRichardus Raymaker 
Assigned ToRobert Adams 
PriorityhighSeveritymajorReproducibilityalways
StatusacknowledgedResolutionopen 
PlatformOSOS Version
Product Versionmaster (dev code) 
Target VersionFixed in Version 
Summary0006693: llMoveToTarget dont work.
DescriptionIf im trying llMoveToTarget with 0.7.6dev (f78d2ef-r/22948)
the llMoveToTarget dont work very good. If you make a prim with the size of <3., 0.5, 0.5> the prim start to bounce around its own ace uncontrolable.
i used the SL lsl example to test llMoveToTarget


default
{
    state_entry()
    {
        vector pos = llGetPos();
        llSetStatus(STATUS_PHYSICS, TRUE);
        // Little pause to allow server to make potentially large linked object physical.
        llSleep(0.1);
        llMoveToTarget(pos,0.4);
        // Look for owner within 20 meters in 360 degree arc every 1 seconds.
        llSensorRepeat("", llGetOwner(), AGENT, 20.0, PI,1.0);
    }
    sensor(integer total_number)
    {
        // Get position of detected owner
        vector pos = llDetectedPos(0);
        // Offset back one metre in X and up one metre in Z based on world coordinates.
        vector offset =<-1,0,1>;
// offset = offset*llDetectedRot(0); //Adding this line will orient the follower relative to the owner's position.
        pos+=offset;
        llMoveToTarget(pos,0.4);
    }
}
TagsNo tags attached.
Git Revision or version numberf78d2ef-r/22948
Run Mode Grid (1 Region per Sim)
Physics EngineBulletSim
Script Engine
Environment.NET / Windows64
Mono VersionNone
Viewer
Attached Files

- Relationships

-  Notes
(0024153)
Robert Adams (administrator)
2013-06-28 22:31

The crazy dancing reproduces with this script. Definitely a problem.
(0024157)
Robert Adams (administrator)
2013-06-29 14:22

While playing with a fix for this (using forces rather than setting position along with fixing other problems) I noticed that SL seems to make the object phantom when doing llMoveToTarget. That is not noted in the documentation but is that expected?

For BulletSim, when the object gets close to the avatar, it bumps into the avatar which creates rotations and tumbling. In SL, the same script seems to overlap the avatar as if the prim is phantom.

Should a llMoveToTarget object be phantom?
(0024161)
argus Portal (reporter)
2013-06-29 14:38

In SL llMoveToTarget don't switch the object to PHANTOM ! The object has to be PHYSICS. And you can push other objects and avatars while moving with llMoveToTarget. Its a nice toy for griefers.
(0024167)
Robert Adams (administrator)
2013-06-30 17:16

What I see in SL is the 3 meter long object of the example moves to the avatar and one end of the object overlaps the avatar as if the object wasn't colliding with the avatar. The recent changes I made to BulletSim cause the object to move to the avatar but the object starts tumbling when one end of it hits the avatar.

Not sure why the difference.
(0024168)
Robert Adams (administrator)
2013-06-30 17:19

I added a new implementation of llMoveToTarget in BulletSim that uses forces to move the object and does not exhibit the crazy dancing when the object reaches its target. The targeted object can get caught behind barriers that are between it and its target.

There is still some back-and-forth movement when the object is homing in on its target but I'll remove the undamped inertia in the future.

Give it a try.

- Issue History
Date Modified Username Field Change
2013-06-28 22:18 Richardus Raymaker New Issue
2013-06-28 22:31 Robert Adams Assigned To => Robert Adams
2013-06-28 22:31 Robert Adams Status new => assigned
2013-06-28 22:31 Robert Adams Note Added: 0024153
2013-06-28 22:31 Robert Adams Status assigned => acknowledged
2013-06-29 14:22 Robert Adams Note Added: 0024157
2013-06-29 14:38 argus Portal Note Added: 0024161
2013-06-30 17:16 Robert Adams Note Added: 0024167
2013-06-30 17:19 Robert Adams Note Added: 0024168


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