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author | Robert Adams | 2012-10-09 12:58:06 -0700 |
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committer | Robert Adams | 2012-10-11 14:01:07 -0700 |
commit | 68698975f1537725a1f53bc4b2db2cfc798ac7f3 (patch) | |
tree | 7a021b67a3bde146160a1e7d8befef053698e71e /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | BulletSim: Fix crash when linking large physical linksets. (diff) | |
download | opensim-SC-68698975f1537725a1f53bc4b2db2cfc798ac7f3.zip opensim-SC-68698975f1537725a1f53bc4b2db2cfc798ac7f3.tar.gz opensim-SC-68698975f1537725a1f53bc4b2db2cfc798ac7f3.tar.bz2 opensim-SC-68698975f1537725a1f53bc4b2db2cfc798ac7f3.tar.xz |
BulletSim: Add Force* operations to objects to allow direct push to engine.
Update BSDynamics to use same (don't want to delay updates til next taint-time.
Suppress queuing a taint update for position and orientation calls if value
does not change.
Move Bullet timing statistics call from C# back to C++ code.
Throttle taints per simulation step and add parameter to set.
By default, don't create hulls for physical objects. Add a
parameter to turn on and off.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 3fb2253..76230a1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -481,7 +481,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
481 | m_lastPositionVector = Prim.ForcePosition; | 481 | m_lastPositionVector = Prim.ForcePosition; |
482 | 482 | ||
483 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 483 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
484 | Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity); | 484 | Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity); |
485 | }// end Step | 485 | }// end Step |
486 | 486 | ||
487 | // Apply the effect of the linear motor. | 487 | // Apply the effect of the linear motor. |
@@ -540,7 +540,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
540 | // add Gravity and Buoyancy | 540 | // add Gravity and Buoyancy |
541 | // There is some gravity, make a gravity force vector that is applied after object velocity. | 541 | // There is some gravity, make a gravity force vector that is applied after object velocity. |
542 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 542 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
543 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (Prim.Mass * (1f - m_VehicleBuoyancy)); | 543 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (Prim.MassRaw * (1f - m_VehicleBuoyancy)); |
544 | 544 | ||
545 | /* | 545 | /* |
546 | * RA: Not sure why one would do this | 546 | * RA: Not sure why one would do this |
@@ -678,10 +678,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
678 | m_newVelocity.Z = 0; | 678 | m_newVelocity.Z = 0; |
679 | 679 | ||
680 | // Apply velocity | 680 | // Apply velocity |
681 | Prim.Velocity = m_newVelocity; | 681 | Prim.ForceVelocity = m_newVelocity; |
682 | // apply gravity force | 682 | // apply gravity force |
683 | // Why is this set here? The physics engine already does gravity. | 683 | // Why is this set here? The physics engine already does gravity. |
684 | // m_prim.AddForce(grav, false); | 684 | Prim.AddForce(grav, false); |
685 | 685 | ||
686 | // Apply friction | 686 | // Apply friction |
687 | Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); | 687 | Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); |
@@ -704,7 +704,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
704 | // m_lastAngularVelocity // what was last applied to body | 704 | // m_lastAngularVelocity // what was last applied to body |
705 | 705 | ||
706 | // Get what the body is doing, this includes 'external' influences | 706 | // Get what the body is doing, this includes 'external' influences |
707 | Vector3 angularVelocity = Prim.RotationalVelocity; | 707 | Vector3 angularVelocity = Prim.ForceRotationalVelocity; |
708 | 708 | ||
709 | if (m_angularMotorApply > 0) | 709 | if (m_angularMotorApply > 0) |
710 | { | 710 | { |
@@ -810,7 +810,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
810 | m_lastAngularVelocity -= m_lastAngularVelocity * decayamount; | 810 | m_lastAngularVelocity -= m_lastAngularVelocity * decayamount; |
811 | 811 | ||
812 | // Apply to the body | 812 | // Apply to the body |
813 | Prim.RotationalVelocity = m_lastAngularVelocity; | 813 | Prim.ForceRotationalVelocity = m_lastAngularVelocity; |
814 | 814 | ||
815 | VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", Prim.LocalID, decayamount, m_lastAngularVelocity); | 815 | VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", Prim.LocalID, decayamount, m_lastAngularVelocity); |
816 | } //end MoveAngular | 816 | } //end MoveAngular |