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author | Robert Adams | 2012-12-21 15:21:32 -0800 |
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committer | Robert Adams | 2012-12-21 15:21:32 -0800 |
commit | 6dbf9c8ed4ca5646f47043f9937da5acbe124d0e (patch) | |
tree | 337ec47d2093834ccef03f83816ec3f203315c6f /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | BulletSim: Move all the parameter variables, tables and get and fetch logic t... (diff) | |
download | opensim-SC-6dbf9c8ed4ca5646f47043f9937da5acbe124d0e.zip opensim-SC-6dbf9c8ed4ca5646f47043f9937da5acbe124d0e.tar.gz opensim-SC-6dbf9c8ed4ca5646f47043f9937da5acbe124d0e.tar.bz2 opensim-SC-6dbf9c8ed4ca5646f47043f9937da5acbe124d0e.tar.xz |
BulletSim: repair vehicle problems introduced in previous 'improvements'. Fix line endings in BSParams.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 37 |
1 files changed, 28 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index e59ed8d..3fde57b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -634,28 +634,33 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
634 | m_knownHas = 0; | 634 | m_knownHas = 0; |
635 | m_knownChanged = 0; | 635 | m_knownChanged = 0; |
636 | } | 636 | } |
637 | // Push all the changed values back into the physics engine | ||
637 | private void PushKnownChanged() | 638 | private void PushKnownChanged() |
638 | { | 639 | { |
639 | if (m_knownChanged != 0) | 640 | if (m_knownChanged != 0) |
640 | { | 641 | { |
641 | if ((m_knownChanged & m_knownChangedPosition) != 0) | 642 | if ((m_knownChanged & m_knownChangedPosition) != 0) |
642 | Prim.ForcePosition = VehiclePosition; | 643 | Prim.ForcePosition = m_knownPosition; |
644 | |||
643 | if ((m_knownChanged & m_knownChangedOrientation) != 0) | 645 | if ((m_knownChanged & m_knownChangedOrientation) != 0) |
644 | Prim.ForceOrientation = VehicleOrientation; | 646 | Prim.ForceOrientation = m_knownOrientation; |
647 | |||
645 | if ((m_knownChanged & m_knownChangedVelocity) != 0) | 648 | if ((m_knownChanged & m_knownChangedVelocity) != 0) |
646 | { | 649 | { |
647 | Prim.ForceVelocity = VehicleVelocity; | 650 | Prim.ForceVelocity = m_knownVelocity; |
648 | BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity); | 651 | BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity); |
649 | } | 652 | } |
653 | |||
650 | if ((m_knownChanged & m_knownChangedForce) != 0) | 654 | if ((m_knownChanged & m_knownChangedForce) != 0) |
651 | Prim.AddForce((Vector3)m_knownForce, false, true); | 655 | Prim.AddForce((Vector3)m_knownForce, false, true); |
652 | 656 | ||
653 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) | 657 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) |
654 | { | 658 | { |
655 | Prim.ForceRotationalVelocity = VehicleRotationalVelocity; | 659 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; |
656 | // Fake out Bullet by making it think the velocity is the same as last time. | 660 | // Fake out Bullet by making it think the velocity is the same as last time. |
657 | BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, VehicleRotationalVelocity); | 661 | BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, m_knownRotationalVelocity); |
658 | } | 662 | } |
663 | |||
659 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) | 664 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) |
660 | Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true); | 665 | Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true); |
661 | 666 | ||
@@ -667,7 +672,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
667 | } | 672 | } |
668 | 673 | ||
669 | // Since the computation of terrain height can be a little involved, this routine | 674 | // Since the computation of terrain height can be a little involved, this routine |
670 | // is used ot fetch the height only once for each vehicle simulation step. | 675 | // is used to fetch the height only once for each vehicle simulation step. |
671 | private float GetTerrainHeight(Vector3 pos) | 676 | private float GetTerrainHeight(Vector3 pos) |
672 | { | 677 | { |
673 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0) | 678 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0) |
@@ -699,12 +704,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
699 | m_knownPosition = Prim.ForcePosition; | 704 | m_knownPosition = Prim.ForcePosition; |
700 | m_knownHas |= m_knownChangedPosition; | 705 | m_knownHas |= m_knownChangedPosition; |
701 | } | 706 | } |
702 | return (Vector3)m_knownPosition; | 707 | return m_knownPosition; |
703 | } | 708 | } |
704 | set | 709 | set |
705 | { | 710 | { |
706 | m_knownPosition = value; | 711 | m_knownPosition = value; |
707 | m_knownChanged |= m_knownChangedPosition; | 712 | m_knownChanged |= m_knownChangedPosition; |
713 | m_knownHas |= m_knownChangedPosition; | ||
708 | } | 714 | } |
709 | } | 715 | } |
710 | 716 | ||
@@ -717,12 +723,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
717 | m_knownOrientation = Prim.ForceOrientation; | 723 | m_knownOrientation = Prim.ForceOrientation; |
718 | m_knownHas |= m_knownChangedOrientation; | 724 | m_knownHas |= m_knownChangedOrientation; |
719 | } | 725 | } |
720 | return (Quaternion)m_knownOrientation; | 726 | return m_knownOrientation; |
721 | } | 727 | } |
722 | set | 728 | set |
723 | { | 729 | { |
724 | m_knownOrientation = value; | 730 | m_knownOrientation = value; |
725 | m_knownChanged |= m_knownChangedOrientation; | 731 | m_knownChanged |= m_knownChangedOrientation; |
732 | m_knownHas |= m_knownChangedOrientation; | ||
726 | } | 733 | } |
727 | } | 734 | } |
728 | 735 | ||
@@ -741,13 +748,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
741 | { | 748 | { |
742 | m_knownVelocity = value; | 749 | m_knownVelocity = value; |
743 | m_knownChanged |= m_knownChangedVelocity; | 750 | m_knownChanged |= m_knownChangedVelocity; |
751 | m_knownHas |= m_knownChangedVelocity; | ||
744 | } | 752 | } |
745 | } | 753 | } |
746 | 754 | ||
747 | private void VehicleAddForce(Vector3 aForce) | 755 | private void VehicleAddForce(Vector3 aForce) |
748 | { | 756 | { |
757 | if ((m_knownHas & m_knownChangedForce) == 0) | ||
758 | { | ||
759 | m_knownForce = Vector3.Zero; | ||
760 | } | ||
749 | m_knownForce += aForce; | 761 | m_knownForce += aForce; |
750 | m_knownChanged |= m_knownChangedForce; | 762 | m_knownChanged |= m_knownChangedForce; |
763 | m_knownHas |= m_knownChangedForce; | ||
751 | } | 764 | } |
752 | 765 | ||
753 | private Vector3 VehicleRotationalVelocity | 766 | private Vector3 VehicleRotationalVelocity |
@@ -765,12 +778,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
765 | { | 778 | { |
766 | m_knownRotationalVelocity = value; | 779 | m_knownRotationalVelocity = value; |
767 | m_knownChanged |= m_knownChangedRotationalVelocity; | 780 | m_knownChanged |= m_knownChangedRotationalVelocity; |
781 | m_knownHas |= m_knownChangedRotationalVelocity; | ||
768 | } | 782 | } |
769 | } | 783 | } |
770 | private void VehicleAddAngularForce(Vector3 aForce) | 784 | private void VehicleAddAngularForce(Vector3 aForce) |
771 | { | 785 | { |
786 | if ((m_knownHas & m_knownChangedRotationalForce) == 0) | ||
787 | { | ||
788 | m_knownRotationalForce = Vector3.Zero; | ||
789 | } | ||
772 | m_knownRotationalForce += aForce; | 790 | m_knownRotationalForce += aForce; |
773 | m_knownChanged |= m_knownChangedRotationalForce; | 791 | m_knownChanged |= m_knownChangedRotationalForce; |
792 | m_knownHas |= m_knownChangedRotationalForce; | ||
774 | } | 793 | } |
775 | // Vehicle relative forward velocity | 794 | // Vehicle relative forward velocity |
776 | private Vector3 VehicleForwardVelocity | 795 | private Vector3 VehicleForwardVelocity |
@@ -782,7 +801,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
782 | m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); | 801 | m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); |
783 | m_knownHas |= m_knownChangedForwardVelocity; | 802 | m_knownHas |= m_knownChangedForwardVelocity; |
784 | } | 803 | } |
785 | return (Vector3)m_knownForwardVelocity; | 804 | return m_knownForwardVelocity; |
786 | } | 805 | } |
787 | } | 806 | } |
788 | private float VehicleForwardSpeed | 807 | private float VehicleForwardSpeed |