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author | Robert Adams | 2013-07-22 12:08:25 -0700 |
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committer | Robert Adams | 2013-07-22 12:08:25 -0700 |
commit | 7b187deb19517aa7c880458894643a5448566a94 (patch) | |
tree | 2e878e0abb0811db75d59a11e34f7479196ae1c4 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | Revert "BulletSim: Add logic to linksets to change physical properties for" (diff) | |
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Revert "BulletSim: change BSDynamics to expect to be passed a BSPrimLinkable"
The changes don't seem to be ready for prime time.
This reverts commit d0d654e2186c8b81c1150da89a549e4f7162a2b4.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 17 |
1 files changed, 2 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 82d7c44..1540df1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -45,7 +45,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
45 | private static string LogHeader = "[BULLETSIM VEHICLE]"; | 45 | private static string LogHeader = "[BULLETSIM VEHICLE]"; |
46 | 46 | ||
47 | // the prim this dynamic controller belongs to | 47 | // the prim this dynamic controller belongs to |
48 | private BSPrimLinkable ControllingPrim { get; set; } | 48 | private BSPrim ControllingPrim { get; set; } |
49 | 49 | ||
50 | private bool m_haveRegisteredForSceneEvents; | 50 | private bool m_haveRegisteredForSceneEvents; |
51 | 51 | ||
@@ -128,15 +128,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
128 | public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName) | 128 | public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName) |
129 | : base(myScene, myPrim, actorName) | 129 | : base(myScene, myPrim, actorName) |
130 | { | 130 | { |
131 | ControllingPrim = myPrim; | ||
131 | Type = Vehicle.TYPE_NONE; | 132 | Type = Vehicle.TYPE_NONE; |
132 | m_haveRegisteredForSceneEvents = false; | 133 | m_haveRegisteredForSceneEvents = false; |
133 | |||
134 | ControllingPrim = myPrim as BSPrimLinkable; | ||
135 | if (ControllingPrim == null) | ||
136 | { | ||
137 | // THIS CANNOT HAPPEN!! | ||
138 | } | ||
139 | VDetailLog("{0},Creation", ControllingPrim.LocalID); | ||
140 | } | 134 | } |
141 | 135 | ||
142 | // Return 'true' if this vehicle is doing vehicle things | 136 | // Return 'true' if this vehicle is doing vehicle things |
@@ -591,8 +585,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
591 | // Friction affects are handled by this vehicle code | 585 | // Friction affects are handled by this vehicle code |
592 | m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction); | 586 | m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction); |
593 | m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution); | 587 | m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution); |
594 | // ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction); | ||
595 | // ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution); | ||
596 | 588 | ||
597 | // Moderate angular movement introduced by Bullet. | 589 | // Moderate angular movement introduced by Bullet. |
598 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | 590 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. |
@@ -603,20 +595,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
603 | 595 | ||
604 | // Vehicles report collision events so we know when it's on the ground | 596 | // Vehicles report collision events so we know when it's on the ground |
605 | m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | 597 | m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
606 | // ControllingPrim.Linkset.SetPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS); | ||
607 | 598 | ||
608 | Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); | 599 | Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); |
609 | ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; | 600 | ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; |
610 | m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); | 601 | m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); |
611 | m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); | 602 | m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); |
612 | // ControllingPrim.Linkset.ComputeLocalInertia(BSParam.VehicleInertiaFactor); | ||
613 | 603 | ||
614 | // Set the gravity for the vehicle depending on the buoyancy | 604 | // Set the gravity for the vehicle depending on the buoyancy |
615 | // TODO: what should be done if prim and vehicle buoyancy differ? | 605 | // TODO: what should be done if prim and vehicle buoyancy differ? |
616 | m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); | 606 | m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); |
617 | // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. | 607 | // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. |
618 | m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero); | 608 | m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero); |
619 | // ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero); | ||
620 | 609 | ||
621 | VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", | 610 | VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", |
622 | ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity, | 611 | ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity, |
@@ -628,7 +617,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
628 | { | 617 | { |
629 | if (ControllingPrim.PhysBody.HasPhysicalBody) | 618 | if (ControllingPrim.PhysBody.HasPhysicalBody) |
630 | m_physicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | 619 | m_physicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
631 | // ControllingPrim.Linkset.RemoveFromPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS); | ||
632 | } | 620 | } |
633 | } | 621 | } |
634 | 622 | ||
@@ -641,7 +629,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
641 | // BSActor.Release() | 629 | // BSActor.Release() |
642 | public override void Dispose() | 630 | public override void Dispose() |
643 | { | 631 | { |
644 | VDetailLog("{0},Dispose", ControllingPrim.LocalID); | ||
645 | UnregisterForSceneEvents(); | 632 | UnregisterForSceneEvents(); |
646 | Type = Vehicle.TYPE_NONE; | 633 | Type = Vehicle.TYPE_NONE; |
647 | Enabled = false; | 634 | Enabled = false; |