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author | Robert Adams | 2013-07-23 08:14:20 -0700 |
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committer | Robert Adams | 2013-07-23 08:14:20 -0700 |
commit | f499b328c44ef29d92aa2ef8102aad6ff5cbe336 (patch) | |
tree | ec77334532f05495f8174b8c2eb971d3073a3885 /OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |
parent | Revert "Revert "BulletSim: change BSDynamics to expect to be passed a BSPrimL... (diff) | |
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Revert "Revert "BulletSim: Add logic to linksets to change physical properties for""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 84d0699761b8da546f9faef084240d7b15f16321.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 3668456..33ae5a5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -44,6 +44,42 @@ public sealed class BSLinksetCompound : BSLinkset | |||
44 | { | 44 | { |
45 | } | 45 | } |
46 | 46 | ||
47 | // ================================================================ | ||
48 | // Changing the physical property of the linkset only needs to change the root | ||
49 | public override void SetPhysicalFriction(float friction) | ||
50 | { | ||
51 | if (LinksetRoot.PhysBody.HasPhysicalBody) | ||
52 | m_physicsScene.PE.SetFriction(LinksetRoot.PhysBody, friction); | ||
53 | } | ||
54 | public override void SetPhysicalRestitution(float restitution) | ||
55 | { | ||
56 | if (LinksetRoot.PhysBody.HasPhysicalBody) | ||
57 | m_physicsScene.PE.SetRestitution(LinksetRoot.PhysBody, restitution); | ||
58 | } | ||
59 | public override void SetPhysicalGravity(OMV.Vector3 gravity) | ||
60 | { | ||
61 | if (LinksetRoot.PhysBody.HasPhysicalBody) | ||
62 | m_physicsScene.PE.SetGravity(LinksetRoot.PhysBody, gravity); | ||
63 | } | ||
64 | public override void ComputeLocalInertia(OMV.Vector3 inertiaFactor) | ||
65 | { | ||
66 | OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(LinksetRoot.PhysShape.physShapeInfo, LinksetRoot.Mass); | ||
67 | LinksetRoot.Inertia = inertia * inertiaFactor; | ||
68 | m_physicsScene.PE.SetMassProps(LinksetRoot.PhysBody, LinksetRoot.Mass, LinksetRoot.Inertia); | ||
69 | m_physicsScene.PE.UpdateInertiaTensor(LinksetRoot.PhysBody); | ||
70 | } | ||
71 | public override void SetPhysicalCollisionFlags(CollisionFlags collFlags) | ||
72 | { | ||
73 | if (LinksetRoot.PhysBody.HasPhysicalBody) | ||
74 | m_physicsScene.PE.SetCollisionFlags(LinksetRoot.PhysBody, collFlags); | ||
75 | } | ||
76 | public override void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags) | ||
77 | { | ||
78 | if (LinksetRoot.PhysBody.HasPhysicalBody) | ||
79 | m_physicsScene.PE.RemoveFromCollisionFlags(LinksetRoot.PhysBody, collFlags); | ||
80 | } | ||
81 | // ================================================================ | ||
82 | |||
47 | // When physical properties are changed the linkset needs to recalculate | 83 | // When physical properties are changed the linkset needs to recalculate |
48 | // its internal properties. | 84 | // its internal properties. |
49 | public override void Refresh(BSPrimLinkable requestor) | 85 | public override void Refresh(BSPrimLinkable requestor) |