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author | Robert Adams | 2013-02-10 09:51:34 -0800 |
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committer | Robert Adams | 2013-02-12 15:52:08 -0800 |
commit | fb903ff49089d5fd7a56aa2401528c3e7cf1800c (patch) | |
tree | 2e6e28f88e6b7711165a8a315e3796241c4a11d2 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |
parent | Extend TestJsonCreateStore() with a one key input and an input with raw numbe... (diff) | |
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BulletSim: More work on center-of-mass. Remove linksetinfo and rely on simulator to update info.
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 31 |
1 files changed, 20 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index de69fa0..8ebb532 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -136,6 +136,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
136 | 136 | ||
137 | // The objects base shape information. Null if not a prim type shape. | 137 | // The objects base shape information. Null if not a prim type shape. |
138 | public PrimitiveBaseShape BaseShape { get; protected set; } | 138 | public PrimitiveBaseShape BaseShape { get; protected set; } |
139 | |||
139 | // Some types of objects have preferred physical representations. | 140 | // Some types of objects have preferred physical representations. |
140 | // Returns SHAPE_UNKNOWN if there is no preference. | 141 | // Returns SHAPE_UNKNOWN if there is no preference. |
141 | public virtual BSPhysicsShapeType PreferredPhysicalShape | 142 | public virtual BSPhysicsShapeType PreferredPhysicalShape |
@@ -150,15 +151,17 @@ public abstract class BSPhysObject : PhysicsActor | |||
150 | public EntityProperties LastEntityProperties { get; set; } | 151 | public EntityProperties LastEntityProperties { get; set; } |
151 | 152 | ||
152 | public virtual OMV.Vector3 Scale { get; set; } | 153 | public virtual OMV.Vector3 Scale { get; set; } |
153 | public abstract bool IsSolid { get; } | ||
154 | public abstract bool IsStatic { get; } | ||
155 | public abstract bool IsSelected { get; } | ||
156 | 154 | ||
157 | // It can be confusing for an actor to know if it should move or update an object | 155 | // It can be confusing for an actor to know if it should move or update an object |
158 | // depeneding on the setting of 'selected', 'physical, ... | 156 | // depeneding on the setting of 'selected', 'physical, ... |
159 | // This flag is the true test -- if true, the object is being acted on in the physical world | 157 | // This flag is the true test -- if true, the object is being acted on in the physical world |
160 | public abstract bool IsPhysicallyActive { get; } | 158 | public abstract bool IsPhysicallyActive { get; } |
161 | 159 | ||
160 | // Detailed state of the object. | ||
161 | public abstract bool IsSolid { get; } | ||
162 | public abstract bool IsStatic { get; } | ||
163 | public abstract bool IsSelected { get; } | ||
164 | |||
162 | // Materialness | 165 | // Materialness |
163 | public MaterialAttributes.Material Material { get; private set; } | 166 | public MaterialAttributes.Material Material { get; private set; } |
164 | public override void SetMaterial(int material) | 167 | public override void SetMaterial(int material) |
@@ -185,14 +188,6 @@ public abstract class BSPhysObject : PhysicsActor | |||
185 | public abstract OMV.Quaternion RawOrientation { get; set; } | 188 | public abstract OMV.Quaternion RawOrientation { get; set; } |
186 | public abstract OMV.Quaternion ForceOrientation { get; set; } | 189 | public abstract OMV.Quaternion ForceOrientation { get; set; } |
187 | 190 | ||
188 | public virtual float TargetSpeed | ||
189 | { | ||
190 | get | ||
191 | { | ||
192 | OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); | ||
193 | return characterOrientedVelocity.X; | ||
194 | } | ||
195 | } | ||
196 | public abstract OMV.Vector3 RawVelocity { get; set; } | 191 | public abstract OMV.Vector3 RawVelocity { get; set; } |
197 | public abstract OMV.Vector3 ForceVelocity { get; set; } | 192 | public abstract OMV.Vector3 ForceVelocity { get; set; } |
198 | 193 | ||
@@ -202,6 +197,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
202 | 197 | ||
203 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } | 198 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } |
204 | 199 | ||
200 | // The current velocity forward | ||
205 | public virtual float ForwardSpeed | 201 | public virtual float ForwardSpeed |
206 | { | 202 | { |
207 | get | 203 | get |
@@ -210,6 +206,19 @@ public abstract class BSPhysObject : PhysicsActor | |||
210 | return characterOrientedVelocity.X; | 206 | return characterOrientedVelocity.X; |
211 | } | 207 | } |
212 | } | 208 | } |
209 | // The forward speed we are trying to achieve (TargetVelocity) | ||
210 | public virtual float TargetVelocitySpeed | ||
211 | { | ||
212 | get | ||
213 | { | ||
214 | OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); | ||
215 | return characterOrientedVelocity.X; | ||
216 | } | ||
217 | } | ||
218 | |||
219 | // The user can optionally set the center of mass. The user's setting will override any | ||
220 | // computed center-of-mass (like in linksets). | ||
221 | public OMV.Vector3? UserSetCenterOfMass { get; set; } | ||
213 | 222 | ||
214 | #region Collisions | 223 | #region Collisions |
215 | 224 | ||