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author | Robert Adams | 2012-12-25 23:55:25 -0800 |
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committer | Robert Adams | 2012-12-25 23:55:25 -0800 |
commit | d1ede1df3a04428c83a9937059a0df00d7f3e281 (patch) | |
tree | c2f9943a0e6a12c432cbd927520e92deb2a4c013 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: stop avatar from sliding VERY slowly after walking by (diff) | |
download | opensim-SC-d1ede1df3a04428c83a9937059a0df00d7f3e281.zip opensim-SC-d1ede1df3a04428c83a9937059a0df00d7f3e281.tar.gz opensim-SC-d1ede1df3a04428c83a9937059a0df00d7f3e281.tar.bz2 opensim-SC-d1ede1df3a04428c83a9937059a0df00d7f3e281.tar.xz |
BulletSim: make llBuoyancy work. For some reason, Bullet resets an
object's individual gravity to the world gravity when the object
is added to the physical world.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 159f79f..0d13096 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -422,20 +422,24 @@ public sealed class BSPrim : BSPhysObject | |||
422 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | 422 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); |
423 | } | 423 | } |
424 | 424 | ||
425 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | ||
426 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); | ||
427 | |||
428 | Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | 425 | Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); |
429 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia); | 426 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia); |
430 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | 427 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); |
428 | |||
431 | // center of mass is at the zero of the object | 429 | // center of mass is at the zero of the object |
432 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation); | 430 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation); |
433 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, Inertia); | 431 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},inWorld={3}", LocalID, physMass, Inertia, inWorld); |
434 | 432 | ||
435 | if (inWorld) | 433 | if (inWorld) |
436 | { | 434 | { |
437 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | 435 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); |
438 | } | 436 | } |
437 | |||
438 | // Must set gravity after it has been added to the world because, for unknown reasons, | ||
439 | // adding the object resets the object's gravity to world gravity | ||
440 | OMV.Vector3 grav = PhysicsScene.DefaultGravity * (1f - Buoyancy); | ||
441 | BulletSimAPI.SetGravity2(PhysBody.ptr, grav); | ||
442 | |||
439 | } | 443 | } |
440 | } | 444 | } |
441 | } | 445 | } |