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authorRobert Adams2012-07-31 09:23:05 -0700
committerRobert Adams2012-07-31 09:23:05 -0700
commit50dbb9ffe480b08f13f7bebb8259193dc00f88dd (patch)
tree20a35e254d4ec9180b75af2e0a02e61dec53e028 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentMerge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff)
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BulletSim: add parameters and API calls for setting ERP and CFM.
Set ERP and CFM in linkset constraints. Reorder rebuilding of object bodies so they are not rebuilt everytime something is linked and unlinked.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs38
1 files changed, 26 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 7590d93..50d11e6 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -103,7 +103,10 @@ public sealed class BSPrim : PhysicsActor
103 long _collidingGroundStep; 103 long _collidingGroundStep;
104 104
105 private BulletBody m_body; 105 private BulletBody m_body;
106 public BulletBody Body { get { return m_body; } } 106 public BulletBody Body {
107 get { return m_body; }
108 set { m_body = value; }
109 }
107 110
108 private BSDynamics _vehicle; 111 private BSDynamics _vehicle;
109 112
@@ -477,9 +480,11 @@ public sealed class BSPrim : PhysicsActor
477 // Only called at taint time so it is save to call into Bullet. 480 // Only called at taint time so it is save to call into Bullet.
478 private void SetObjectDynamic() 481 private void SetObjectDynamic()
479 { 482 {
480 // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid); 483 // RA: remove this for the moment.
481 484 // The problem is that dynamic objects are hulls so if we are becoming physical
482 RecreateGeomAndObject(); 485 // the shape has to be checked and possibly built.
486 // Maybe a VerifyCorrectPhysicalShape() routine?
487 // RecreateGeomAndObject();
483 488
484 float mass = _mass; 489 float mass = _mass;
485 // Bullet wants static objects have a mass of zero 490 // Bullet wants static objects have a mass of zero
@@ -971,21 +976,23 @@ public sealed class BSPrim : PhysicsActor
971 { 976 {
972 DetailLog("{0},CreateGeom,sphere", LocalID); 977 DetailLog("{0},CreateGeom,sphere", LocalID);
973 _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; 978 _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
974 ret = true;
975 // Bullet native objects are scaled by the Bullet engine so pass the size in 979 // Bullet native objects are scaled by the Bullet engine so pass the size in
976 _scale = _size; 980 _scale = _size;
981 // TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
982 ret = true;
977 } 983 }
978 } 984 }
979 } 985 }
980 else 986 else
981 { 987 {
982 // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size); 988 // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
983 if (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX) 989 if (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)
984 { 990 {
985 DetailLog("{0},CreateGeom,box", LocalID); 991 DetailLog("{0},CreateGeom,box", LocalID);
986 _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; 992 _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
987 ret = true;
988 _scale = _size; 993 _scale = _size;
994 // TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
995 ret = true;
989 } 996 }
990 } 997 }
991 } 998 }
@@ -1203,11 +1210,9 @@ public sealed class BSPrim : PhysicsActor
1203 FillShapeInfo(out shape); 1210 FillShapeInfo(out shape);
1204 // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); 1211 // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type);
1205 BulletSimAPI.CreateObject(_scene.WorldID, shape); 1212 BulletSimAPI.CreateObject(_scene.WorldID, shape);
1213
1206 // the CreateObject() may have recreated the rigid body. Make sure we have the latest. 1214 // the CreateObject() may have recreated the rigid body. Make sure we have the latest.
1207 m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID); 1215 m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID);
1208
1209 // The root object could have been recreated. Make sure everything linksety is up to date.
1210 _linkset.RefreshLinkset(this);
1211 } 1216 }
1212 1217
1213 // Copy prim's info into the BulletSim shape description structure 1218 // Copy prim's info into the BulletSim shape description structure
@@ -1236,8 +1241,8 @@ public sealed class BSPrim : PhysicsActor
1236 private void RecreateGeomAndObject() 1241 private void RecreateGeomAndObject()
1237 { 1242 {
1238 // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); 1243 // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID);
1239 CreateGeom(true); 1244 if (CreateGeom(true))
1240 CreateObject(); 1245 CreateObject();
1241 return; 1246 return;
1242 } 1247 }
1243 1248
@@ -1322,6 +1327,15 @@ public sealed class BSPrim : PhysicsActor
1322 1327
1323 base.RequestPhysicsterseUpdate(); 1328 base.RequestPhysicsterseUpdate();
1324 } 1329 }
1330 /*
1331 else
1332 {
1333 // For debugging, we can also report the movement of children
1334 DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
1335 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
1336 entprop.Acceleration, entprop.RotationalVelocity);
1337 }
1338 */
1325 } 1339 }
1326 1340
1327 // I've collided with something 1341 // I've collided with something