diff options
author | Robert Adams | 2013-01-11 16:36:34 -0800 |
---|---|---|
committer | Robert Adams | 2013-01-11 16:47:53 -0800 |
commit | 459fcd81c9d6e7c92738b40f1b4b4fe746699379 (patch) | |
tree | 6555a0076aa18c3634ad89ef8c3d097d67edb08b /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: add osGetPhysicsEngineType() LSL function and update (diff) | |
download | opensim-SC-459fcd81c9d6e7c92738b40f1b4b4fe746699379.zip opensim-SC-459fcd81c9d6e7c92738b40f1b4b4fe746699379.tar.gz opensim-SC-459fcd81c9d6e7c92738b40f1b4b4fe746699379.tar.bz2 opensim-SC-459fcd81c9d6e7c92738b40f1b4b4fe746699379.tar.xz |
BulletSim: move center of gravity of linkset to its geometric center.
Necessitated allowing simulator and physical position of a body to
get out of sync since Bullet assumes that <0,0,0> is the center of mass.
Update DLLs and SOs for the UpdateChildTransform so positions of
individual prim in a linkset can be implemented.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 40 |
1 files changed, 30 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 02d06b4..003dc54 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -50,7 +50,10 @@ public sealed class BSPrim : BSPhysObject | |||
50 | private bool _grabbed; | 50 | private bool _grabbed; |
51 | private bool _isSelected; | 51 | private bool _isSelected; |
52 | private bool _isVolumeDetect; | 52 | private bool _isVolumeDetect; |
53 | |||
54 | // _position is what the simulator thinks the positions of the prim is. | ||
53 | private OMV.Vector3 _position; | 55 | private OMV.Vector3 _position; |
56 | |||
54 | private float _mass; // the mass of this object | 57 | private float _mass; // the mass of this object |
55 | private float _density; | 58 | private float _density; |
56 | private OMV.Vector3 _force; | 59 | private OMV.Vector3 _force; |
@@ -320,18 +323,37 @@ public sealed class BSPrim : BSPhysObject | |||
320 | } | 323 | } |
321 | public override OMV.Vector3 ForcePosition { | 324 | public override OMV.Vector3 ForcePosition { |
322 | get { | 325 | get { |
323 | _position = PhysicsScene.PE.GetPosition(PhysBody); | 326 | _position = PhysicsScene.PE.GetPosition(PhysBody) - PositionDisplacement; |
324 | return _position; | 327 | return _position; |
325 | } | 328 | } |
326 | set { | 329 | set { |
327 | _position = value; | 330 | _position = value; |
328 | if (PhysBody.HasPhysicalBody) | 331 | if (PhysBody.HasPhysicalBody) |
329 | { | 332 | { |
330 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | 333 | PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation); |
331 | ActivateIfPhysical(false); | 334 | ActivateIfPhysical(false); |
332 | } | 335 | } |
333 | } | 336 | } |
334 | } | 337 | } |
338 | // Override to have position displacement immediately update the physical position. | ||
339 | // A feeble attempt to keep the sim and physical positions in sync | ||
340 | // Must be called at taint time. | ||
341 | public override OMV.Vector3 PositionDisplacement | ||
342 | { | ||
343 | get | ||
344 | { | ||
345 | return base.PositionDisplacement; | ||
346 | } | ||
347 | set | ||
348 | { | ||
349 | base.PositionDisplacement = value; | ||
350 | PhysicsScene.TaintedObject(PhysicsScene.InTaintTime, "BSPrim.setPosition", delegate() | ||
351 | { | ||
352 | if (PhysBody.HasPhysicalBody) | ||
353 | PhysicsScene.PE.SetTranslation(PhysBody, _position + base.PositionDisplacement, _orientation); | ||
354 | }); | ||
355 | } | ||
356 | } | ||
335 | 357 | ||
336 | // Check that the current position is sane and, if not, modify the position to make it so. | 358 | // Check that the current position is sane and, if not, modify the position to make it so. |
337 | // Check for being below terrain and being out of bounds. | 359 | // Check for being below terrain and being out of bounds. |
@@ -590,6 +612,7 @@ public sealed class BSPrim : BSPhysObject | |||
590 | _velocity = value; | 612 | _velocity = value; |
591 | if (PhysBody.HasPhysicalBody) | 613 | if (PhysBody.HasPhysicalBody) |
592 | { | 614 | { |
615 | DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity); | ||
593 | PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); | 616 | PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); |
594 | ActivateIfPhysical(false); | 617 | ActivateIfPhysical(false); |
595 | } | 618 | } |
@@ -654,12 +677,7 @@ public sealed class BSPrim : BSPhysObject | |||
654 | 677 | ||
655 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() | 678 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() |
656 | { | 679 | { |
657 | if (PhysBody.HasPhysicalBody) | 680 | ForceOrientation = _orientation; |
658 | { | ||
659 | // _position = PhysicsScene.PE.GetObjectPosition(PhysicsScene.World, BSBody); | ||
660 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
661 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | ||
662 | } | ||
663 | }); | 681 | }); |
664 | } | 682 | } |
665 | } | 683 | } |
@@ -674,7 +692,8 @@ public sealed class BSPrim : BSPhysObject | |||
674 | set | 692 | set |
675 | { | 693 | { |
676 | _orientation = value; | 694 | _orientation = value; |
677 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | 695 | if (PhysBody.HasPhysicalBody) |
696 | PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation); | ||
678 | } | 697 | } |
679 | } | 698 | } |
680 | public override int PhysicsActorType { | 699 | public override int PhysicsActorType { |
@@ -813,7 +832,7 @@ public sealed class BSPrim : BSPhysObject | |||
813 | // PhysicsScene.PE.ClearAllForces(BSBody); | 832 | // PhysicsScene.PE.ClearAllForces(BSBody); |
814 | 833 | ||
815 | // For good measure, make sure the transform is set through to the motion state | 834 | // For good measure, make sure the transform is set through to the motion state |
816 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); | 835 | PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation); |
817 | 836 | ||
818 | // Center of mass is at the center of the object | 837 | // Center of mass is at the center of the object |
819 | // DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(Linkset.LinksetRoot.PhysBody, _position, _orientation); | 838 | // DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(Linkset.LinksetRoot.PhysBody, _position, _orientation); |
@@ -1615,6 +1634,7 @@ public sealed class BSPrim : BSPhysObject | |||
1615 | } | 1634 | } |
1616 | 1635 | ||
1617 | // Assign directly to the local variables so the normal set actions do not happen | 1636 | // Assign directly to the local variables so the normal set actions do not happen |
1637 | entprop.Position -= PositionDisplacement; | ||
1618 | _position = entprop.Position; | 1638 | _position = entprop.Position; |
1619 | _orientation = entprop.Rotation; | 1639 | _orientation = entprop.Rotation; |
1620 | _velocity = entprop.Velocity; | 1640 | _velocity = entprop.Velocity; |