diff options
author | Melanie | 2012-07-23 18:54:12 +0100 |
---|---|---|
committer | Melanie | 2012-07-23 18:54:12 +0100 |
commit | fb8e92c90b8bde44831a06d4a7adae64f181b5aa (patch) | |
tree | fdbb76f70f8016e685b616b51a90f7b1ef21427b /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | Merge branch 'master' into careminster (diff) | |
parent | Update BulletSim DLLs and SOs (diff) | |
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Merge branch 'master' into careminster
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Helpers.cs
prebuild.xml
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 331 |
1 files changed, 217 insertions, 114 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 130f1ca..71a4303 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -42,6 +42,8 @@ public sealed class BSPrim : PhysicsActor | |||
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
43 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 43 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
44 | 44 | ||
45 | private void DebugLog(string mm, params Object[] xx) { if (_scene.shouldDebugLog) m_log.DebugFormat(mm, xx); } | ||
46 | |||
45 | private IMesh _mesh; | 47 | private IMesh _mesh; |
46 | private PrimitiveBaseShape _pbs; | 48 | private PrimitiveBaseShape _pbs; |
47 | private ShapeData.PhysicsShapeType _shapeType; | 49 | private ShapeData.PhysicsShapeType _shapeType; |
@@ -50,6 +52,7 @@ public sealed class BSPrim : PhysicsActor | |||
50 | private List<ConvexResult> _hulls; | 52 | private List<ConvexResult> _hulls; |
51 | 53 | ||
52 | private BSScene _scene; | 54 | private BSScene _scene; |
55 | public BSScene Scene { get { return _scene; } } | ||
53 | private String _avName; | 56 | private String _avName; |
54 | private uint _localID = 0; | 57 | private uint _localID = 0; |
55 | 58 | ||
@@ -86,8 +89,8 @@ public sealed class BSPrim : PhysicsActor | |||
86 | private bool _kinematic; | 89 | private bool _kinematic; |
87 | private float _buoyancy; | 90 | private float _buoyancy; |
88 | 91 | ||
89 | private List<BSPrim> _childrenPrims; | ||
90 | private BSPrim _parentPrim; | 92 | private BSPrim _parentPrim; |
93 | private List<BSPrim> _childrenPrims; | ||
91 | 94 | ||
92 | private int _subscribedEventsMs = 0; | 95 | private int _subscribedEventsMs = 0; |
93 | private int _nextCollisionOkTime = 0; | 96 | private int _nextCollisionOkTime = 0; |
@@ -145,9 +148,19 @@ public sealed class BSPrim : PhysicsActor | |||
145 | public void Destroy() | 148 | public void Destroy() |
146 | { | 149 | { |
147 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | 150 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); |
151 | // DetailLog("{0},Destroy", LocalID); | ||
148 | // Undo any vehicle properties | 152 | // Undo any vehicle properties |
149 | _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE); | 153 | _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE); |
150 | _scene.RemoveVehiclePrim(this); // just to make sure | 154 | _scene.RemoveVehiclePrim(this); // just to make sure |
155 | |||
156 | // undo any dependance with/on other objects | ||
157 | if (_parentPrim != null) | ||
158 | { | ||
159 | // If I'm someone's child, tell them to forget about me. | ||
160 | _parentPrim.RemoveChildFromLinkset(this); | ||
161 | _parentPrim = null; | ||
162 | } | ||
163 | |||
151 | _scene.TaintedObject(delegate() | 164 | _scene.TaintedObject(delegate() |
152 | { | 165 | { |
153 | // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. | 166 | // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. |
@@ -202,7 +215,8 @@ public sealed class BSPrim : PhysicsActor | |||
202 | // link me to the specified parent | 215 | // link me to the specified parent |
203 | public override void link(PhysicsActor obj) { | 216 | public override void link(PhysicsActor obj) { |
204 | BSPrim parent = obj as BSPrim; | 217 | BSPrim parent = obj as BSPrim; |
205 | // m_log.DebugFormat("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID); | 218 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID); |
219 | DetailLog("{0},link,parent={1}", LocalID, obj.LocalID); | ||
206 | // TODO: decide if this parent checking needs to happen at taint time | 220 | // TODO: decide if this parent checking needs to happen at taint time |
207 | if (_parentPrim == null) | 221 | if (_parentPrim == null) |
208 | { | 222 | { |
@@ -225,7 +239,7 @@ public sealed class BSPrim : PhysicsActor | |||
225 | else | 239 | else |
226 | { | 240 | { |
227 | // asking to reparent a prim should not happen | 241 | // asking to reparent a prim should not happen |
228 | m_log.ErrorFormat("{0}: Reparenting a prim. ", LogHeader); | 242 | m_log.ErrorFormat("{0}: link(): Reparenting a prim. ", LogHeader); |
229 | } | 243 | } |
230 | } | 244 | } |
231 | } | 245 | } |
@@ -236,7 +250,9 @@ public sealed class BSPrim : PhysicsActor | |||
236 | public override void delink() { | 250 | public override void delink() { |
237 | // TODO: decide if this parent checking needs to happen at taint time | 251 | // TODO: decide if this parent checking needs to happen at taint time |
238 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 252 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
239 | // m_log.DebugFormat("{0}: delink {1}/{2}", LogHeader, _avName, _localID); | 253 | DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, |
254 | (_parentPrim==null ? "NULL" : _parentPrim._avName+"/"+_parentPrim.LocalID.ToString())); | ||
255 | DetailLog("{0},delink,parent={1}", LocalID, (_parentPrim==null ? "NULL" : _parentPrim.LocalID.ToString())); | ||
240 | if (_parentPrim != null) | 256 | if (_parentPrim != null) |
241 | { | 257 | { |
242 | _parentPrim.RemoveChildFromLinkset(this); | 258 | _parentPrim.RemoveChildFromLinkset(this); |
@@ -252,8 +268,10 @@ public sealed class BSPrim : PhysicsActor | |||
252 | { | 268 | { |
253 | if (!_childrenPrims.Contains(child)) | 269 | if (!_childrenPrims.Contains(child)) |
254 | { | 270 | { |
271 | DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, this.LocalID); | ||
272 | DetailLog("{0},AddChildToLinkset,child={1}", LocalID, pchild.LocalID); | ||
255 | _childrenPrims.Add(child); | 273 | _childrenPrims.Add(child); |
256 | child.ParentPrim = this; // the child has gained a parent | 274 | child._parentPrim = this; // the child has gained a parent |
257 | RecreateGeomAndObject(); // rebuild my shape with the new child added | 275 | RecreateGeomAndObject(); // rebuild my shape with the new child added |
258 | } | 276 | } |
259 | }); | 277 | }); |
@@ -269,9 +287,14 @@ public sealed class BSPrim : PhysicsActor | |||
269 | { | 287 | { |
270 | if (_childrenPrims.Contains(child)) | 288 | if (_childrenPrims.Contains(child)) |
271 | { | 289 | { |
272 | BulletSimAPI.RemoveConstraint(_scene.WorldID, child.LocalID, this.LocalID); | 290 | DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); |
291 | DetailLog("{0},RemoveChildToLinkset,child={1}", LocalID, pchild.LocalID); | ||
292 | if (!BulletSimAPI.RemoveConstraintByID(_scene.WorldID, child.LocalID)) | ||
293 | { | ||
294 | m_log.ErrorFormat("{0}: RemoveChildFromLinkset: Failed remove constraint for {1}", LogHeader, child.LocalID); | ||
295 | } | ||
273 | _childrenPrims.Remove(child); | 296 | _childrenPrims.Remove(child); |
274 | child.ParentPrim = null; // the child has lost its parent | 297 | child._parentPrim = null; // the child has lost its parent |
275 | RecreateGeomAndObject(); // rebuild my shape with the child removed | 298 | RecreateGeomAndObject(); // rebuild my shape with the child removed |
276 | } | 299 | } |
277 | else | 300 | else |
@@ -282,11 +305,6 @@ public sealed class BSPrim : PhysicsActor | |||
282 | return; | 305 | return; |
283 | } | 306 | } |
284 | 307 | ||
285 | public BSPrim ParentPrim | ||
286 | { | ||
287 | set { _parentPrim = value; } | ||
288 | } | ||
289 | |||
290 | // return true if we are the root of a linkset (there are children to manage) | 308 | // return true if we are the root of a linkset (there are children to manage) |
291 | public bool IsRootOfLinkset | 309 | public bool IsRootOfLinkset |
292 | { | 310 | { |
@@ -304,20 +322,28 @@ public sealed class BSPrim : PhysicsActor | |||
304 | base.RequestPhysicsterseUpdate(); | 322 | base.RequestPhysicsterseUpdate(); |
305 | } | 323 | } |
306 | 324 | ||
307 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | 325 | public override void LockAngularMotion(OMV.Vector3 axis) |
326 | { | ||
327 | DetailLog("{0},LockAngularMotion,call,axis={1}", LocalID, axis); | ||
328 | return; | ||
329 | } | ||
308 | 330 | ||
309 | public override OMV.Vector3 Position { | 331 | public override OMV.Vector3 Position { |
310 | get { | 332 | get { |
311 | // don't do the following GetObjectPosition because this function is called a zillion times | 333 | // child prims move around based on their parent. Need to get the latest location |
334 | if (_parentPrim != null) | ||
335 | _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | ||
336 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | ||
312 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 337 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
313 | return _position; | 338 | return _position; |
314 | } | 339 | } |
315 | set { | 340 | set { |
316 | _position = value; | 341 | _position = value; |
342 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | ||
317 | _scene.TaintedObject(delegate() | 343 | _scene.TaintedObject(delegate() |
318 | { | 344 | { |
345 | DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
319 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 346 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
320 | // m_log.DebugFormat("{0}: setPosition: id={1}, position={2}", LogHeader, _localID, _position); | ||
321 | }); | 347 | }); |
322 | } | 348 | } |
323 | } | 349 | } |
@@ -330,6 +356,7 @@ public sealed class BSPrim : PhysicsActor | |||
330 | _force = value; | 356 | _force = value; |
331 | _scene.TaintedObject(delegate() | 357 | _scene.TaintedObject(delegate() |
332 | { | 358 | { |
359 | DetailLog("{0},SetForce,taint,force={1}", LocalID, _force); | ||
333 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 360 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); |
334 | }); | 361 | }); |
335 | } | 362 | } |
@@ -341,15 +368,23 @@ public sealed class BSPrim : PhysicsActor | |||
341 | } | 368 | } |
342 | set { | 369 | set { |
343 | Vehicle type = (Vehicle)value; | 370 | Vehicle type = (Vehicle)value; |
344 | _vehicle.ProcessTypeChange(type); | ||
345 | _scene.TaintedObject(delegate() | 371 | _scene.TaintedObject(delegate() |
346 | { | 372 | { |
373 | DetailLog("{0},SetVehicleType,taint,type={1}", LocalID, type); | ||
374 | _vehicle.ProcessTypeChange(type); | ||
347 | if (type == Vehicle.TYPE_NONE) | 375 | if (type == Vehicle.TYPE_NONE) |
348 | { | 376 | { |
349 | _scene.RemoveVehiclePrim(this); | 377 | _scene.RemoveVehiclePrim(this); |
350 | } | 378 | } |
351 | else | 379 | else |
352 | { | 380 | { |
381 | _scene.TaintedObject(delegate() | ||
382 | { | ||
383 | // Tell the physics engine to clear state | ||
384 | IntPtr obj = BulletSimAPI.GetBodyHandleWorldID2(_scene.WorldID, LocalID); | ||
385 | BulletSimAPI.ClearForces2(obj); | ||
386 | }); | ||
387 | |||
353 | // make it so the scene will call us each tick to do vehicle things | 388 | // make it so the scene will call us each tick to do vehicle things |
354 | _scene.AddVehiclePrim(this); | 389 | _scene.AddVehiclePrim(this); |
355 | } | 390 | } |
@@ -359,37 +394,52 @@ public sealed class BSPrim : PhysicsActor | |||
359 | } | 394 | } |
360 | public override void VehicleFloatParam(int param, float value) | 395 | public override void VehicleFloatParam(int param, float value) |
361 | { | 396 | { |
362 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | 397 | m_log.DebugFormat("{0} VehicleFloatParam. {1} <= {2}", LogHeader, param, value); |
398 | _scene.TaintedObject(delegate() | ||
399 | { | ||
400 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | ||
401 | }); | ||
363 | } | 402 | } |
364 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 403 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
365 | { | 404 | { |
366 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | 405 | m_log.DebugFormat("{0} VehicleVectorParam. {1} <= {2}", LogHeader, param, value); |
406 | _scene.TaintedObject(delegate() | ||
407 | { | ||
408 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | ||
409 | }); | ||
367 | } | 410 | } |
368 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 411 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
369 | { | 412 | { |
370 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | 413 | m_log.DebugFormat("{0} VehicleRotationParam. {1} <= {2}", LogHeader, param, rotation); |
414 | _scene.TaintedObject(delegate() | ||
415 | { | ||
416 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | ||
417 | }); | ||
371 | } | 418 | } |
372 | public override void VehicleFlags(int param, bool remove) | 419 | public override void VehicleFlags(int param, bool remove) |
373 | { | 420 | { |
374 | _vehicle.ProcessVehicleFlags(param, remove); | 421 | m_log.DebugFormat("{0} VehicleFlags. {1}. Remove={2}", LogHeader, param, remove); |
422 | _scene.TaintedObject(delegate() | ||
423 | { | ||
424 | _vehicle.ProcessVehicleFlags(param, remove); | ||
425 | }); | ||
375 | } | 426 | } |
376 | // Called each simulation step to advance vehicle characteristics | 427 | |
428 | // Called each simulation step to advance vehicle characteristics. | ||
429 | // Called from Scene when doing simulation step so we're in taint processing time. | ||
377 | public void StepVehicle(float timeStep) | 430 | public void StepVehicle(float timeStep) |
378 | { | 431 | { |
379 | _vehicle.Step(timeStep, _scene); | 432 | _vehicle.Step(timeStep); |
380 | } | 433 | } |
381 | 434 | ||
382 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | 435 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more |
383 | public override void SetVolumeDetect(int param) { | 436 | public override void SetVolumeDetect(int param) { |
384 | bool newValue = (param != 0); | 437 | bool newValue = (param != 0); |
385 | if (_isVolumeDetect != newValue) | 438 | _isVolumeDetect = newValue; |
439 | _scene.TaintedObject(delegate() | ||
386 | { | 440 | { |
387 | _isVolumeDetect = newValue; | 441 | SetObjectDynamic(); |
388 | _scene.TaintedObject(delegate() | 442 | }); |
389 | { | ||
390 | SetObjectDynamic(); | ||
391 | }); | ||
392 | } | ||
393 | return; | 443 | return; |
394 | } | 444 | } |
395 | 445 | ||
@@ -397,9 +447,11 @@ public sealed class BSPrim : PhysicsActor | |||
397 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } | 447 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } |
398 | public override OMV.Vector3 Velocity { | 448 | public override OMV.Vector3 Velocity { |
399 | get { return _velocity; } | 449 | get { return _velocity; } |
400 | set { _velocity = value; | 450 | set { |
451 | _velocity = value; | ||
401 | _scene.TaintedObject(delegate() | 452 | _scene.TaintedObject(delegate() |
402 | { | 453 | { |
454 | DetailLog("{0},SetVelocity,taint,vel={1}", LocalID, _velocity); | ||
403 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 455 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); |
404 | }); | 456 | }); |
405 | } | 457 | } |
@@ -407,6 +459,7 @@ public sealed class BSPrim : PhysicsActor | |||
407 | public override OMV.Vector3 Torque { | 459 | public override OMV.Vector3 Torque { |
408 | get { return _torque; } | 460 | get { return _torque; } |
409 | set { _torque = value; | 461 | set { _torque = value; |
462 | DetailLog("{0},SetTorque,call,torque={1}", LocalID, _torque); | ||
410 | } | 463 | } |
411 | } | 464 | } |
412 | public override float CollisionScore { | 465 | public override float CollisionScore { |
@@ -419,13 +472,21 @@ public sealed class BSPrim : PhysicsActor | |||
419 | set { _acceleration = value; } | 472 | set { _acceleration = value; } |
420 | } | 473 | } |
421 | public override OMV.Quaternion Orientation { | 474 | public override OMV.Quaternion Orientation { |
422 | get { return _orientation; } | 475 | get { |
476 | if (_parentPrim != null) | ||
477 | { | ||
478 | // children move around because tied to parent. Get a fresh value. | ||
479 | _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); | ||
480 | } | ||
481 | return _orientation; | ||
482 | } | ||
423 | set { | 483 | set { |
424 | _orientation = value; | 484 | _orientation = value; |
425 | // m_log.DebugFormat("{0}: set orientation: id={1}, ori={2}", LogHeader, LocalID, _orientation); | 485 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? |
426 | _scene.TaintedObject(delegate() | 486 | _scene.TaintedObject(delegate() |
427 | { | 487 | { |
428 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 488 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
489 | DetailLog("{0},SetOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
429 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 490 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
430 | }); | 491 | }); |
431 | } | 492 | } |
@@ -458,8 +519,9 @@ public sealed class BSPrim : PhysicsActor | |||
458 | get { return !IsPhantom && !_isVolumeDetect; } | 519 | get { return !IsPhantom && !_isVolumeDetect; } |
459 | } | 520 | } |
460 | 521 | ||
461 | // make gravity work if the object is physical and not selected | 522 | // Make gravity work if the object is physical and not selected |
462 | // no locking here because only called when it is safe | 523 | // No locking here because only called when it is safe |
524 | // Only called at taint time so it is save to call into Bullet. | ||
463 | private void SetObjectDynamic() | 525 | private void SetObjectDynamic() |
464 | { | 526 | { |
465 | // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid); | 527 | // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid); |
@@ -476,6 +538,7 @@ public sealed class BSPrim : PhysicsActor | |||
476 | RecreateGeomAndObject(); | 538 | RecreateGeomAndObject(); |
477 | 539 | ||
478 | } | 540 | } |
541 | DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, _mass); | ||
479 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass); | 542 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass); |
480 | } | 543 | } |
481 | 544 | ||
@@ -516,11 +579,24 @@ public sealed class BSPrim : PhysicsActor | |||
516 | set { _floatOnWater = value; } | 579 | set { _floatOnWater = value; } |
517 | } | 580 | } |
518 | public override OMV.Vector3 RotationalVelocity { | 581 | public override OMV.Vector3 RotationalVelocity { |
519 | get { return _rotationalVelocity; } | 582 | get { |
520 | set { _rotationalVelocity = value; | 583 | /* |
584 | OMV.Vector3 pv = OMV.Vector3.Zero; | ||
585 | // if close to zero, report zero | ||
586 | // This is copied from ODE but I'm not sure why it returns zero but doesn't | ||
587 | // zero the property in the physics engine. | ||
588 | if (_rotationalVelocity.ApproxEquals(pv, 0.2f)) | ||
589 | return pv; | ||
590 | */ | ||
591 | |||
592 | return _rotationalVelocity; | ||
593 | } | ||
594 | set { | ||
595 | _rotationalVelocity = value; | ||
521 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 596 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
522 | _scene.TaintedObject(delegate() | 597 | _scene.TaintedObject(delegate() |
523 | { | 598 | { |
599 | DetailLog("{0},SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | ||
524 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 600 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); |
525 | }); | 601 | }); |
526 | } | 602 | } |
@@ -533,11 +609,13 @@ public sealed class BSPrim : PhysicsActor | |||
533 | } | 609 | } |
534 | public override float Buoyancy { | 610 | public override float Buoyancy { |
535 | get { return _buoyancy; } | 611 | get { return _buoyancy; } |
536 | set { _buoyancy = value; | 612 | set { |
537 | _scene.TaintedObject(delegate() | 613 | _buoyancy = value; |
538 | { | 614 | _scene.TaintedObject(delegate() |
539 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 615 | { |
540 | }); | 616 | DetailLog("{0},SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
617 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | ||
618 | }); | ||
541 | } | 619 | } |
542 | } | 620 | } |
543 | 621 | ||
@@ -573,27 +651,45 @@ public sealed class BSPrim : PhysicsActor | |||
573 | public override float APIDStrength { set { return; } } | 651 | public override float APIDStrength { set { return; } } |
574 | public override float APIDDamping { set { return; } } | 652 | public override float APIDDamping { set { return; } } |
575 | 653 | ||
654 | private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>(); | ||
576 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | 655 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
577 | if (force.IsFinite()) | 656 | if (force.IsFinite()) |
578 | { | 657 | { |
579 | _force.X += force.X; | 658 | // _force += force; |
580 | _force.Y += force.Y; | 659 | lock (m_accumulatedForces) |
581 | _force.Z += force.Z; | 660 | m_accumulatedForces.Add(new OMV.Vector3(force)); |
582 | } | 661 | } |
583 | else | 662 | else |
584 | { | 663 | { |
585 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); | 664 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); |
665 | return; | ||
586 | } | 666 | } |
587 | _scene.TaintedObject(delegate() | 667 | _scene.TaintedObject(delegate() |
588 | { | 668 | { |
589 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 669 | lock (m_accumulatedForces) |
670 | { | ||
671 | if (m_accumulatedForces.Count > 0) | ||
672 | { | ||
673 | OMV.Vector3 fSum = OMV.Vector3.Zero; | ||
674 | foreach (OMV.Vector3 v in m_accumulatedForces) | ||
675 | { | ||
676 | fSum += v; | ||
677 | } | ||
678 | m_accumulatedForces.Clear(); | ||
679 | |||
680 | DetailLog("{0},SetObjectForce,taint,force={1}", LocalID, fSum); | ||
681 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, fSum); | ||
682 | } | ||
683 | } | ||
590 | }); | 684 | }); |
591 | } | 685 | } |
592 | 686 | ||
593 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 687 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
688 | DetailLog("{0},AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | ||
594 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | 689 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); |
595 | } | 690 | } |
596 | public override void SetMomentum(OMV.Vector3 momentum) { | 691 | public override void SetMomentum(OMV.Vector3 momentum) { |
692 | DetailLog("{0},SetMomentum,call,mom={1}", LocalID, momentum); | ||
597 | } | 693 | } |
598 | public override void SubscribeEvents(int ms) { | 694 | public override void SubscribeEvents(int ms) { |
599 | _subscribedEventsMs = ms; | 695 | _subscribedEventsMs = ms; |
@@ -918,6 +1014,7 @@ public sealed class BSPrim : PhysicsActor | |||
918 | { | 1014 | { |
919 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 1015 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); |
920 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 1016 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
1017 | DetailLog("{0},CreateGeom,sphere", LocalID); | ||
921 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 1018 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
922 | _scale = _size; | 1019 | _scale = _size; |
923 | } | 1020 | } |
@@ -925,6 +1022,7 @@ public sealed class BSPrim : PhysicsActor | |||
925 | else | 1022 | else |
926 | { | 1023 | { |
927 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size); | 1024 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size); |
1025 | DetailLog("{0},CreateGeom,box", LocalID); | ||
928 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | 1026 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; |
929 | _scale = _size; | 1027 | _scale = _size; |
930 | } | 1028 | } |
@@ -961,10 +1059,12 @@ public sealed class BSPrim : PhysicsActor | |||
961 | // if this new shape is the same as last time, don't recreate the mesh | 1059 | // if this new shape is the same as last time, don't recreate the mesh |
962 | if (_meshKey == newMeshKey) return; | 1060 | if (_meshKey == newMeshKey) return; |
963 | 1061 | ||
1062 | DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, _meshKey); | ||
964 | // Since we're recreating new, get rid of any previously generated shape | 1063 | // Since we're recreating new, get rid of any previously generated shape |
965 | if (_meshKey != 0) | 1064 | if (_meshKey != 0) |
966 | { | 1065 | { |
967 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); | 1066 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); |
1067 | DetailLog("{0},CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | ||
968 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | 1068 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); |
969 | _mesh = null; | 1069 | _mesh = null; |
970 | _meshKey = 0; | 1070 | _meshKey = 0; |
@@ -981,7 +1081,6 @@ public sealed class BSPrim : PhysicsActor | |||
981 | int vi = 0; | 1081 | int vi = 0; |
982 | foreach (OMV.Vector3 vv in vertices) | 1082 | foreach (OMV.Vector3 vv in vertices) |
983 | { | 1083 | { |
984 | // m_log.DebugFormat("{0}: {1}: <{2:0.00}, {3:0.00}, {4:0.00}>", LogHeader, vi / 3, vv.X, vv.Y, vv.Z); | ||
985 | verticesAsFloats[vi++] = vv.X; | 1084 | verticesAsFloats[vi++] = vv.X; |
986 | verticesAsFloats[vi++] = vv.Y; | 1085 | verticesAsFloats[vi++] = vv.Y; |
987 | verticesAsFloats[vi++] = vv.Z; | 1086 | verticesAsFloats[vi++] = vv.Z; |
@@ -995,6 +1094,7 @@ public sealed class BSPrim : PhysicsActor | |||
995 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1094 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
996 | // meshes are already scaled by the meshmerizer | 1095 | // meshes are already scaled by the meshmerizer |
997 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1096 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1097 | DetailLog("{0},CreateGeomMesh,done", LocalID); | ||
998 | return; | 1098 | return; |
999 | } | 1099 | } |
1000 | 1100 | ||
@@ -1008,13 +1108,17 @@ public sealed class BSPrim : PhysicsActor | |||
1008 | // if the hull hasn't changed, don't rebuild it | 1108 | // if the hull hasn't changed, don't rebuild it |
1009 | if (newHullKey == _hullKey) return; | 1109 | if (newHullKey == _hullKey) return; |
1010 | 1110 | ||
1111 | DetailLog("{0},CreateGeomHull,create,key={1}", LocalID, _meshKey); | ||
1112 | |||
1011 | // Since we're recreating new, get rid of any previously generated shape | 1113 | // Since we're recreating new, get rid of any previously generated shape |
1012 | if (_hullKey != 0) | 1114 | if (_hullKey != 0) |
1013 | { | 1115 | { |
1014 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | 1116 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); |
1117 | DetailLog("{0},CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey); | ||
1015 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | 1118 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); |
1016 | _hullKey = 0; | 1119 | _hullKey = 0; |
1017 | _hulls.Clear(); | 1120 | _hulls.Clear(); |
1121 | DetailLog("{0},CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey); | ||
1018 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | 1122 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); |
1019 | _mesh = null; // the mesh cannot match either | 1123 | _mesh = null; // the mesh cannot match either |
1020 | _meshKey = 0; | 1124 | _meshKey = 0; |
@@ -1111,6 +1215,7 @@ public sealed class BSPrim : PhysicsActor | |||
1111 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | 1215 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; |
1112 | // meshes are already scaled by the meshmerizer | 1216 | // meshes are already scaled by the meshmerizer |
1113 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1217 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1218 | DetailLog("{0},CreateGeomHull,done", LocalID); | ||
1114 | return; | 1219 | return; |
1115 | } | 1220 | } |
1116 | 1221 | ||
@@ -1129,7 +1234,6 @@ public sealed class BSPrim : PhysicsActor | |||
1129 | if (IsRootOfLinkset) | 1234 | if (IsRootOfLinkset) |
1130 | { | 1235 | { |
1131 | // Create a linkset around this object | 1236 | // Create a linkset around this object |
1132 | // CreateLinksetWithCompoundHull(); | ||
1133 | CreateLinksetWithConstraints(); | 1237 | CreateLinksetWithConstraints(); |
1134 | } | 1238 | } |
1135 | else | 1239 | else |
@@ -1191,33 +1295,33 @@ public sealed class BSPrim : PhysicsActor | |||
1191 | // TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added | 1295 | // TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added |
1192 | void CreateLinksetWithConstraints() | 1296 | void CreateLinksetWithConstraints() |
1193 | { | 1297 | { |
1194 | // m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1); | 1298 | DebugLog("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1); |
1195 | 1299 | ||
1196 | // remove any constraints that might be in place | 1300 | // remove any constraints that might be in place |
1197 | foreach (BSPrim prim in _childrenPrims) | 1301 | foreach (BSPrim prim in _childrenPrims) |
1198 | { | 1302 | { |
1199 | // m_log.DebugFormat("{0}: CreateLinkset: RemoveConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID); | 1303 | DebugLog("{0}: CreateLinkset: RemoveConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID); |
1200 | BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, prim.LocalID); | 1304 | BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, prim.LocalID); |
1201 | } | 1305 | } |
1202 | // create constraints between the root prim and each of the children | 1306 | // create constraints between the root prim and each of the children |
1203 | foreach (BSPrim prim in _childrenPrims) | 1307 | foreach (BSPrim prim in _childrenPrims) |
1204 | { | 1308 | { |
1205 | // m_log.DebugFormat("{0}: CreateLinkset: AddConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID); | ||
1206 | |||
1207 | // Zero motion for children so they don't interpolate | 1309 | // Zero motion for children so they don't interpolate |
1208 | prim.ZeroMotion(); | 1310 | prim.ZeroMotion(); |
1209 | 1311 | ||
1210 | // relative position normalized to the root prim | 1312 | // relative position normalized to the root prim |
1211 | OMV.Vector3 childRelativePosition = (prim._position - this._position) * OMV.Quaternion.Inverse(this._orientation); | 1313 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(this._orientation); |
1314 | OMV.Vector3 childRelativePosition = (prim._position - this._position) * invThisOrientation; | ||
1212 | 1315 | ||
1213 | // relative rotation of the child to the parent | 1316 | // relative rotation of the child to the parent |
1214 | OMV.Quaternion relativeRotation = OMV.Quaternion.Inverse(prim._orientation) * this._orientation; | 1317 | OMV.Quaternion childRelativeRotation = invThisOrientation * prim._orientation; |
1215 | 1318 | ||
1216 | // this is a constraint that allows no freedom of movement between the two objects | 1319 | // this is a constraint that allows no freedom of movement between the two objects |
1217 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 1320 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
1321 | DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID); | ||
1218 | BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID, | 1322 | BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID, |
1219 | childRelativePosition, | 1323 | childRelativePosition, |
1220 | relativeRotation, | 1324 | childRelativeRotation, |
1221 | OMV.Vector3.Zero, | 1325 | OMV.Vector3.Zero, |
1222 | OMV.Quaternion.Identity, | 1326 | OMV.Quaternion.Identity, |
1223 | OMV.Vector3.Zero, OMV.Vector3.Zero, | 1327 | OMV.Vector3.Zero, OMV.Vector3.Zero, |
@@ -1252,78 +1356,71 @@ public sealed class BSPrim : PhysicsActor | |||
1252 | const float POSITION_TOLERANCE = 0.05f; | 1356 | const float POSITION_TOLERANCE = 0.05f; |
1253 | const float ACCELERATION_TOLERANCE = 0.01f; | 1357 | const float ACCELERATION_TOLERANCE = 0.01f; |
1254 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; | 1358 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; |
1255 | const bool SHOULD_DAMP_UPDATES = false; | ||
1256 | 1359 | ||
1257 | public void UpdateProperties(EntityProperties entprop) | 1360 | public void UpdateProperties(EntityProperties entprop) |
1258 | { | 1361 | { |
1362 | /* | ||
1259 | UpdatedProperties changed = 0; | 1363 | UpdatedProperties changed = 0; |
1260 | if (SHOULD_DAMP_UPDATES) | 1364 | // assign to the local variables so the normal set action does not happen |
1365 | // if (_position != entprop.Position) | ||
1366 | if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE)) | ||
1261 | { | 1367 | { |
1262 | // assign to the local variables so the normal set action does not happen | 1368 | _position = entprop.Position; |
1263 | // if (_position != entprop.Position) | 1369 | changed |= UpdatedProperties.Position; |
1264 | if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE)) | ||
1265 | { | ||
1266 | _position = entprop.Position; | ||
1267 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, pos = {2}", LogHeader, LocalID, _position); | ||
1268 | changed |= UpdatedProperties.Position; | ||
1269 | } | ||
1270 | // if (_orientation != entprop.Rotation) | ||
1271 | if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE)) | ||
1272 | { | ||
1273 | _orientation = entprop.Rotation; | ||
1274 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, rot = {2}", LogHeader, LocalID, _orientation); | ||
1275 | changed |= UpdatedProperties.Rotation; | ||
1276 | } | ||
1277 | // if (_velocity != entprop.Velocity) | ||
1278 | if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE)) | ||
1279 | { | ||
1280 | _velocity = entprop.Velocity; | ||
1281 | // m_log.DebugFormat("{0}: UpdateProperties: velocity = {1}", LogHeader, _velocity); | ||
1282 | changed |= UpdatedProperties.Velocity; | ||
1283 | } | ||
1284 | // if (_acceleration != entprop.Acceleration) | ||
1285 | if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE)) | ||
1286 | { | ||
1287 | _acceleration = entprop.Acceleration; | ||
1288 | // m_log.DebugFormat("{0}: UpdateProperties: acceleration = {1}", LogHeader, _acceleration); | ||
1289 | changed |= UpdatedProperties.Acceleration; | ||
1290 | } | ||
1291 | // if (_rotationalVelocity != entprop.RotationalVelocity) | ||
1292 | if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE)) | ||
1293 | { | ||
1294 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1295 | // m_log.DebugFormat("{0}: UpdateProperties: rotationalVelocity = {1}", LogHeader, _rotationalVelocity); | ||
1296 | changed |= UpdatedProperties.RotationalVel; | ||
1297 | } | ||
1298 | if (changed != 0) | ||
1299 | { | ||
1300 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
1301 | // Only update the position of single objects and linkset roots | ||
1302 | if (this._parentPrim == null) | ||
1303 | { | ||
1304 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
1305 | base.RequestPhysicsterseUpdate(); | ||
1306 | } | ||
1307 | } | ||
1308 | } | 1370 | } |
1309 | else | 1371 | // if (_orientation != entprop.Rotation) |
1372 | if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE)) | ||
1310 | { | 1373 | { |
1311 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. | 1374 | _orientation = entprop.Rotation; |
1312 | 1375 | changed |= UpdatedProperties.Rotation; | |
1313 | // Only updates only for individual prims and for the root object of a linkset. | 1376 | } |
1377 | // if (_velocity != entprop.Velocity) | ||
1378 | if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE)) | ||
1379 | { | ||
1380 | _velocity = entprop.Velocity; | ||
1381 | changed |= UpdatedProperties.Velocity; | ||
1382 | } | ||
1383 | // if (_acceleration != entprop.Acceleration) | ||
1384 | if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE)) | ||
1385 | { | ||
1386 | _acceleration = entprop.Acceleration; | ||
1387 | changed |= UpdatedProperties.Acceleration; | ||
1388 | } | ||
1389 | // if (_rotationalVelocity != entprop.RotationalVelocity) | ||
1390 | if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE)) | ||
1391 | { | ||
1392 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1393 | changed |= UpdatedProperties.RotationalVel; | ||
1394 | } | ||
1395 | if (changed != 0) | ||
1396 | { | ||
1397 | // Only update the position of single objects and linkset roots | ||
1314 | if (this._parentPrim == null) | 1398 | if (this._parentPrim == null) |
1315 | { | 1399 | { |
1316 | // Assign to the local variables so the normal set action does not happen | ||
1317 | _position = entprop.Position; | ||
1318 | _orientation = entprop.Rotation; | ||
1319 | _velocity = entprop.Velocity; | ||
1320 | _acceleration = entprop.Acceleration; | ||
1321 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1322 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", | ||
1323 | // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | ||
1324 | base.RequestPhysicsterseUpdate(); | 1400 | base.RequestPhysicsterseUpdate(); |
1325 | } | 1401 | } |
1326 | } | 1402 | } |
1403 | */ | ||
1404 | |||
1405 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. | ||
1406 | |||
1407 | // Updates only for individual prims and for the root object of a linkset. | ||
1408 | if (this._parentPrim == null) | ||
1409 | { | ||
1410 | // Assign to the local variables so the normal set action does not happen | ||
1411 | _position = entprop.Position; | ||
1412 | _orientation = entprop.Rotation; | ||
1413 | _velocity = entprop.Velocity; | ||
1414 | _acceleration = entprop.Acceleration; | ||
1415 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1416 | |||
1417 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", | ||
1418 | // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | ||
1419 | DetailLog("{0},UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
1420 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | ||
1421 | |||
1422 | base.RequestPhysicsterseUpdate(); | ||
1423 | } | ||
1327 | } | 1424 | } |
1328 | 1425 | ||
1329 | // I've collided with something | 1426 | // I've collided with something |
@@ -1362,5 +1459,11 @@ public sealed class BSPrim : PhysicsActor | |||
1362 | collisionCollection.Clear(); | 1459 | collisionCollection.Clear(); |
1363 | } | 1460 | } |
1364 | } | 1461 | } |
1462 | |||
1463 | // Invoke the detailed logger and output something if it's enabled. | ||
1464 | private void DetailLog(string msg, params Object[] args) | ||
1465 | { | ||
1466 | Scene.PhysicsLogging.Write(msg, args); | ||
1467 | } | ||
1365 | } | 1468 | } |
1366 | } | 1469 | } |