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authorTeravus Ovares2007-11-09 13:45:42 +0000
committerTeravus Ovares2007-11-09 13:45:42 +0000
commit90274434c62ecf7184b609940db4b7059ffdc4e2 (patch)
tree26bb7ec06f6445bfbf589c4388f163a64bd00d6b /OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
parent* Protip: Commit AFTER compiling. (diff)
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* Moved BulletX off of the 'constant terse update' method. It now only sends terse updates when needed.
* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P * Updated some Masses in ODE to help large prim slow down by friction easier.
Diffstat (limited to 'OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs')
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs26
1 files changed, 26 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index cdccc70..2e6e40f 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -819,6 +819,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin
819 internal protected virtual void ReSize(PhysicsVector _newSize) 819 internal protected virtual void ReSize(PhysicsVector _newSize)
820 { 820 {
821 } 821 }
822 public virtual void ScheduleTerseUpdate()
823 {
824 base.RequestPhysicsterseUpdate();
825 }
822 #endregion 826 #endregion
823 } 827 }
824 828
@@ -1003,6 +1007,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1003 //For now all prims have the same density, all prims are made of water. Be water my friend! :D 1007 //For now all prims have the same density, all prims are made of water. Be water my friend! :D
1004 private const float _density = 1000.0f; 1008 private const float _density = 1000.0f;
1005 private BulletXScene _parent_scene; 1009 private BulletXScene _parent_scene;
1010 private PhysicsVector m_prev_position = new PhysicsVector(0, 0, 0);
1011 private bool m_lastUpdateSent = false;
1006 1012
1007 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, 1013 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size,
1008 AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs, bool isPhysical) 1014 AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
@@ -1148,8 +1154,28 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1148 if (_physical) //Updates properties. Prim updates its properties physically 1154 if (_physical) //Updates properties. Prim updates its properties physically
1149 { 1155 {
1150 _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); 1156 _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition);
1157
1151 _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); 1158 _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity);
1152 _orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation); 1159 _orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation);
1160
1161 if ((Math.Abs(m_prev_position.X - _position.X) < 0.03)
1162 && (Math.Abs(m_prev_position.Y - _position.Y) < 0.03)
1163 && (Math.Abs(m_prev_position.Z - _position.Z) < 0.03))
1164 {
1165 if (!m_lastUpdateSent)
1166 {
1167 _velocity = new PhysicsVector(0, 0, 0);
1168 base.ScheduleTerseUpdate();
1169 m_lastUpdateSent = true;
1170 }
1171 }
1172 else
1173 {
1174 m_lastUpdateSent = false;
1175 base.ScheduleTerseUpdate();
1176
1177 }
1178 m_prev_position = _position;
1153 } 1179 }
1154 else //Doesn't updates properties. That's a cancel 1180 else //Doesn't updates properties. That's a cancel
1155 { 1181 {