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author | Robert Adams | 2016-01-18 07:02:48 -0800 |
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committer | Robert Adams | 2016-01-18 07:02:48 -0800 |
commit | 35d4298be698d9eb02974a4210c5ace867b0db35 (patch) | |
tree | ad3cb41a236cfceaac1629eaec919b522205b00a /OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs | |
parent | BulletSim: revert avatar stationary testing for having slight velocity. (diff) | |
download | opensim-SC-35d4298be698d9eb02974a4210c5ace867b0db35.zip opensim-SC-35d4298be698d9eb02974a4210c5ace867b0db35.tar.gz opensim-SC-35d4298be698d9eb02974a4210c5ace867b0db35.tar.bz2 opensim-SC-35d4298be698d9eb02974a4210c5ace867b0db35.tar.xz |
BulletSim: change method signatures for internal AddForce methods to remove
confusion about push forces. The latter is an external, physics engine interface
feature (the force parameter has a different unit if pushing vs adding force)
and that distinction is not used internally.
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs | 16 |
1 files changed, 10 insertions, 6 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs index 1d552eb..fd9b834 100644 --- a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs | |||
@@ -394,7 +394,7 @@ public class BSPrim : BSPhysObject | |||
394 | // Apply upforce and overcome gravity. | 394 | // Apply upforce and overcome gravity. |
395 | OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; | 395 | OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; |
396 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, RawPosition, upForce, correctionForce); | 396 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, RawPosition, upForce, correctionForce); |
397 | AddForce(correctionForce, false, inTaintTime); | 397 | AddForce(inTaintTime, correctionForce); |
398 | ret = true; | 398 | ret = true; |
399 | } | 399 | } |
400 | } | 400 | } |
@@ -1249,14 +1249,18 @@ public class BSPrim : BSPhysObject | |||
1249 | // Per documentation, max force is limited. | 1249 | // Per documentation, max force is limited. |
1250 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); | 1250 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); |
1251 | 1251 | ||
1252 | // Since this force is being applied in only one step, make this a force per second. | 1252 | // Push forces seem to be scaled differently (follow pattern in ubODE) |
1253 | addForce /= PhysScene.LastTimeStep; | 1253 | if (!pushforce) { |
1254 | AddForce(addForce, pushforce, false /* inTaintTime */); | 1254 | // Since this force is being applied in only one step, make this a force per second. |
1255 | addForce /= PhysScene.LastTimeStep; | ||
1256 | } | ||
1257 | |||
1258 | AddForce(false /* inTaintTime */, addForce); | ||
1255 | } | 1259 | } |
1256 | 1260 | ||
1257 | // Applying a force just adds this to the total force on the object. | 1261 | // Applying a force just adds this to the total force on the object. |
1258 | // This added force will only last the next simulation tick. | 1262 | // This added force will only last the next simulation tick. |
1259 | public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | 1263 | public override void AddForce(bool inTaintTime, OMV.Vector3 force) { |
1260 | // for an object, doesn't matter if force is a pushforce or not | 1264 | // for an object, doesn't matter if force is a pushforce or not |
1261 | if (IsPhysicallyActive) | 1265 | if (IsPhysicallyActive) |
1262 | { | 1266 | { |
@@ -1315,7 +1319,7 @@ public class BSPrim : BSPhysObject | |||
1315 | } | 1319 | } |
1316 | 1320 | ||
1317 | // BSPhysObject.AddAngularForce() | 1321 | // BSPhysObject.AddAngularForce() |
1318 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) | 1322 | public override void AddAngularForce(bool inTaintTime, OMV.Vector3 force) |
1319 | { | 1323 | { |
1320 | if (force.IsFinite()) | 1324 | if (force.IsFinite()) |
1321 | { | 1325 | { |