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authorRobert Adams2013-01-09 22:45:01 -0800
committerRobert Adams2013-01-11 16:47:20 -0800
commit93adc4cb6689b156db4db315d44b5ba0ddcd65ac (patch)
tree0068e2e8bb2721f6f33e622ebb6f7535eb843518 /OpenSim
parentFix exception reporting in SceneObjectPart so it logs what the exception is r... (diff)
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BulletSim: Add IsSelected attribute to physical objects. Have vehicles check to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs4
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs126
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs1
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs81
4 files changed, 162 insertions, 50 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 939d38a..aadb583 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -328,6 +328,10 @@ public sealed class BSCharacter : BSPhysObject
328 public override bool Selected { 328 public override bool Selected {
329 set { _selected = value; } 329 set { _selected = value; }
330 } 330 }
331 public override bool IsSelected
332 {
333 get { return _selected; }
334 }
331 public override void CrossingFailure() { return; } 335 public override void CrossingFailure() { return; }
332 public override void link(PhysicsActor obj) { return; } 336 public override void link(PhysicsActor obj) { return; }
333 public override void delink() { return; } 337 public override void delink() { return; }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 2e44ab6..80fdfb9 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -108,10 +108,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
108 private float m_VhoverEfficiency = 0f; 108 private float m_VhoverEfficiency = 0f;
109 private float m_VhoverTimescale = 0f; 109 private float m_VhoverTimescale = 0f;
110 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height 110 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
111 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. 111 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
112 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) 112 private float m_VehicleBuoyancy = 0f;
113 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. 113 private Vector3 m_VehicleGravity = Vector3.Zero; // Gravity computed when buoyancy set
114 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
115 114
116 //Attractor properties 115 //Attractor properties
117 private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction"); 116 private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction");
@@ -149,14 +148,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
149 enableAngularVerticalAttraction = false; 148 enableAngularVerticalAttraction = false;
150 enableAngularDeflection = false; 149 enableAngularDeflection = false;
151 enableAngularBanking = false; 150 enableAngularBanking = false;
152 VDetailLog("{0},BSDynamics.SetupVehicleDebugging,settingDebugMode"); 151 VDetailLog("{0},BSDynamics.SetupVehicleDebugging,settingDebugMode", Prim.LocalID);
153 } 152 }
154 } 153 }
155 154
156 // Return 'true' if this vehicle is doing vehicle things 155 // Return 'true' if this vehicle is doing vehicle things
157 public bool IsActive 156 public bool IsActive
158 { 157 {
159 get { return Type != Vehicle.TYPE_NONE && Prim.IsPhysical; } 158 get { return (Type != Vehicle.TYPE_NONE && !Prim.IsStatic); }
160 } 159 }
161 160
162 #region Vehicle parameter setting 161 #region Vehicle parameter setting
@@ -190,6 +189,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
190 break; 189 break;
191 case Vehicle.BUOYANCY: 190 case Vehicle.BUOYANCY:
192 m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); 191 m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f);
192 m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy);
193 break; 193 break;
194 case Vehicle.HOVER_EFFICIENCY: 194 case Vehicle.HOVER_EFFICIENCY:
195 m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); 195 m_VhoverEfficiency = ClampInRange(0f, pValue, 1f);
@@ -562,12 +562,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
562 1f); 562 1f);
563 m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) 563 m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
564 564
565 /* Not implemented
565 m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, 566 m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale,
566 BSMotor.Infinite, BSMotor.InfiniteVector, 567 BSMotor.Infinite, BSMotor.InfiniteVector,
567 m_verticalAttractionEfficiency); 568 m_verticalAttractionEfficiency);
568 // Z goes away and we keep X and Y 569 // Z goes away and we keep X and Y
569 m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); 570 m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f);
570 m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) 571 m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
572 */
571 } 573 }
572 #endregion // Vehicle parameter setting 574 #endregion // Vehicle parameter setting
573 575
@@ -599,11 +601,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
599 601
600 // Set the gravity for the vehicle depending on the buoyancy 602 // Set the gravity for the vehicle depending on the buoyancy
601 // TODO: what should be done if prim and vehicle buoyancy differ? 603 // TODO: what should be done if prim and vehicle buoyancy differ?
602 Vector3 grav = Prim.ComputeGravity(m_VehicleBuoyancy); 604 m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy);
603 PhysicsScene.PE.SetGravity(Prim.PhysBody, grav); 605 // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same.
606 PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero);
604 607
605 VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4},grav={5}", 608 VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4},grav={5}",
606 Prim.LocalID, m_vehicleMass, friction, Prim.Inertia, angularDamping, grav); 609 Prim.LocalID, m_vehicleMass, friction, Prim.Inertia, angularDamping, m_VehicleGravity);
607 } 610 }
608 else 611 else
609 { 612 {
@@ -643,6 +646,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
643 private Vector3 m_knownPosition; 646 private Vector3 m_knownPosition;
644 private Vector3 m_knownVelocity; 647 private Vector3 m_knownVelocity;
645 private Vector3 m_knownForce; 648 private Vector3 m_knownForce;
649 private Vector3 m_knownForceImpulse;
646 private Quaternion m_knownOrientation; 650 private Quaternion m_knownOrientation;
647 private Vector3 m_knownRotationalVelocity; 651 private Vector3 m_knownRotationalVelocity;
648 private Vector3 m_knownRotationalForce; 652 private Vector3 m_knownRotationalForce;
@@ -651,12 +655,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
651 private const int m_knownChangedPosition = 1 << 0; 655 private const int m_knownChangedPosition = 1 << 0;
652 private const int m_knownChangedVelocity = 1 << 1; 656 private const int m_knownChangedVelocity = 1 << 1;
653 private const int m_knownChangedForce = 1 << 2; 657 private const int m_knownChangedForce = 1 << 2;
654 private const int m_knownChangedOrientation = 1 << 3; 658 private const int m_knownChangedForceImpulse = 1 << 3;
655 private const int m_knownChangedRotationalVelocity = 1 << 4; 659 private const int m_knownChangedOrientation = 1 << 4;
656 private const int m_knownChangedRotationalForce = 1 << 5; 660 private const int m_knownChangedRotationalVelocity = 1 << 5;
657 private const int m_knownChangedTerrainHeight = 1 << 6; 661 private const int m_knownChangedRotationalForce = 1 << 6;
658 private const int m_knownChangedWaterLevel = 1 << 7; 662 private const int m_knownChangedTerrainHeight = 1 << 7;
659 private const int m_knownChangedForwardVelocity = 1 << 8; 663 private const int m_knownChangedWaterLevel = 1 << 8;
664 private const int m_knownChangedForwardVelocity = 1 << 9;
660 665
661 private void ForgetKnownVehicleProperties() 666 private void ForgetKnownVehicleProperties()
662 { 667 {
@@ -677,21 +682,29 @@ namespace OpenSim.Region.Physics.BulletSPlugin
677 if ((m_knownChanged & m_knownChangedVelocity) != 0) 682 if ((m_knownChanged & m_knownChangedVelocity) != 0)
678 { 683 {
679 Prim.ForceVelocity = m_knownVelocity; 684 Prim.ForceVelocity = m_knownVelocity;
680 PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, VehicleVelocity); 685 // Fake out Bullet by making it think the velocity is the same as last time.
686 // Bullet does a bunch of smoothing for changing parameters.
687 // Since the vehicle is demanding this setting, we override Bullet's smoothing
688 // by telling Bullet the value was the same last time.
689 PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, m_knownVelocity);
681 } 690 }
682 691
683 if ((m_knownChanged & m_knownChangedForce) != 0) 692 if ((m_knownChanged & m_knownChangedForce) != 0)
684 Prim.AddForce((Vector3)m_knownForce, false, true); 693 Prim.AddForce((Vector3)m_knownForce, false, true);
685 694
695 if ((m_knownChanged & m_knownChangedForceImpulse) != 0)
696 Prim.AddForceImpulse((Vector3)m_knownForceImpulse, false, true);
697
686 if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) 698 if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0)
687 { 699 {
688 Prim.ForceRotationalVelocity = m_knownRotationalVelocity; 700 Prim.ForceRotationalVelocity = m_knownRotationalVelocity;
689 // Fake out Bullet by making it think the velocity is the same as last time.
690 PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); 701 PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity);
691 } 702 }
692 703
693 if ((m_knownChanged & m_knownChangedRotationalForce) != 0) 704 if ((m_knownChanged & m_knownChangedRotationalForce) != 0)
705 {
694 Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true); 706 Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true);
707 }
695 708
696 // If we set one of the values (ie, the physics engine didn't do it) we must force 709 // If we set one of the values (ie, the physics engine didn't do it) we must force
697 // an UpdateProperties event to send the changes up to the simulator. 710 // an UpdateProperties event to send the changes up to the simulator.
@@ -781,15 +794,26 @@ namespace OpenSim.Region.Physics.BulletSPlugin
781 } 794 }
782 } 795 }
783 796
784 private void VehicleAddForce(Vector3 aForce) 797 private void VehicleAddForce(Vector3 pForce)
785 { 798 {
786 if ((m_knownHas & m_knownChangedForce) == 0) 799 if ((m_knownHas & m_knownChangedForce) == 0)
787 { 800 {
788 m_knownForce = Vector3.Zero; 801 m_knownForce = Vector3.Zero;
802 m_knownHas |= m_knownChangedForce;
789 } 803 }
790 m_knownForce += aForce; 804 m_knownForce += pForce;
791 m_knownChanged |= m_knownChangedForce; 805 m_knownChanged |= m_knownChangedForce;
792 m_knownHas |= m_knownChangedForce; 806 }
807
808 private void VehicleAddForceImpulse(Vector3 pImpulse)
809 {
810 if ((m_knownHas & m_knownChangedForceImpulse) == 0)
811 {
812 m_knownForceImpulse = Vector3.Zero;
813 m_knownHas |= m_knownChangedForceImpulse;
814 }
815 m_knownForceImpulse += pImpulse;
816 m_knownChanged |= m_knownChangedForceImpulse;
793 } 817 }
794 818
795 private Vector3 VehicleRotationalVelocity 819 private Vector3 VehicleRotationalVelocity
@@ -868,20 +892,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
868 if (PhysicsScene.VehiclePhysicalLoggingEnabled) 892 if (PhysicsScene.VehiclePhysicalLoggingEnabled)
869 PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); 893 PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
870 894
871 VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", 895 VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}",
872 Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); 896 Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity);
873 } 897 }
874 898
875 // Apply the effect of the linear motor and other linear motions (like hover and float). 899 // Apply the effect of the linear motor and other linear motions (like hover and float).
876 private void MoveLinear(float pTimestep) 900 private void MoveLinear(float pTimestep)
877 { 901 {
878 Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep); 902 ComputeLinearVelocity(pTimestep);
879
880 // The movement computed in the linear motor is relative to the vehicle
881 // coordinates. Rotate the movement to world coordinates.
882 linearMotorContribution *= VehicleOrientation;
883
884 VehicleVelocity = linearMotorContribution;
885 903
886 ComputeLinearTerrainHeightCorrection(pTimestep); 904 ComputeLinearTerrainHeightCorrection(pTimestep);
887 905
@@ -891,6 +909,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
891 909
892 ComputeLinearMotorUp(pTimestep); 910 ComputeLinearMotorUp(pTimestep);
893 911
912 ApplyGravity(pTimestep);
913
894 // If not changing some axis, reduce out velocity 914 // If not changing some axis, reduce out velocity
895 if ((m_flags & (VehicleFlag.NO_X | VehicleFlag.NO_Y | VehicleFlag.NO_Z)) != 0) 915 if ((m_flags & (VehicleFlag.NO_X | VehicleFlag.NO_Y | VehicleFlag.NO_Z)) != 0)
896 { 916 {
@@ -919,6 +939,43 @@ namespace OpenSim.Region.Physics.BulletSPlugin
919 939
920 } // end MoveLinear() 940 } // end MoveLinear()
921 941
942 public void ComputeLinearVelocity(float pTimestep)
943 {
944 Vector3 linearMotorStep = m_linearMotor.Step(pTimestep);
945
946 // The movement computed in the linear motor is relative to the vehicle
947 // coordinates. Rotate the movement to world coordinates.
948 Vector3 linearMotorVelocity = linearMotorStep * VehicleOrientation;
949
950 // If we're a ground vehicle, don't loose any Z action (like gravity acceleration).
951 float mixFactor = 1f; // 1 means use all linear motor Z value, 0 means use all existing Z
952 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
953 {
954 if (!Prim.IsColliding)
955 {
956 // If a ground vehicle and not on the ground, I want gravity effect
957 mixFactor = 0.2f;
958 }
959 }
960 else
961 {
962 // I'm not a ground vehicle but don't totally loose the effect of the environment
963 mixFactor = 0.8f;
964 }
965 linearMotorVelocity.Z = mixFactor * linearMotorVelocity.Z + (1f - mixFactor) * VehicleVelocity.Z;
966
967 // What we want to contribute to the vehicle's existing velocity
968 Vector3 linearMotorForce = linearMotorVelocity - VehicleVelocity;
969
970 // Act against the inertia of the vehicle
971 linearMotorForce *= m_vehicleMass;
972
973 VehicleAddForceImpulse(linearMotorForce);
974
975 VDetailLog("{0}, MoveLinear,velocity,vehVel={1},step={2},stepVel={3},mix={4},force={5}",
976 Prim.LocalID, VehicleVelocity, linearMotorStep, linearMotorVelocity, mixFactor, linearMotorForce);
977 }
978
922 public void ComputeLinearTerrainHeightCorrection(float pTimestep) 979 public void ComputeLinearTerrainHeightCorrection(float pTimestep)
923 { 980 {
924 // If below the terrain, move us above the ground a little. 981 // If below the terrain, move us above the ground a little.
@@ -979,7 +1036,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
979 float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; 1036 float verticalCorrectionVelocity = verticalError / m_VhoverTimescale;
980 1037
981 // TODO: implement m_VhoverEfficiency correctly 1038 // TODO: implement m_VhoverEfficiency correctly
982 VehicleVelocity += new Vector3(0f, 0f, verticalCorrectionVelocity); 1039 VehicleAddForceImpulse(new Vector3(0f, 0f, verticalCorrectionVelocity));
983 1040
984 VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corrVel={7}", 1041 VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corrVel={7}",
985 Prim.LocalID, VehiclePosition, m_VhoverEfficiency, 1042 Prim.LocalID, VehiclePosition, m_VhoverEfficiency,
@@ -1096,6 +1153,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1096 } 1153 }
1097 } 1154 }
1098 1155
1156 private void ApplyGravity(float pTimeStep)
1157 {
1158 Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass;
1159 VehicleAddForce(appliedGravity);
1160
1161 VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},appliedForce-{2}",
1162 Prim.LocalID, m_VehicleGravity, appliedGravity);
1163 }
1164
1099 // ======================================================================= 1165 // =======================================================================
1100 // ======================================================================= 1166 // =======================================================================
1101 // Apply the effect of the angular motor. 1167 // Apply the effect of the angular motor.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index e8575f6..2c84293 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -135,6 +135,7 @@ public abstract class BSPhysObject : PhysicsActor
135 public virtual OMV.Vector3 Scale { get; set; } 135 public virtual OMV.Vector3 Scale { get; set; }
136 public abstract bool IsSolid { get; } 136 public abstract bool IsSolid { get; }
137 public abstract bool IsStatic { get; } 137 public abstract bool IsStatic { get; }
138 public abstract bool IsSelected { get; }
138 139
139 // Materialness 140 // Materialness
140 public MaterialAttributes.Material Material { get; private set; } 141 public MaterialAttributes.Material Material { get; private set; }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 50ba343..02d06b4 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -204,6 +204,10 @@ public sealed class BSPrim : BSPhysObject
204 } 204 }
205 } 205 }
206 } 206 }
207 public override bool IsSelected
208 {
209 get { return _isSelected; }
210 }
207 public override void CrossingFailure() { return; } 211 public override void CrossingFailure() { return; }
208 212
209 // link me to the specified parent 213 // link me to the specified parent
@@ -1153,33 +1157,70 @@ public sealed class BSPrim : BSPhysObject
1153 // This added force will only last the next simulation tick. 1157 // This added force will only last the next simulation tick.
1154 public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { 1158 public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
1155 // for an object, doesn't matter if force is a pushforce or not 1159 // for an object, doesn't matter if force is a pushforce or not
1156 if (!IsStatic && force.IsFinite()) 1160 if (!IsStatic)
1157 { 1161 {
1158 float magnitude = force.Length(); 1162 if (force.IsFinite())
1159 if (magnitude > BSParam.MaxAddForceMagnitude)
1160 { 1163 {
1161 // Force has a limit 1164 float magnitude = force.Length();
1162 force = force / magnitude * BSParam.MaxAddForceMagnitude; 1165 if (magnitude > BSParam.MaxAddForceMagnitude)
1163 } 1166 {
1167 // Force has a limit
1168 force = force / magnitude * BSParam.MaxAddForceMagnitude;
1169 }
1164 1170
1165 OMV.Vector3 addForce = force; 1171 OMV.Vector3 addForce = force;
1166 // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); 1172 // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce);
1167 1173
1168 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() 1174 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
1169 {
1170 // Bullet adds this central force to the total force for this tick
1171 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
1172 if (PhysBody.HasPhysicalBody)
1173 { 1175 {
1174 PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); 1176 // Bullet adds this central force to the total force for this tick
1175 ActivateIfPhysical(false); 1177 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
1176 } 1178 if (PhysBody.HasPhysicalBody)
1177 }); 1179 {
1180 PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce);
1181 ActivateIfPhysical(false);
1182 }
1183 });
1184 }
1185 else
1186 {
1187 m_log.WarnFormat("{0}: AddForce: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
1188 return;
1189 }
1178 } 1190 }
1179 else 1191 }
1192
1193 public void AddForceImpulse(OMV.Vector3 impulse, bool pushforce, bool inTaintTime) {
1194 // for an object, doesn't matter if force is a pushforce or not
1195 if (!IsStatic)
1180 { 1196 {
1181 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); 1197 if (impulse.IsFinite())
1182 return; 1198 {
1199 float magnitude = impulse.Length();
1200 if (magnitude > BSParam.MaxAddForceMagnitude)
1201 {
1202 // Force has a limit
1203 impulse = impulse / magnitude * BSParam.MaxAddForceMagnitude;
1204 }
1205
1206 // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse);
1207 OMV.Vector3 addImpulse = impulse;
1208 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate()
1209 {
1210 // Bullet adds this impulse immediately to the velocity
1211 DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse);
1212 if (PhysBody.HasPhysicalBody)
1213 {
1214 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, addImpulse);
1215 ActivateIfPhysical(false);
1216 }
1217 });
1218 }
1219 else
1220 {
1221 m_log.WarnFormat("{0}: AddForceImpulse: Got a NaN impulse applied to a prim. LocalID={1}", LogHeader, LocalID);
1222 return;
1223 }
1183 } 1224 }
1184 } 1225 }
1185 1226