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authorRobert Adams2012-12-25 23:55:25 -0800
committerRobert Adams2012-12-25 23:55:25 -0800
commitd1ede1df3a04428c83a9937059a0df00d7f3e281 (patch)
treec2f9943a0e6a12c432cbd927520e92deb2a4c013 /OpenSim
parentBulletSim: stop avatar from sliding VERY slowly after walking by (diff)
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BulletSim: make llBuoyancy work. For some reason, Bullet resets an
object's individual gravity to the world gravity when the object is added to the physical world.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs3
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs12
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt3
3 files changed, 13 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 3fde57b..a8edd23 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -573,6 +573,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
573 BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); 573 BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia);
574 BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr); 574 BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr);
575 575
576 Vector3 grav = PhysicsScene.DefaultGravity * (1f - Prim.Buoyancy);
577 BulletSimAPI.SetGravity2(Prim.PhysBody.ptr, grav);
578
576 VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}", 579 VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}",
577 Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping); 580 Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping);
578 } 581 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 159f79f..0d13096 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -422,20 +422,24 @@ public sealed class BSPrim : BSPhysObject
422 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 422 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
423 } 423 }
424 424
425 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
426 BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
427
428 Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); 425 Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
429 BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia); 426 BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia);
430 BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); 427 BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr);
428
431 // center of mass is at the zero of the object 429 // center of mass is at the zero of the object
432 // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation); 430 // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation);
433 DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, Inertia); 431 DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},inWorld={3}", LocalID, physMass, Inertia, inWorld);
434 432
435 if (inWorld) 433 if (inWorld)
436 { 434 {
437 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 435 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
438 } 436 }
437
438 // Must set gravity after it has been added to the world because, for unknown reasons,
439 // adding the object resets the object's gravity to world gravity
440 OMV.Vector3 grav = PhysicsScene.DefaultGravity * (1f - Buoyancy);
441 BulletSimAPI.SetGravity2(PhysBody.ptr, grav);
442
439 } 443 }
440 } 444 }
441 } 445 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 35cb8f3..9d07d72 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -58,7 +58,6 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl
58 58
59BULLETSIM TODO LIST: 59BULLETSIM TODO LIST:
60================================================= 60=================================================
61In SL, perfect spheres don't seem to have rolling friction. Add special case.
62Avatar density is WAY off. Compare and calibrate with what's in SL. 61Avatar density is WAY off. Compare and calibrate with what's in SL.
63Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. 62Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
64Duplicating a physical prim causes old prim to jump away 63Duplicating a physical prim causes old prim to jump away
@@ -146,6 +145,8 @@ Is there are more efficient method of implementing pre and post step actions?
146 See http://www.codeproject.com/Articles/29922/Weak-Events-in-C 145 See http://www.codeproject.com/Articles/29922/Weak-Events-in-C
147 146
148Physics Arena central pyramid: why is one side permiable? 147Physics Arena central pyramid: why is one side permiable?
148
149In SL, perfect spheres don't seem to have rolling friction. Add special case.
149Enforce physical parameter min/max: 150Enforce physical parameter min/max:
150 Gravity: [-1, 28] 151 Gravity: [-1, 28]
151 Friction: [0, 255] 152 Friction: [0, 255]