diff options
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 126 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 1 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 81 |
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 | ||