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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs33
1 files changed, 15 insertions, 18 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 3fb0300..ea1f71a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -348,7 +348,9 @@ public sealed class BSPrim : BSPhysObject
348 if (ret) 348 if (ret)
349 { 349 {
350 // Apply upforce and overcome gravity. 350 // Apply upforce and overcome gravity.
351 AddForce(upForce - PhysicsScene.DefaultGravity, false, inTaintTime); 351 OMV.Vector3 correctionForce = upForce - PhysicsScene.DefaultGravity;
352 DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce);
353 AddForce(correctionForce, false, inTaintTime);
352 } 354 }
353 return ret; 355 return ret;
354 } 356 }
@@ -644,9 +646,13 @@ public sealed class BSPrim : BSPhysObject
644 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); 646 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
645 647
646 // Collision filter can be set only when the object is in the world 648 // Collision filter can be set only when the object is in the world
647 if (PhysBody.collisionFilter != 0 || PhysBody.collisionMask != 0) 649 if (PhysBody.collisionGroup != 0 || PhysBody.collisionMask != 0)
648 { 650 {
649 BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, (uint)PhysBody.collisionFilter, (uint)PhysBody.collisionMask); 651 if (!BulletSimAPI.SetCollisionGroupMask2(PhysBody.ptr, (uint)PhysBody.collisionGroup, (uint)PhysBody.collisionMask))
652 {
653 PhysicsScene.Logger.ErrorFormat("{0} Failure setting prim collision mask. localID={1}, grp={2:X}, mask={3:X}",
654 LogHeader, LocalID, PhysBody.collisionGroup, PhysBody.collisionMask);
655 }
650 } 656 }
651 657
652 // Recompute any linkset parameters. 658 // Recompute any linkset parameters.
@@ -685,11 +691,11 @@ public sealed class BSPrim : BSPhysObject
685 // There can be special things needed for implementing linksets 691 // There can be special things needed for implementing linksets
686 Linkset.MakeStatic(this); 692 Linkset.MakeStatic(this);
687 // The activation state is 'disabled' so Bullet will not try to act on it. 693 // The activation state is 'disabled' so Bullet will not try to act on it.
688 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION); 694 // BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
689 // Start it out sleeping and physical actions could wake it up. 695 // Start it out sleeping and physical actions could wake it up.
690 // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); 696 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING);
691 697
692 PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; 698 PhysBody.collisionGroup = CollisionFilterGroups.StaticObjectGroup;
693 PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask; 699 PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
694 } 700 }
695 else 701 else
@@ -735,7 +741,7 @@ public sealed class BSPrim : BSPhysObject
735 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG); 741 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG);
736 // BulletSimAPI.Activate2(BSBody.ptr, true); 742 // BulletSimAPI.Activate2(BSBody.ptr, true);
737 743
738 PhysBody.collisionFilter = CollisionFilterGroups.ObjectFilter; 744 PhysBody.collisionGroup = CollisionFilterGroups.ObjectGroup;
739 PhysBody.collisionMask = CollisionFilterGroups.ObjectMask; 745 PhysBody.collisionMask = CollisionFilterGroups.ObjectMask;
740 } 746 }
741 } 747 }
@@ -763,7 +769,7 @@ public sealed class BSPrim : BSPhysObject
763 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); 769 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
764 } 770 }
765 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 771 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
766 PhysBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; 772 PhysBody.collisionGroup = CollisionFilterGroups.VolumeDetectGroup;
767 PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; 773 PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask;
768 } 774 }
769 } 775 }
@@ -839,15 +845,6 @@ public sealed class BSPrim : BSPhysObject
839 } 845 }
840 public override OMV.Vector3 RotationalVelocity { 846 public override OMV.Vector3 RotationalVelocity {
841 get { 847 get {
842 /*
843 OMV.Vector3 pv = OMV.Vector3.Zero;
844 // if close to zero, report zero
845 // This is copied from ODE but I'm not sure why it returns zero but doesn't
846 // zero the property in the physics engine.
847 if (_rotationalVelocity.ApproxEquals(pv, 0.2f))
848 return pv;
849 */
850
851 return _rotationalVelocity; 848 return _rotationalVelocity;
852 } 849 }
853 set { 850 set {
@@ -1409,7 +1406,7 @@ public sealed class BSPrim : BSPhysObject
1409 LastEntityProperties = CurrentEntityProperties; 1406 LastEntityProperties = CurrentEntityProperties;
1410 CurrentEntityProperties = entprop; 1407 CurrentEntityProperties = entprop;
1411 1408
1412 OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; 1409 OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG
1413 DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}", 1410 DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}",
1414 LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity); 1411 LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity);
1415 1412