diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 2 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 54 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 9 |
3 files changed, 45 insertions, 20 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index 851d508..cf0a9dc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -65,7 +65,7 @@ public abstract class BSMotor | |||
65 | // Can all the incremental stepping be replaced with motor classes? | 65 | // Can all the incremental stepping be replaced with motor classes? |
66 | 66 | ||
67 | // Motor which moves CurrentValue to TargetValue over TimeScale seconds. | 67 | // Motor which moves CurrentValue to TargetValue over TimeScale seconds. |
68 | // The TargetValue is decays in TargetValueDecayTimeScale and | 68 | // The TargetValue decays in TargetValueDecayTimeScale and |
69 | // the CurrentValue will be held back by FrictionTimeScale. | 69 | // the CurrentValue will be held back by FrictionTimeScale. |
70 | // TimeScale and TargetDelayTimeScale may be 'infinite' which means go decay. | 70 | // TimeScale and TargetDelayTimeScale may be 'infinite' which means go decay. |
71 | 71 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index d1d100d..1280c25 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -249,7 +249,8 @@ public sealed class BSPrim : BSPhysObject | |||
249 | // Zero some other properties in the physics engine | 249 | // Zero some other properties in the physics engine |
250 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | 250 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() |
251 | { | 251 | { |
252 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); | 252 | if (PhysBody.HasPhysicalBody) |
253 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); | ||
253 | }); | 254 | }); |
254 | } | 255 | } |
255 | public override void ZeroAngularMotion(bool inTaintTime) | 256 | public override void ZeroAngularMotion(bool inTaintTime) |
@@ -259,8 +260,11 @@ public sealed class BSPrim : BSPhysObject | |||
259 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | 260 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() |
260 | { | 261 | { |
261 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); | 262 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); |
262 | BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | 263 | if (PhysBody.HasPhysicalBody) |
263 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | 264 | { |
265 | BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | ||
266 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | ||
267 | } | ||
264 | }); | 268 | }); |
265 | } | 269 | } |
266 | 270 | ||
@@ -297,8 +301,11 @@ public sealed class BSPrim : BSPhysObject | |||
297 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() | 301 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() |
298 | { | 302 | { |
299 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 303 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
300 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | 304 | if (PhysBody.HasPhysicalBody) |
301 | ActivateIfPhysical(false); | 305 | { |
306 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
307 | ActivateIfPhysical(false); | ||
308 | } | ||
302 | }); | 309 | }); |
303 | } | 310 | } |
304 | } | 311 | } |
@@ -415,7 +422,8 @@ public sealed class BSPrim : BSPhysObject | |||
415 | PhysicsScene.TaintedObject("BSPrim.setForce", delegate() | 422 | PhysicsScene.TaintedObject("BSPrim.setForce", delegate() |
416 | { | 423 | { |
417 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 424 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
418 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); | 425 | if (PhysBody.HasPhysicalBody) |
426 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); | ||
419 | }); | 427 | }); |
420 | } | 428 | } |
421 | } | 429 | } |
@@ -509,7 +517,8 @@ public sealed class BSPrim : BSPhysObject | |||
509 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() | 517 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() |
510 | { | 518 | { |
511 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 519 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
512 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | 520 | if (PhysBody.HasPhysicalBody) |
521 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | ||
513 | }); | 522 | }); |
514 | } | 523 | } |
515 | } | 524 | } |
@@ -558,9 +567,12 @@ public sealed class BSPrim : BSPhysObject | |||
558 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? | 567 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? |
559 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() | 568 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() |
560 | { | 569 | { |
561 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | 570 | if (PhysBody.HasPhysicalBody) |
562 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 571 | { |
563 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | 572 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); |
573 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
574 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
575 | } | ||
564 | }); | 576 | }); |
565 | } | 577 | } |
566 | } | 578 | } |
@@ -865,7 +877,8 @@ public sealed class BSPrim : BSPhysObject | |||
865 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 877 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
866 | { | 878 | { |
867 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 879 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
868 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | 880 | if (PhysBody.HasPhysicalBody) |
881 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | ||
869 | }); | 882 | }); |
870 | } | 883 | } |
871 | } | 884 | } |
@@ -900,8 +913,11 @@ public sealed class BSPrim : BSPhysObject | |||
900 | _buoyancy = value; | 913 | _buoyancy = value; |
901 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 914 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
902 | // Buoyancy is faked by changing the gravity applied to the object | 915 | // Buoyancy is faked by changing the gravity applied to the object |
903 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 916 | if (PhysBody.HasPhysicalBody) |
904 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); | 917 | { |
918 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | ||
919 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); | ||
920 | } | ||
905 | } | 921 | } |
906 | } | 922 | } |
907 | 923 | ||
@@ -969,7 +985,8 @@ public sealed class BSPrim : BSPhysObject | |||
969 | } | 985 | } |
970 | DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum); | 986 | DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum); |
971 | if (fSum != OMV.Vector3.Zero) | 987 | if (fSum != OMV.Vector3.Zero) |
972 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum); | 988 | if (PhysBody.HasPhysicalBody) |
989 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum); | ||
973 | }); | 990 | }); |
974 | } | 991 | } |
975 | 992 | ||
@@ -980,7 +997,8 @@ public sealed class BSPrim : BSPhysObject | |||
980 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyForceImpulse", delegate() | 997 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyForceImpulse", delegate() |
981 | { | 998 | { |
982 | DetailLog("{0},BSPrim.ApplyForceImpulse,taint,tImpulse={1}", LocalID, applyImpulse); | 999 | DetailLog("{0},BSPrim.ApplyForceImpulse,taint,tImpulse={1}", LocalID, applyImpulse); |
983 | BulletSimAPI.ApplyCentralImpulse2(PhysBody.ptr, applyImpulse); | 1000 | if (PhysBody.HasPhysicalBody) |
1001 | BulletSimAPI.ApplyCentralImpulse2(PhysBody.ptr, applyImpulse); | ||
984 | }); | 1002 | }); |
985 | } | 1003 | } |
986 | 1004 | ||
@@ -1016,7 +1034,8 @@ public sealed class BSPrim : BSPhysObject | |||
1016 | DetailLog("{0},BSPrim.AddAngularForce,taint,aForce={1}", LocalID, fSum); | 1034 | DetailLog("{0},BSPrim.AddAngularForce,taint,aForce={1}", LocalID, fSum); |
1017 | if (fSum != OMV.Vector3.Zero) | 1035 | if (fSum != OMV.Vector3.Zero) |
1018 | { | 1036 | { |
1019 | BulletSimAPI.ApplyTorque2(PhysBody.ptr, fSum); | 1037 | if (PhysBody.HasPhysicalBody) |
1038 | BulletSimAPI.ApplyTorque2(PhysBody.ptr, fSum); | ||
1020 | _torque = fSum; | 1039 | _torque = fSum; |
1021 | } | 1040 | } |
1022 | }); | 1041 | }); |
@@ -1030,7 +1049,8 @@ public sealed class BSPrim : BSPhysObject | |||
1030 | OMV.Vector3 applyImpulse = impulse; | 1049 | OMV.Vector3 applyImpulse = impulse; |
1031 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() | 1050 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() |
1032 | { | 1051 | { |
1033 | BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); | 1052 | if (PhysBody.HasPhysicalBody) |
1053 | BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); | ||
1034 | }); | 1054 | }); |
1035 | } | 1055 | } |
1036 | 1056 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 4b6e9a4..1c7b577 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -11,12 +11,14 @@ CRASHES | |||
11 | 11 | ||
12 | VEHICLES TODO LIST: | 12 | VEHICLES TODO LIST: |
13 | ================================================= | 13 | ================================================= |
14 | Neb car jiggling left and right | 14 | Neb vehicle taking > 25ms of physics time!! |
15 | Happens on terrain and any other mesh object. Flat cubes are much smoother. | ||
16 | Vehicles (Move smoothly) | 15 | Vehicles (Move smoothly) |
17 | Add vehicle collisions so IsColliding is properly reported. | 16 | Add vehicle collisions so IsColliding is properly reported. |
18 | Needed for banking, limitMotorUp, movementLimiting, ... | 17 | Needed for banking, limitMotorUp, movementLimiting, ... |
19 | Some vehicles should not be able to turn if no speed or off ground. | 18 | Some vehicles should not be able to turn if no speed or off ground. |
19 | Neb car jiggling left and right | ||
20 | Happens on terrain and any other mesh object. Flat cubes are much smoother. | ||
21 | This has been reduced but not eliminated. | ||
20 | For limitMotorUp, use raycast down to find if vehicle is in the air. | 22 | For limitMotorUp, use raycast down to find if vehicle is in the air. |
21 | Implement function efficiency for lineaar and angular motion. | 23 | Implement function efficiency for lineaar and angular motion. |
22 | Should vehicle angular/linear movement friction happen after all the components | 24 | Should vehicle angular/linear movement friction happen after all the components |
@@ -30,6 +32,9 @@ Border crossing with linked vehicle causes crash | |||
30 | 32 | ||
31 | BULLETSIM TODO LIST: | 33 | BULLETSIM TODO LIST: |
32 | ================================================= | 34 | ================================================= |
35 | Avatar height off after unsitting (float off ground) | ||
36 | Editting appearance then moving restores. | ||
37 | Must not be initializing height when recreating capsule after unsit. | ||
33 | Duplicating a physical prim causes old prim to jump away | 38 | Duplicating a physical prim causes old prim to jump away |
34 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. | 39 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. |
35 | Disable activity of passive linkset children. | 40 | Disable activity of passive linkset children. |