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-rw-r--r--OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs43
1 files changed, 25 insertions, 18 deletions
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs
index 0d8eeec..bf0400b 100644
--- a/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs
@@ -85,7 +85,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
85 private Vector3 m_lastposition; 85 private Vector3 m_lastposition;
86 private Vector3 m_rotationalVelocity; 86 private Vector3 m_rotationalVelocity;
87 private Vector3 _size; 87 private Vector3 _size;
88 private Vector3 _acceleration; 88 private Vector3 m_acceleration;
89 private IntPtr Amotor; 89 private IntPtr Amotor;
90 90
91 internal Vector3 m_force; 91 internal Vector3 m_force;
@@ -746,8 +746,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
746 746
747 public override Vector3 Acceleration 747 public override Vector3 Acceleration
748 { 748 {
749 get { return _acceleration; } 749 get { return m_acceleration; }
750 set { } 750 set
751 {
752 if(m_outbounds)
753 m_acceleration = value;
754 }
751 } 755 }
752 756
753 public override Vector3 RotationalVelocity 757 public override Vector3 RotationalVelocity
@@ -767,7 +771,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
767 { 771 {
768 if (value.IsFinite()) 772 if (value.IsFinite())
769 { 773 {
770 AddChange(changes.AngVelocity, value); 774 if(m_outbounds)
775 m_rotationalVelocity = value;
776 else
777 AddChange(changes.AngVelocity, value);
771 } 778 }
772 else 779 else
773 { 780 {
@@ -941,7 +948,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
941 } 948 }
942 public void SetAcceleration(Vector3 accel) 949 public void SetAcceleration(Vector3 accel)
943 { 950 {
944 _acceleration = accel; 951 m_acceleration = accel;
945 } 952 }
946 953
947 public override void AddForce(Vector3 force, bool pushforce) 954 public override void AddForce(Vector3 force, bool pushforce)
@@ -2748,7 +2755,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
2748 m_angularForceacc = Vector3.Zero; 2755 m_angularForceacc = Vector3.Zero;
2749// m_torque = Vector3.Zero; 2756// m_torque = Vector3.Zero;
2750 _velocity = Vector3.Zero; 2757 _velocity = Vector3.Zero;
2751 _acceleration = Vector3.Zero; 2758 m_acceleration = Vector3.Zero;
2752 m_rotationalVelocity = Vector3.Zero; 2759 m_rotationalVelocity = Vector3.Zero;
2753 _target_velocity = Vector3.Zero; 2760 _target_velocity = Vector3.Zero;
2754 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) 2761 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
@@ -3784,9 +3791,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
3784 m_outbounds = true; 3791 m_outbounds = true;
3785 3792
3786 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f); 3793 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3787 _acceleration.X = 0; 3794 m_acceleration.X = 0;
3788 _acceleration.Y = 0; 3795 m_acceleration.Y = 0;
3789 _acceleration.Z = 0; 3796 m_acceleration.Z = 0;
3790 3797
3791 _velocity.X = 0; 3798 _velocity.X = 0;
3792 _velocity.Y = 0; 3799 _velocity.Y = 0;
@@ -3915,12 +3922,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
3915 _orientation.W = ori.W; 3922 _orientation.W = ori.W;
3916 } 3923 }
3917 3924
3918 // update velocities and aceleration 3925 // update velocities and acceleration
3919 if (_zeroFlag || lastZeroFlag) 3926 if (_zeroFlag || lastZeroFlag)
3920 { 3927 {
3921 // disable interpolators 3928 // disable interpolators
3922 _velocity = Vector3.Zero; 3929 _velocity = Vector3.Zero;
3923 _acceleration = Vector3.Zero; 3930 m_acceleration = Vector3.Zero;
3924 m_rotationalVelocity = Vector3.Zero; 3931 m_rotationalVelocity = Vector3.Zero;
3925 } 3932 }
3926 else 3933 else
@@ -3929,7 +3936,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
3929 { 3936 {
3930 d.Vector3 vel = d.BodyGetLinearVel(Body); 3937 d.Vector3 vel = d.BodyGetLinearVel(Body);
3931 3938
3932 _acceleration = _velocity; 3939 m_acceleration = _velocity;
3933 3940
3934 if ((Math.Abs(vel.X) < 0.005f) && 3941 if ((Math.Abs(vel.X) < 0.005f) &&
3935 (Math.Abs(vel.Y) < 0.005f) && 3942 (Math.Abs(vel.Y) < 0.005f) &&
@@ -3937,21 +3944,21 @@ namespace OpenSim.Region.PhysicsModule.ubOde
3937 { 3944 {
3938 _velocity = Vector3.Zero; 3945 _velocity = Vector3.Zero;
3939 float t = -m_invTimeStep; 3946 float t = -m_invTimeStep;
3940 _acceleration = _acceleration * t; 3947 m_acceleration = m_acceleration * t;
3941 } 3948 }
3942 else 3949 else
3943 { 3950 {
3944 _velocity.X = vel.X; 3951 _velocity.X = vel.X;
3945 _velocity.Y = vel.Y; 3952 _velocity.Y = vel.Y;
3946 _velocity.Z = vel.Z; 3953 _velocity.Z = vel.Z;
3947 _acceleration = (_velocity - _acceleration) * m_invTimeStep; 3954 m_acceleration = (_velocity - m_acceleration) * m_invTimeStep;
3948 } 3955 }
3949 3956
3950 if ((Math.Abs(_acceleration.X) < 0.01f) && 3957 if ((Math.Abs(m_acceleration.X) < 0.01f) &&
3951 (Math.Abs(_acceleration.Y) < 0.01f) && 3958 (Math.Abs(m_acceleration.Y) < 0.01f) &&
3952 (Math.Abs(_acceleration.Z) < 0.01f)) 3959 (Math.Abs(m_acceleration.Z) < 0.01f))
3953 { 3960 {
3954 _acceleration = Vector3.Zero; 3961 m_acceleration = Vector3.Zero;
3955 } 3962 }
3956 3963
3957 vel = d.BodyGetAngularVel(Body); 3964 vel = d.BodyGetAngularVel(Body);