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authorRobert Adams2012-12-27 16:05:11 -0800
committerRobert Adams2012-12-27 22:12:27 -0800
commit7a5f598399c7373bd146061b478e6d04cb204879 (patch)
treeca14b47c2ffcb6f8717aa481830e79497bedb584
parentAdd check to always push terse updates for presences that have new velocities... (diff)
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BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from individual sub-classes and up to parent BSPhysObject class.
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs36
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs37
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs18
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt3
4 files changed, 55 insertions, 39 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index cbc1772..3f7b5e1 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -584,18 +584,6 @@ public sealed class BSCharacter : BSPhysObject
584 get { return _throttleUpdates; } 584 get { return _throttleUpdates; }
585 set { _throttleUpdates = value; } 585 set { _throttleUpdates = value; }
586 } 586 }
587 public override bool IsColliding {
588 get { return (CollidingStep == PhysicsScene.SimulationStep); }
589 set { _isColliding = value; }
590 }
591 public override bool CollidingGround {
592 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
593 set { CollidingGround = value; }
594 }
595 public override bool CollidingObj {
596 get { return _collidingObj; }
597 set { _collidingObj = value; }
598 }
599 public override bool FloatOnWater { 587 public override bool FloatOnWater {
600 set { 588 set {
601 _floatOnWater = value; 589 _floatOnWater = value;
@@ -769,22 +757,26 @@ public sealed class BSCharacter : BSPhysObject
769 757
770 OMV.Vector3 stepVelocity = _velocityMotor.Step(PhysicsScene.LastTimeStep); 758 OMV.Vector3 stepVelocity = _velocityMotor.Step(PhysicsScene.LastTimeStep);
771 759
772 // If falling, we keep the world's downward vector no matter what the other axis specify. 760 // Check for cases to turn off the motor.
773 if (!Flying && !IsColliding) 761 if (
774 { 762 // If the walking motor is all done, turn it off
775 stepVelocity.Z = entprop.Velocity.Z; 763 (_velocityMotor.TargetValue.ApproxEquals(OMV.Vector3.Zero, 0.01f) && _velocityMotor.ErrorIsZero) )
776 DetailLog("{0},BSCharacter.UpdateProperties,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
777 }
778
779 // If the user has said stop and we've stopped applying velocity correction,
780 // the motor can be turned off. Set the velocity to zero so the zero motion is sent to the viewer.
781 if (_velocityMotor.TargetValue.ApproxEquals(OMV.Vector3.Zero, 0.01f) && _velocityMotor.ErrorIsZero)
782 { 764 {
783 ZeroMotion(true); 765 ZeroMotion(true);
784 stepVelocity = OMV.Vector3.Zero; 766 stepVelocity = OMV.Vector3.Zero;
785 _velocityMotor.Enabled = false; 767 _velocityMotor.Enabled = false;
786 DetailLog("{0},BSCharacter.UpdateProperties,taint,disableVelocityMotor,m={1}", LocalID, _velocityMotor); 768 DetailLog("{0},BSCharacter.UpdateProperties,taint,disableVelocityMotor,m={1}", LocalID, _velocityMotor);
787 } 769 }
770 else
771 {
772 // If the motor is not being turned off...
773 // If falling, we keep the world's downward vector no matter what the other axis specify.
774 if (!Flying && !IsColliding)
775 {
776 stepVelocity.Z = entprop.Velocity.Z;
777 DetailLog("{0},BSCharacter.UpdateProperties,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
778 }
779 }
788 780
789 _velocity = stepVelocity; 781 _velocity = stepVelocity;
790 entprop.Velocity = _velocity; 782 entprop.Velocity = _velocity;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 4bed535..73b5764 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -182,9 +182,40 @@ public abstract class BSPhysObject : PhysicsActor
182 protected long CollidingStep { get; set; } 182 protected long CollidingStep { get; set; }
183 // The simulation step that last had a collision with the ground 183 // The simulation step that last had a collision with the ground
184 protected long CollidingGroundStep { get; set; } 184 protected long CollidingGroundStep { get; set; }
185 // The simulation step that last collided with an object
186 protected long CollidingObjectStep { get; set; }
185 // The collision flags we think are set in Bullet 187 // The collision flags we think are set in Bullet
186 protected CollisionFlags CurrentCollisionFlags { get; set; } 188 protected CollisionFlags CurrentCollisionFlags { get; set; }
187 189
190 public override bool IsColliding {
191 get { return (CollidingStep == PhysicsScene.SimulationStep); }
192 set {
193 if (value)
194 CollidingStep = PhysicsScene.SimulationStep;
195 else
196 CollidingStep = 0;
197 }
198 }
199 public override bool CollidingGround {
200 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
201 set
202 {
203 if (value)
204 CollidingGroundStep = PhysicsScene.SimulationStep;
205 else
206 CollidingGroundStep = 0;
207 }
208 }
209 public override bool CollidingObj {
210 get { return (CollidingObjectStep == PhysicsScene.SimulationStep); }
211 set {
212 if (value)
213 CollidingObjectStep = PhysicsScene.SimulationStep;
214 else
215 CollidingObjectStep = 0;
216 }
217 }
218
188 // The collisions that have been collected this tick 219 // The collisions that have been collected this tick
189 protected CollisionEventUpdate CollisionCollection; 220 protected CollisionEventUpdate CollisionCollection;
190 221
@@ -196,12 +227,16 @@ public abstract class BSPhysObject : PhysicsActor
196 { 227 {
197 bool ret = false; 228 bool ret = false;
198 229
199 // The following lines make IsColliding() and IsCollidingGround() work 230 // The following lines make IsColliding(), CollidingGround() and CollidingObj work
200 CollidingStep = PhysicsScene.SimulationStep; 231 CollidingStep = PhysicsScene.SimulationStep;
201 if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) 232 if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
202 { 233 {
203 CollidingGroundStep = PhysicsScene.SimulationStep; 234 CollidingGroundStep = PhysicsScene.SimulationStep;
204 } 235 }
236 else
237 {
238 CollidingObjectStep = PhysicsScene.SimulationStep;
239 }
205 240
206 // prims in the same linkset cannot collide with each other 241 // prims in the same linkset cannot collide with each other
207 if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) 242 if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index f804a0f..06e4ada 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -915,18 +915,6 @@ public sealed class BSPrim : BSPhysObject
915 get { return _throttleUpdates; } 915 get { return _throttleUpdates; }
916 set { _throttleUpdates = value; } 916 set { _throttleUpdates = value; }
917 } 917 }
918 public override bool IsColliding {
919 get { return (CollidingStep == PhysicsScene.SimulationStep); }
920 set { _isColliding = value; }
921 }
922 public override bool CollidingGround {
923 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
924 set { _collidingGround = value; }
925 }
926 public override bool CollidingObj {
927 get { return _collidingObj; }
928 set { _collidingObj = value; }
929 }
930 public bool IsPhantom { 918 public bool IsPhantom {
931 get { 919 get {
932 // SceneObjectPart removes phantom objects from the physics scene 920 // SceneObjectPart removes phantom objects from the physics scene
@@ -1006,12 +994,12 @@ public sealed class BSPrim : BSPhysObject
1006 public override OMV.Vector3 PIDTarget { 994 public override OMV.Vector3 PIDTarget {
1007 set { _PIDTarget = value; } 995 set { _PIDTarget = value; }
1008 } 996 }
1009 public override bool PIDActive {
1010 set { _usePID = value; }
1011 }
1012 public override float PIDTau { 997 public override float PIDTau {
1013 set { _PIDTau = value; } 998 set { _PIDTau = value; }
1014 } 999 }
1000 public override bool PIDActive {
1001 set { _usePID = value; }
1002 }
1015 1003
1016 // Used for llSetHoverHeight and maybe vehicle height 1004 // Used for llSetHoverHeight and maybe vehicle height
1017 // Hover Height will override MoveTo target's Z 1005 // Hover Height will override MoveTo target's Z
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index a66508a..16131cd 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -2,9 +2,10 @@ CURRENT PRIORITIES
2================================================= 2=================================================
3Redo BulletSimAPI to allow native C# implementation of Bullet option. 3Redo BulletSimAPI to allow native C# implementation of Bullet option.
4Avatar movement 4Avatar movement
5 flying into a wall doesn't stop avatar who keeps appearing to move through the obsticle 5 flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle
6 walking up stairs is not calibrated correctly (stairs out of Kepler cabin) 6 walking up stairs is not calibrated correctly (stairs out of Kepler cabin)
7 avatar capsule rotation completed 7 avatar capsule rotation completed
8llMoveToTarget
8Enable vehicle border crossings (at least as poorly as ODE) 9Enable vehicle border crossings (at least as poorly as ODE)
9 Terrain skirts 10 Terrain skirts
10 Avatar created in previous region and not new region when crossing border 11 Avatar created in previous region and not new region when crossing border