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authorRobert Adams2012-09-18 08:39:52 -0700
committerRobert Adams2012-09-27 22:01:11 -0700
commitee7cda261cbbc9dcd558c35eabc070cc0bf45644 (patch)
treef30f9c9baf15ef6988983e53bf3141749eab75f9 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
parentComment out unused RestPlugins text in OpenSimDefaults.ini (diff)
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BulletSim: move a bunch of common logic out of BSPrim and BSCharacter
and into the parent class BSPhysObject. Rework collision logic to enable extra collision after done colliding. Rename 'Scene' to 'PhysicsScene' to differentiate it from the simulator 'Scene'.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 61006f0..2da2331 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -539,7 +539,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
539 // add Gravity and Buoyancy 539 // add Gravity and Buoyancy
540 // There is some gravity, make a gravity force vector that is applied after object velocity. 540 // There is some gravity, make a gravity force vector that is applied after object velocity.
541 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; 541 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
542 Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy)); 542 Vector3 grav = m_prim.PhysicsScene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy));
543 543
544 /* 544 /*
545 * RA: Not sure why one would do this 545 * RA: Not sure why one would do this
@@ -552,7 +552,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
552// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); 552// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
553 553
554 // If below the terrain, move us above the ground a little. 554 // If below the terrain, move us above the ground a little.
555 float terrainHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); 555 float terrainHeight = m_prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
556 // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. 556 // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset.
557 // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. 557 // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass.
558 // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation; 558 // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation;
@@ -570,7 +570,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
570 // We should hover, get the target height 570 // We should hover, get the target height
571 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) 571 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
572 { 572 {
573 m_VhoverTargetHeight = m_prim.Scene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight; 573 m_VhoverTargetHeight = m_prim.PhysicsScene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight;
574 } 574 }
575 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) 575 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
576 { 576 {
@@ -849,8 +849,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
849 // Invoke the detailed logger and output something if it's enabled. 849 // Invoke the detailed logger and output something if it's enabled.
850 private void VDetailLog(string msg, params Object[] args) 850 private void VDetailLog(string msg, params Object[] args)
851 { 851 {
852 if (m_prim.Scene.VehicleLoggingEnabled) 852 if (m_prim.PhysicsScene.VehicleLoggingEnabled)
853 m_prim.Scene.PhysicsLogging.Write(msg, args); 853 m_prim.PhysicsScene.PhysicsLogging.Write(msg, args);
854 } 854 }
855 } 855 }
856} 856}