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authorRobert Adams2013-01-25 10:17:20 -0800
committerRobert Adams2013-01-27 12:50:04 -0800
commitc44a8e9f925c0195c4754c5e763af06dae657b53 (patch)
tree36bf371e99fb977be94c40a8d6998aaa5180a03c /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
parentPrevent items being destroyed by rename operations. Renaming of a wearable also (diff)
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BulletSim: finish the post step event for physical object actions. Modify vehicle to use post step event for logging.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs14
1 files changed, 11 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 7ad7c89..a369c1f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -583,6 +583,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
583 583
584 // Some of the properties of this prim may have changed. 584 // Some of the properties of this prim may have changed.
585 // Do any updating needed for a vehicle 585 // Do any updating needed for a vehicle
586 Vector3 m_physicsLinearFactor = new Vector3(0.2f, 0.2f, 0.2f); // DEBUG DEBUG
587 Vector3 m_physicsAngularFactor = new Vector3(0.2f, 0.2f, 0.2f); // DEBUG DEBUG
586 public void Refresh() 588 public void Refresh()
587 { 589 {
588 if (IsActive) 590 if (IsActive)
@@ -599,6 +601,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
599 // Maybe compute linear and angular factor and damping from params. 601 // Maybe compute linear and angular factor and damping from params.
600 float angularDamping = BSParam.VehicleAngularDamping; 602 float angularDamping = BSParam.VehicleAngularDamping;
601 PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping); 603 PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping);
604 PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, m_physicsLinearFactor); // DEBUG DEBUG
605 PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, m_physicsAngularFactor); // DEBUG DEBUG
602 606
603 // Vehicles report collision events so we know when it's on the ground 607 // Vehicles report collision events so we know when it's on the ground
604 PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); 608 PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
@@ -898,9 +902,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
898 { 902 {
899 if (!IsActive) return; 903 if (!IsActive) return;
900 904
901 if (PhysicsScene.VehiclePhysicalLoggingEnabled)
902 PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
903
904 ForgetKnownVehicleProperties(); 905 ForgetKnownVehicleProperties();
905 906
906 MoveLinear(pTimestep); 907 MoveLinear(pTimestep);
@@ -922,6 +923,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
922 Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity); 923 Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity);
923 } 924 }
924 925
926 // Called after the simulation step
927 internal void PostStep(float pTimestep)
928 {
929 if (PhysicsScene.VehiclePhysicalLoggingEnabled)
930 PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
931 }
932
925 // Apply the effect of the linear motor and other linear motions (like hover and float). 933 // Apply the effect of the linear motor and other linear motions (like hover and float).
926 private void MoveLinear(float pTimestep) 934 private void MoveLinear(float pTimestep)
927 { 935 {