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authorRobert Adams2012-10-10 08:02:37 -0700
committerRobert Adams2012-10-11 14:01:10 -0700
commita791620622dc0a67a6af2c4a9c011d9057360411 (patch)
tree4a08389e4e166fff4149b3e5f46bba8f64557846 /OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
parentBulletSim: Add Force* operations to objects to allow direct push to engine. (diff)
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BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to improve interactions.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs55
1 files changed, 37 insertions, 18 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 20db4de..b84ccdc 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -160,6 +160,31 @@ public class BSLinkset
160 return ret; 160 return ret;
161 } 161 }
162 162
163 // When physical properties are changed the linkset needs to recalculate
164 // its internal properties.
165 // May be called at runtime or taint-time (just pass the appropriate flag).
166 public void Refresh(BSPhysObject requestor, bool inTaintTime)
167 {
168 // If there are no children, there can't be any constraints to recompute
169 if (!HasAnyChildren)
170 return;
171
172 // Only the root does the recomputation
173 if (IsRoot(requestor))
174 {
175 BSScene.TaintCallback refreshOperation = delegate()
176 {
177 RecomputeLinksetConstraintVariables();
178 DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}",
179 LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
180 };
181 if (inTaintTime)
182 refreshOperation();
183 else
184 PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation);
185 }
186 }
187
163 // The object is going dynamic (physical). Do any setup necessary 188 // The object is going dynamic (physical). Do any setup necessary
164 // for a dynamic linkset. 189 // for a dynamic linkset.
165 // Only the state of the passed object can be modified. The rest of the linkset 190 // Only the state of the passed object can be modified. The rest of the linkset
@@ -182,24 +207,19 @@ public class BSLinkset
182 return false; 207 return false;
183 } 208 }
184 209
185 // When physical properties are changed the linkset needs to recalculate 210 // If the software is handling the movement of all the objects in a linkset
186 // its internal properties. 211 // (like if one doesn't use constraints for static linksets), this is called
187 // Called at runtime. 212 // when an update for the root of the linkset is received.
188 public void Refresh(BSPhysObject requestor) 213 // Called at taint-time!!
214 public void UpdateProperties(BSPhysObject physObject)
189 { 215 {
190 // If there are no children, there can't be any constraints to recompute 216 // The root local properties have been updated. Apply to the children if appropriate.
191 if (!HasAnyChildren) 217 if (IsRoot(physObject) && HasAnyChildren)
192 return;
193
194 // Only the root does the recomputation
195 if (IsRoot(requestor))
196 { 218 {
197 PhysicsScene.TaintedObject("BSLinkSet.Refresh", delegate() 219 if (!physObject.IsPhysical)
198 { 220 {
199 RecomputeLinksetConstraintVariables(); 221 // TODO: implement software linkset update for static object linksets
200 DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}", 222 }
201 LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
202 });
203 } 223 }
204 } 224 }
205 225
@@ -236,9 +256,8 @@ public class BSLinkset
236 return ret; 256 return ret;
237 } 257 }
238 258
239 // Routine used when rebuilding the body of the root of the linkset 259 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
240 // This is called after RemoveAllLinksToRoot() to restore all the constraints. 260 // this routine will restore the removed constraints.
241 // This is called when the root body has been changed.
242 // Called at taint-time!! 261 // Called at taint-time!!
243 public void RestoreBodyDependencies(BSPrim child) 262 public void RestoreBodyDependencies(BSPrim child)
244 { 263 {