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authorRobert Adams2012-08-01 15:04:09 -0700
committerRobert Adams2012-08-03 15:09:52 -0700
commitea36d4a4cf716442e83cc9cd1b419a43be5adc6e (patch)
treed0f24359e5f62ce4b112abe91e52e30ec5ce5f62 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentConsolidate PersistBakedTextures, DelayBeforeAppearanceSend and DelayBeforeAp... (diff)
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BulletSim: Add AddObjectForce to BulletSim API.
Add interface 2 enhancements to BSCharacter. Modify AddForce and SetForce to use the new Bullet interface. More DetailLog statements for character.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs29
1 files changed, 12 insertions, 17 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index ebfd85b..22f5995 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -187,7 +187,7 @@ public sealed class BSPrim : PhysicsActor
187 { 187 {
188 _mass = CalculateMass(); // changing size changes the mass 188 _mass = CalculateMass(); // changing size changes the mass
189 BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); 189 BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
190 DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); 190 // DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
191 RecreateGeomAndObject(); 191 RecreateGeomAndObject();
192 }); 192 });
193 } 193 }
@@ -318,7 +318,7 @@ public sealed class BSPrim : PhysicsActor
318 _force = value; 318 _force = value;
319 _scene.TaintedObject(delegate() 319 _scene.TaintedObject(delegate()
320 { 320 {
321 DetailLog("{0},SetForce,taint,force={1}", LocalID, _force); 321 DetailLog("{0},setForce,taint,force={1}", LocalID, _force);
322 // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); 322 // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
323 BulletSimAPI.SetObjectForce2(Body.Ptr, _force); 323 BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
324 }); 324 });
@@ -443,7 +443,7 @@ public sealed class BSPrim : PhysicsActor
443 _scene.TaintedObject(delegate() 443 _scene.TaintedObject(delegate()
444 { 444 {
445 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 445 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
446 DetailLog("{0},SetOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); 446 DetailLog("{0},setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
447 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 447 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
448 }); 448 });
449 } 449 }
@@ -487,10 +487,8 @@ public sealed class BSPrim : PhysicsActor
487 // Maybe a VerifyCorrectPhysicalShape() routine? 487 // Maybe a VerifyCorrectPhysicalShape() routine?
488 // RecreateGeomAndObject(); 488 // RecreateGeomAndObject();
489 489
490 float mass = _mass; 490 // Bullet wants static objects to have a mass of zero
491 // Bullet wants static objects have a mass of zero 491 float mass = IsStatic ? 0f : _mass;
492 if (IsStatic)
493 mass = 0f;
494 492
495 DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass); 493 DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass);
496 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); 494 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
@@ -607,6 +605,7 @@ public sealed class BSPrim : PhysicsActor
607 605
608 private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>(); 606 private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>();
609 public override void AddForce(OMV.Vector3 force, bool pushforce) { 607 public override void AddForce(OMV.Vector3 force, bool pushforce) {
608 // for an object, doesn't matter if force is a pushforce or not
610 if (force.IsFinite()) 609 if (force.IsFinite())
611 { 610 {
612 // _force += force; 611 // _force += force;
@@ -620,21 +619,17 @@ public sealed class BSPrim : PhysicsActor
620 } 619 }
621 _scene.TaintedObject(delegate() 620 _scene.TaintedObject(delegate()
622 { 621 {
622 OMV.Vector3 fSum = OMV.Vector3.Zero;
623 lock (m_accumulatedForces) 623 lock (m_accumulatedForces)
624 { 624 {
625 if (m_accumulatedForces.Count > 0) 625 foreach (OMV.Vector3 v in m_accumulatedForces)
626 { 626 {
627 OMV.Vector3 fSum = OMV.Vector3.Zero; 627 fSum += v;
628 foreach (OMV.Vector3 v in m_accumulatedForces)
629 {
630 fSum += v;
631 }
632 m_accumulatedForces.Clear();
633
634 DetailLog("{0},SetObjectForce,taint,force={1}", LocalID, fSum);
635 BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, fSum);
636 } 628 }
629 m_accumulatedForces.Clear();
637 } 630 }
631 DetailLog("{0},AddObjectForce,taint,force={1}", LocalID, _force);
632 BulletSimAPI.AddObjectForce2(Body.Ptr, fSum);
638 }); 633 });
639 } 634 }
640 635