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author | Robert Adams | 2012-12-21 23:03:27 -0800 |
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committer | Robert Adams | 2012-12-21 23:03:27 -0800 |
commit | 37fb691ba56a72b95eeeacc13fb16c1f03af6006 (patch) | |
tree | 130cd3fbf9fddc7b26e6c1e53a330849d4622dbc /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: add BSPhysObject code to manage registrations of preStep events. U... (diff) | |
download | opensim-SC_OLD-37fb691ba56a72b95eeeacc13fb16c1f03af6006.zip opensim-SC_OLD-37fb691ba56a72b95eeeacc13fb16c1f03af6006.tar.gz opensim-SC_OLD-37fb691ba56a72b95eeeacc13fb16c1f03af6006.tar.bz2 opensim-SC_OLD-37fb691ba56a72b95eeeacc13fb16c1f03af6006.tar.xz |
BulletSim: Fix llApplyImpulse so it works after the first impulse. The problem was Bullet deactivating the object between the pushes (when, as far as the physics engine is concerned, it isn't moving).
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 28 |
1 files changed, 24 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index e6aeebb..d137b2a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -442,8 +442,12 @@ public sealed class BSPrim : BSPhysObject | |||
442 | RegisterPreStepAction("BSPrim.setForce", LocalID, | 442 | RegisterPreStepAction("BSPrim.setForce", LocalID, |
443 | delegate(float timeStep) | 443 | delegate(float timeStep) |
444 | { | 444 | { |
445 | DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force); | ||
445 | if (PhysBody.HasPhysicalBody) | 446 | if (PhysBody.HasPhysicalBody) |
447 | { | ||
446 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, _force); | 448 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, _force); |
449 | ActivateIfPhysical(false); | ||
450 | } | ||
447 | } | 451 | } |
448 | ); | 452 | ); |
449 | } | 453 | } |
@@ -554,7 +558,10 @@ public sealed class BSPrim : BSPhysObject | |||
554 | 558 | ||
555 | _velocity = value; | 559 | _velocity = value; |
556 | if (PhysBody.HasPhysicalBody) | 560 | if (PhysBody.HasPhysicalBody) |
561 | { | ||
557 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | 562 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); |
563 | ActivateIfPhysical(false); | ||
564 | } | ||
558 | } | 565 | } |
559 | } | 566 | } |
560 | public override OMV.Vector3 Torque { | 567 | public override OMV.Vector3 Torque { |
@@ -845,7 +852,7 @@ public sealed class BSPrim : BSPhysObject | |||
845 | // Called in taint-time!! | 852 | // Called in taint-time!! |
846 | private void ActivateIfPhysical(bool forceIt) | 853 | private void ActivateIfPhysical(bool forceIt) |
847 | { | 854 | { |
848 | if (IsPhysical) | 855 | if (IsPhysical && PhysBody.HasPhysicalBody) |
849 | BulletSimAPI.Activate2(PhysBody.ptr, forceIt); | 856 | BulletSimAPI.Activate2(PhysBody.ptr, forceIt); |
850 | } | 857 | } |
851 | 858 | ||
@@ -919,8 +926,7 @@ public sealed class BSPrim : BSPhysObject | |||
919 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 926 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
920 | { | 927 | { |
921 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 928 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
922 | if (PhysBody.HasPhysicalBody) | 929 | ForceRotationalVelocity = _rotationalVelocity; |
923 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | ||
924 | }); | 930 | }); |
925 | } | 931 | } |
926 | } | 932 | } |
@@ -930,7 +936,11 @@ public sealed class BSPrim : BSPhysObject | |||
930 | } | 936 | } |
931 | set { | 937 | set { |
932 | _rotationalVelocity = value; | 938 | _rotationalVelocity = value; |
933 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | 939 | if (PhysBody.HasPhysicalBody) |
940 | { | ||
941 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | ||
942 | ActivateIfPhysical(false); | ||
943 | } | ||
934 | } | 944 | } |
935 | } | 945 | } |
936 | public override bool Kinematic { | 946 | public override bool Kinematic { |
@@ -959,6 +969,7 @@ public sealed class BSPrim : BSPhysObject | |||
959 | { | 969 | { |
960 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 970 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); |
961 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); | 971 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); |
972 | ActivateIfPhysical(false); | ||
962 | } | 973 | } |
963 | } | 974 | } |
964 | } | 975 | } |
@@ -1011,7 +1022,10 @@ public sealed class BSPrim : BSPhysObject | |||
1011 | // Bullet adds this central force to the total force for this tick | 1022 | // Bullet adds this central force to the total force for this tick |
1012 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); | 1023 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); |
1013 | if (PhysBody.HasPhysicalBody) | 1024 | if (PhysBody.HasPhysicalBody) |
1025 | { | ||
1014 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce); | 1026 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce); |
1027 | ActivateIfPhysical(false); | ||
1028 | } | ||
1015 | }); | 1029 | }); |
1016 | } | 1030 | } |
1017 | else | 1031 | else |
@@ -1032,7 +1046,10 @@ public sealed class BSPrim : BSPhysObject | |||
1032 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() | 1046 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() |
1033 | { | 1047 | { |
1034 | if (PhysBody.HasPhysicalBody) | 1048 | if (PhysBody.HasPhysicalBody) |
1049 | { | ||
1035 | BulletSimAPI.ApplyTorque2(PhysBody.ptr, angForce); | 1050 | BulletSimAPI.ApplyTorque2(PhysBody.ptr, angForce); |
1051 | ActivateIfPhysical(false); | ||
1052 | } | ||
1036 | }); | 1053 | }); |
1037 | } | 1054 | } |
1038 | else | 1055 | else |
@@ -1052,7 +1069,10 @@ public sealed class BSPrim : BSPhysObject | |||
1052 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() | 1069 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() |
1053 | { | 1070 | { |
1054 | if (PhysBody.HasPhysicalBody) | 1071 | if (PhysBody.HasPhysicalBody) |
1072 | { | ||
1055 | BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); | 1073 | BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); |
1074 | ActivateIfPhysical(false); | ||
1075 | } | ||
1056 | }); | 1076 | }); |
1057 | } | 1077 | } |
1058 | 1078 | ||