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authorRobert Adams2012-11-02 09:53:41 -0700
committerRobert Adams2012-11-03 21:15:30 -0700
commitb0eccd5044b1a20b995a62d6fb76fdd73b712f9a (patch)
tree877464740b99169d2e8f38bc8c75a33b37e9d475 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentBulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename Mass... (diff)
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BulletSim: debugging of compound shape implementation of linksets.
Add compound shape creation and freeing in shape manager. Add optional taint-time execution method and update code to use it. Add API2 linkage for more compound shape methods (get num, get/remove by index, ...) Modify perferred shape return so linkset children can have differet shapes than root. Add Position and Orientation calls to linksets so children can be moved around by the linkset by its own calculation. Allows for very general linkset implementations.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs52
1 files changed, 16 insertions, 36 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 1754be6..af403aa 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -173,20 +173,16 @@ public sealed class BSPrim : BSPhysObject
173 } 173 }
174 // Whatever the linkset wants is what I want. 174 // Whatever the linkset wants is what I want.
175 public override ShapeData.PhysicsShapeType PreferredPhysicalShape 175 public override ShapeData.PhysicsShapeType PreferredPhysicalShape
176 { get { return Linkset.PreferredPhysicalShape; } } 176 { get { return Linkset.PreferredPhysicalShape(this); } }
177 177
178 public override bool ForceBodyShapeRebuild(bool inTaintTime) 178 public override bool ForceBodyShapeRebuild(bool inTaintTime)
179 { 179 {
180 LastAssetBuildFailed = false; 180 LastAssetBuildFailed = false;
181 BSScene.TaintCallback rebuildOperation = delegate() 181 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate()
182 { 182 {
183 _mass = CalculateMass(); // changing the shape changes the mass 183 _mass = CalculateMass(); // changing the shape changes the mass
184 CreateGeomAndObject(true); 184 CreateGeomAndObject(true);
185 }; 185 });
186 if (inTaintTime)
187 rebuildOperation();
188 else
189 PhysicsScene.TaintedObject("BSPrim.ForceBodyShapeRebuild", rebuildOperation);
190 return true; 186 return true;
191 } 187 }
192 public override bool Grabbed { 188 public override bool Grabbed {
@@ -263,9 +259,9 @@ public sealed class BSPrim : BSPhysObject
263 } 259 }
264 public override OMV.Vector3 Position { 260 public override OMV.Vector3 Position {
265 get { 261 get {
262 // child prims move around based on their parent. Need to get the latest location
266 if (!Linkset.IsRoot(this)) 263 if (!Linkset.IsRoot(this))
267 // child prims move around based on their parent. Need to get the latest location 264 _position = Linkset.Position(this);
268 _position = BulletSimAPI.GetPosition2(PhysBody.ptr);
269 265
270 // don't do the GetObjectPosition for root elements because this function is called a zillion times 266 // don't do the GetObjectPosition for root elements because this function is called a zillion times
271 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); 267 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
@@ -344,16 +340,11 @@ public sealed class BSPrim : BSPhysObject
344 { 340 {
345 // The new position value must be pushed into the physics engine but we can't 341 // The new position value must be pushed into the physics engine but we can't
346 // just assign to "Position" because of potential call loops. 342 // just assign to "Position" because of potential call loops.
347 BSScene.TaintCallback sanityOperation = delegate() 343 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck", delegate()
348 { 344 {
349 DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); 345 DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
350 ForcePosition = _position; 346 ForcePosition = _position;
351 }; 347 });
352 if (inTaintTime)
353 sanityOperation();
354 else
355 PhysicsScene.TaintedObject("BSPrim.PositionSanityCheck", sanityOperation);
356
357 ret = true; 348 ret = true;
358 } 349 }
359 return ret; 350 return ret;
@@ -542,10 +533,10 @@ public sealed class BSPrim : BSPhysObject
542 } 533 }
543 public override OMV.Quaternion Orientation { 534 public override OMV.Quaternion Orientation {
544 get { 535 get {
536 // Children move around because tied to parent. Get a fresh value.
545 if (!Linkset.IsRoot(this)) 537 if (!Linkset.IsRoot(this))
546 { 538 {
547 // Children move around because tied to parent. Get a fresh value. 539 _orientation = Linkset.Orientation(this);
548 _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
549 } 540 }
550 return _orientation; 541 return _orientation;
551 } 542 }
@@ -946,7 +937,7 @@ public sealed class BSPrim : BSPhysObject
946 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); 937 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
947 return; 938 return;
948 } 939 }
949 BSScene.TaintCallback addForceOperation = delegate() 940 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
950 { 941 {
951 OMV.Vector3 fSum = OMV.Vector3.Zero; 942 OMV.Vector3 fSum = OMV.Vector3.Zero;
952 lock (m_accumulatedForces) 943 lock (m_accumulatedForces)
@@ -961,11 +952,7 @@ public sealed class BSPrim : BSPhysObject
961 DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum); 952 DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum);
962 if (fSum != OMV.Vector3.Zero) 953 if (fSum != OMV.Vector3.Zero)
963 BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum); 954 BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum);
964 }; 955 });
965 if (inTaintTime)
966 addForceOperation();
967 else
968 PhysicsScene.TaintedObject("BSPrim.AddForce", addForceOperation);
969 } 956 }
970 957
971 private List<OMV.Vector3> m_accumulatedAngularForces = new List<OMV.Vector3>(); 958 private List<OMV.Vector3> m_accumulatedAngularForces = new List<OMV.Vector3>();
@@ -985,7 +972,7 @@ public sealed class BSPrim : BSPhysObject
985 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); 972 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
986 return; 973 return;
987 } 974 }
988 BSScene.TaintCallback addAngularForceOperation = delegate() 975 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate()
989 { 976 {
990 OMV.Vector3 fSum = OMV.Vector3.Zero; 977 OMV.Vector3 fSum = OMV.Vector3.Zero;
991 lock (m_accumulatedAngularForces) 978 lock (m_accumulatedAngularForces)
@@ -1003,26 +990,19 @@ public sealed class BSPrim : BSPhysObject
1003 BulletSimAPI.ApplyTorque2(PhysBody.ptr, fSum); 990 BulletSimAPI.ApplyTorque2(PhysBody.ptr, fSum);
1004 _torque = fSum; 991 _torque = fSum;
1005 } 992 }
1006 }; 993 });
1007 if (inTaintTime)
1008 addAngularForceOperation();
1009 else
1010 PhysicsScene.TaintedObject("BSPrim.AddAngularForce", addAngularForceOperation);
1011 } 994 }
1012 // A torque impulse. 995 // A torque impulse.
1013 public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) 996 public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime)
1014 { 997 {
1015 OMV.Vector3 applyImpulse = impulse; 998 OMV.Vector3 applyImpulse = impulse;
1016 BSScene.TaintCallback applyTorqueImpulseOperation = delegate() 999 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate()
1017 { 1000 {
1018 DetailLog("{0},BSPrim.ApplyTorqueImpulse,taint,tImpulse={1}", LocalID, applyImpulse); 1001 DetailLog("{0},BSPrim.ApplyTorqueImpulse,taint,tImpulse={1}", LocalID, applyImpulse);
1019 BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); 1002 BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse);
1020 }; 1003 });
1021 if (inTaintTime)
1022 applyTorqueImpulseOperation();
1023 else
1024 PhysicsScene.TaintedObject("BSPrim.ApplyTorqueImpulse", applyTorqueImpulseOperation);
1025 } 1004 }
1005
1026 public override void SetMomentum(OMV.Vector3 momentum) { 1006 public override void SetMomentum(OMV.Vector3 momentum) {
1027 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); 1007 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
1028 } 1008 }