diff options
author | Robert Adams | 2013-03-31 17:36:15 -0700 |
---|---|---|
committer | Robert Adams | 2013-03-31 22:19:41 -0700 |
commit | 747ece59d20370115fdaf90a5a08ab77f5605b1c (patch) | |
tree | 7ff021fbc863e4562b01a6ffdfeb4313848ddb7e /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: Add physical 'actors' that operate on the physical object. (diff) | |
download | opensim-SC_OLD-747ece59d20370115fdaf90a5a08ab77f5605b1c.zip opensim-SC_OLD-747ece59d20370115fdaf90a5a08ab77f5605b1c.tar.gz opensim-SC_OLD-747ece59d20370115fdaf90a5a08ab77f5605b1c.tar.bz2 opensim-SC_OLD-747ece59d20370115fdaf90a5a08ab77f5605b1c.tar.xz |
BulletSim: convert BSDynamic to a BSActor and change BSPrim to set
up the vehicle actor.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 46 |
1 files changed, 15 insertions, 31 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 68a6c41..ec78fdc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -72,7 +72,8 @@ public class BSPrim : BSPhysObject | |||
72 | 72 | ||
73 | private int CrossingFailures { get; set; } | 73 | private int CrossingFailures { get; set; } |
74 | 74 | ||
75 | public BSDynamics VehicleController { get; private set; } | 75 | public BSDynamics VehicleActor; |
76 | public string VehicleActorName = "BasicVehicle"; | ||
76 | 77 | ||
77 | private BSVMotor _targetMotor; | 78 | private BSVMotor _targetMotor; |
78 | private OMV.Vector3 _PIDTarget; | 79 | private OMV.Vector3 _PIDTarget; |
@@ -100,11 +101,12 @@ public class BSPrim : BSPhysObject | |||
100 | _isPhysical = pisPhysical; | 101 | _isPhysical = pisPhysical; |
101 | _isVolumeDetect = false; | 102 | _isVolumeDetect = false; |
102 | 103 | ||
103 | VehicleController = new BSDynamics(PhysicsScene, this); // add vehicleness | 104 | VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName); |
105 | PhysicalActors.Add(VehicleActorName, VehicleActor); | ||
104 | 106 | ||
105 | _mass = CalculateMass(); | 107 | _mass = CalculateMass(); |
106 | 108 | ||
107 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 109 | // DetailLog("{0},BSPrim.constructor,call", LocalID); |
108 | // do the actual object creation at taint time | 110 | // do the actual object creation at taint time |
109 | PhysicsScene.TaintedObject("BSPrim.create", delegate() | 111 | PhysicsScene.TaintedObject("BSPrim.create", delegate() |
110 | { | 112 | { |
@@ -272,6 +274,7 @@ public class BSPrim : BSPhysObject | |||
272 | { | 274 | { |
273 | PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() | 275 | PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() |
274 | { | 276 | { |
277 | DetailLog("{0},BSPrim.LockAngularMotion,taint,registeringLockAxisActor", LocalID); | ||
275 | // If there is not already an axis locker, make one | 278 | // If there is not already an axis locker, make one |
276 | if (!PhysicalActors.HasActor(LockedAxisActorName)) | 279 | if (!PhysicalActors.HasActor(LockedAxisActorName)) |
277 | { | 280 | { |
@@ -537,7 +540,7 @@ public class BSPrim : BSPhysObject | |||
537 | 540 | ||
538 | public override int VehicleType { | 541 | public override int VehicleType { |
539 | get { | 542 | get { |
540 | return (int)VehicleController.Type; // if we are a vehicle, return that type | 543 | return (int)VehicleActor.Type; // if we are a vehicle, return that type |
541 | } | 544 | } |
542 | set { | 545 | set { |
543 | Vehicle type = (Vehicle)value; | 546 | Vehicle type = (Vehicle)value; |
@@ -546,20 +549,8 @@ public class BSPrim : BSPhysObject | |||
546 | { | 549 | { |
547 | // Done at taint time so we're sure the physics engine is not using the variables | 550 | // Done at taint time so we're sure the physics engine is not using the variables |
548 | // Vehicle code changes the parameters for this vehicle type. | 551 | // Vehicle code changes the parameters for this vehicle type. |
549 | VehicleController.ProcessTypeChange(type); | 552 | VehicleActor.ProcessTypeChange(type); |
550 | ActivateIfPhysical(false); | 553 | ActivateIfPhysical(false); |
551 | |||
552 | // If an active vehicle, register the vehicle code to be called before each step | ||
553 | if (VehicleController.Type == Vehicle.TYPE_NONE) | ||
554 | { | ||
555 | UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); | ||
556 | UnRegisterPostStepAction("BSPrim.Vehicle", LocalID); | ||
557 | } | ||
558 | else | ||
559 | { | ||
560 | RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step); | ||
561 | RegisterPostStepAction("BSPrim.Vehicle", LocalID, VehicleController.PostStep); | ||
562 | } | ||
563 | }); | 554 | }); |
564 | } | 555 | } |
565 | } | 556 | } |
@@ -567,7 +558,7 @@ public class BSPrim : BSPhysObject | |||
567 | { | 558 | { |
568 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 559 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
569 | { | 560 | { |
570 | VehicleController.ProcessFloatVehicleParam((Vehicle)param, value); | 561 | VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); |
571 | ActivateIfPhysical(false); | 562 | ActivateIfPhysical(false); |
572 | }); | 563 | }); |
573 | } | 564 | } |
@@ -575,7 +566,7 @@ public class BSPrim : BSPhysObject | |||
575 | { | 566 | { |
576 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 567 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
577 | { | 568 | { |
578 | VehicleController.ProcessVectorVehicleParam((Vehicle)param, value); | 569 | VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); |
579 | ActivateIfPhysical(false); | 570 | ActivateIfPhysical(false); |
580 | }); | 571 | }); |
581 | } | 572 | } |
@@ -583,7 +574,7 @@ public class BSPrim : BSPhysObject | |||
583 | { | 574 | { |
584 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 575 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
585 | { | 576 | { |
586 | VehicleController.ProcessRotationVehicleParam((Vehicle)param, rotation); | 577 | VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); |
587 | ActivateIfPhysical(false); | 578 | ActivateIfPhysical(false); |
588 | }); | 579 | }); |
589 | } | 580 | } |
@@ -591,7 +582,7 @@ public class BSPrim : BSPhysObject | |||
591 | { | 582 | { |
592 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() | 583 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() |
593 | { | 584 | { |
594 | VehicleController.ProcessVehicleFlags(param, remove); | 585 | VehicleActor.ProcessVehicleFlags(param, remove); |
595 | }); | 586 | }); |
596 | } | 587 | } |
597 | 588 | ||
@@ -848,7 +839,7 @@ public class BSPrim : BSPhysObject | |||
848 | MakeDynamic(IsStatic); | 839 | MakeDynamic(IsStatic); |
849 | 840 | ||
850 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) | 841 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) |
851 | VehicleController.Refresh(); | 842 | VehicleActor.Refresh(); |
852 | PhysicalActors.Refresh(); | 843 | PhysicalActors.Refresh(); |
853 | 844 | ||
854 | // Arrange for collision events if the simulator wants them | 845 | // Arrange for collision events if the simulator wants them |
@@ -1655,9 +1646,9 @@ public class BSPrim : BSPhysObject | |||
1655 | volume *= (profileEnd - profileBegin); | 1646 | volume *= (profileEnd - profileBegin); |
1656 | 1647 | ||
1657 | returnMass = Density * BSParam.DensityScaleFactor * volume; | 1648 | returnMass = Density * BSParam.DensityScaleFactor * volume; |
1658 | DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); | ||
1659 | 1649 | ||
1660 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); | 1650 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); |
1651 | // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); | ||
1661 | 1652 | ||
1662 | return returnMass; | 1653 | return returnMass; |
1663 | }// end CalculateMass | 1654 | }// end CalculateMass |
@@ -1686,7 +1677,7 @@ public class BSPrim : BSPhysObject | |||
1686 | 1677 | ||
1687 | protected virtual void RemoveBodyDependencies() | 1678 | protected virtual void RemoveBodyDependencies() |
1688 | { | 1679 | { |
1689 | VehicleController.RemoveBodyDependencies(this); | 1680 | VehicleActor.RemoveBodyDependencies(); |
1690 | PhysicalActors.RemoveBodyDependencies(); | 1681 | PhysicalActors.RemoveBodyDependencies(); |
1691 | } | 1682 | } |
1692 | 1683 | ||
@@ -1696,13 +1687,6 @@ public class BSPrim : BSPhysObject | |||
1696 | { | 1687 | { |
1697 | TriggerPreUpdatePropertyAction(ref entprop); | 1688 | TriggerPreUpdatePropertyAction(ref entprop); |
1698 | 1689 | ||
1699 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet | ||
1700 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | ||
1701 | if (VehicleController.IsActive) | ||
1702 | { | ||
1703 | entprop.RotationalVelocity = OMV.Vector3.Zero; | ||
1704 | } | ||
1705 | |||
1706 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG | 1690 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG |
1707 | 1691 | ||
1708 | // Assign directly to the local variables so the normal set actions do not happen | 1692 | // Assign directly to the local variables so the normal set actions do not happen |