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authorRobert Adams2013-01-09 11:06:49 -0800
committerRobert Adams2013-01-11 16:46:38 -0800
commit98168edc29c7c761121e453d82bf1fab52814b58 (patch)
tree6bc2841797c64b34ffde221345ff6b7f9acb7c7a /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentBulletSim: fix the 'No recognised physics mesh found ...' error spew by remem... (diff)
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BulletSim: remove double application of buoyancy. Centralize computation of buoyancy. Add motor angular debugging controls.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs23
1 files changed, 4 insertions, 19 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 8fd054f..50ba343 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -410,7 +410,7 @@ public sealed class BSPrim : BSPhysObject
410 } 410 }
411 else 411 else
412 { 412 {
413 OMV.Vector3 grav = ComputeGravity(); 413 OMV.Vector3 grav = ComputeGravity(Buoyancy);
414 414
415 if (inWorld) 415 if (inWorld)
416 { 416 {
@@ -445,12 +445,12 @@ public sealed class BSPrim : BSPhysObject
445 } 445 }
446 446
447 // Return what gravity should be set to this very moment 447 // Return what gravity should be set to this very moment
448 private OMV.Vector3 ComputeGravity() 448 public OMV.Vector3 ComputeGravity(float buoyancy)
449 { 449 {
450 OMV.Vector3 ret = PhysicsScene.DefaultGravity; 450 OMV.Vector3 ret = PhysicsScene.DefaultGravity;
451 451
452 if (!IsStatic) 452 if (!IsStatic)
453 ret *= (1f - Buoyancy); 453 ret *= (1f - buoyancy);
454 454
455 return ret; 455 return ret;
456 } 456 }
@@ -1561,21 +1561,6 @@ public sealed class BSPrim : BSPhysObject
1561 1561
1562 // The physics engine says that properties have updated. Update same and inform 1562 // The physics engine says that properties have updated. Update same and inform
1563 // the world that things have changed. 1563 // the world that things have changed.
1564 // TODO: do we really need to check for changed? Maybe just copy values and call RequestPhysicsterseUpdate()
1565 enum UpdatedProperties {
1566 Position = 1 << 0,
1567 Rotation = 1 << 1,
1568 Velocity = 1 << 2,
1569 Acceleration = 1 << 3,
1570 RotationalVel = 1 << 4
1571 }
1572
1573 const float ROTATION_TOLERANCE = 0.01f;
1574 const float VELOCITY_TOLERANCE = 0.001f;
1575 const float POSITION_TOLERANCE = 0.05f;
1576 const float ACCELERATION_TOLERANCE = 0.01f;
1577 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
1578
1579 public override void UpdateProperties(EntityProperties entprop) 1564 public override void UpdateProperties(EntityProperties entprop)
1580 { 1565 {
1581 // Updates only for individual prims and for the root object of a linkset. 1566 // Updates only for individual prims and for the root object of a linkset.
@@ -1588,7 +1573,7 @@ public sealed class BSPrim : BSPhysObject
1588 entprop.RotationalVelocity = OMV.Vector3.Zero; 1573 entprop.RotationalVelocity = OMV.Vector3.Zero;
1589 } 1574 }
1590 1575
1591 // Assign directly to the local variables so the normal set action does not happen 1576 // Assign directly to the local variables so the normal set actions do not happen
1592 _position = entprop.Position; 1577 _position = entprop.Position;
1593 _orientation = entprop.Rotation; 1578 _orientation = entprop.Rotation;
1594 _velocity = entprop.Velocity; 1579 _velocity = entprop.Velocity;