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author | Robert Adams | 2012-12-26 10:25:50 -0800 |
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committer | Robert Adams | 2012-12-26 10:25:50 -0800 |
commit | 225b564573a5ac12ca1b1e592834476feccf8ebb (patch) | |
tree | 4adccb61ae3850d07b458c0c594e83812d7bac4d /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: make llBuoyancy work. For some reason, Bullet resets an (diff) | |
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BulletSim: scale the force for external AddForce by the simulation
step time so it will be applied completely the next step. The internal
AddForce routine does not scale the force.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 12 |
1 files changed, 11 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 0d13096..9013414 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -1014,7 +1014,9 @@ public sealed class BSPrim : BSPhysObject | |||
1014 | public override float APIDDamping { set { return; } } | 1014 | public override float APIDDamping { set { return; } } |
1015 | 1015 | ||
1016 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | 1016 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
1017 | AddForce(force, pushforce, false); | 1017 | // Since this force is being applied in only one step, make this a force per second. |
1018 | OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; | ||
1019 | AddForce(addForce, pushforce, false); | ||
1018 | } | 1020 | } |
1019 | // Applying a force just adds this to the total force on the object. | 1021 | // Applying a force just adds this to the total force on the object. |
1020 | // This added force will only last the next simulation tick. | 1022 | // This added force will only last the next simulation tick. |
@@ -1022,8 +1024,16 @@ public sealed class BSPrim : BSPhysObject | |||
1022 | // for an object, doesn't matter if force is a pushforce or not | 1024 | // for an object, doesn't matter if force is a pushforce or not |
1023 | if (force.IsFinite()) | 1025 | if (force.IsFinite()) |
1024 | { | 1026 | { |
1027 | float magnitude = force.Length(); | ||
1028 | if (magnitude > 20000f) | ||
1029 | { | ||
1030 | // Force has a limit | ||
1031 | force = force / magnitude * 20000f; | ||
1032 | } | ||
1033 | |||
1025 | OMV.Vector3 addForce = force; | 1034 | OMV.Vector3 addForce = force; |
1026 | DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); | 1035 | DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); |
1036 | |||
1027 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | 1037 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() |
1028 | { | 1038 | { |
1029 | // Bullet adds this central force to the total force for this tick | 1039 | // Bullet adds this central force to the total force for this tick |