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authorRobert Adams2013-06-02 10:04:15 -0700
committerRobert Adams2013-07-06 08:25:14 -0700
commit03268d85c41c94e7b35802b9dea1ce08299e5426 (patch)
tree67f18d3f8003f34f5d42004005e21723b7e5d689 /OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs
parentBulletSim: non-functional updates. Comments and formatting. (diff)
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BulletSim: comments and non-functional changes working toward the center-of-gravity implementation.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs26
1 files changed, 16 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs
index f5ee671..9a05349 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs
@@ -44,12 +44,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
44{ 44{
45public class BSPrimDisplaced : BSPrim 45public class BSPrimDisplaced : BSPrim
46{ 46{
47 // The purpose of this module is to do any mapping between what the simulator thinks 47 // The purpose of this subclass is to do any mapping between what the simulator thinks
48 // the prim position and orientation is and what the physical position/orientation. 48 // the prim position and orientation is and what the physical position/orientation.
49 // This difference happens because Bullet assumes the center-of-mass is the <0,0,0> 49 // This difference happens because Bullet assumes the center-of-mass is the <0,0,0>
50 // of the prim/linkset. The simulator tracks the location of the prim/linkset by 50 // of the prim/linkset. The simulator, on the other hand, tracks the location of
51 // the location of the root prim. So, if center-of-mass is anywhere but the origin 51 // the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere
52 // of the root prim, the physical origin is displaced from the simulator origin. 52 // but the origin of the root prim, the physical origin is displaced from the simulator origin.
53 // 53 //
54 // This routine works by capturing the Force* setting of position/orientation/... and 54 // This routine works by capturing the Force* setting of position/orientation/... and
55 // adjusting the simulator values (being set) into the physical values. 55 // adjusting the simulator values (being set) into the physical values.
@@ -61,6 +61,7 @@ public class BSPrimDisplaced : BSPrim
61 61
62 public virtual OMV.Vector3 PositionDisplacement { get; set; } 62 public virtual OMV.Vector3 PositionDisplacement { get; set; }
63 public virtual OMV.Quaternion OrientationDisplacement { get; set; } 63 public virtual OMV.Quaternion OrientationDisplacement { get; set; }
64 public virtual OMV.Quaternion OrientationDisplacementOrigInv { get; set; }
64 65
65 public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, 66 public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
66 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) 67 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
@@ -99,7 +100,8 @@ public class BSPrimDisplaced : BSPrim
99 // Remember the displacement from root as well as the origional rotation of the 100 // Remember the displacement from root as well as the origional rotation of the
100 // new center-of-mass. 101 // new center-of-mass.
101 PositionDisplacement = comDisp; 102 PositionDisplacement = comDisp;
102 OrientationDisplacement = OMV.Quaternion.Identity; 103 OrientationDisplacement = Quaternion.Normalize(RawOrientation);
104 OrientationDisplacementOrigInv = Quaternion.Inverse(OrientationDisplacement);
103 } 105 }
104 } 106 }
105 107
@@ -110,7 +112,7 @@ public class BSPrimDisplaced : BSPrim
110 { 112 {
111 if (PositionDisplacement != OMV.Vector3.Zero) 113 if (PositionDisplacement != OMV.Vector3.Zero)
112 { 114 {
113 OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation); 115 OMV.Vector3 displacedPos = value - (PositionDisplacement * (OrientationDisplacementOrigInv * RawOrientation));
114 DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos); 116 DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos);
115 base.ForcePosition = displacedPos; 117 base.ForcePosition = displacedPos;
116 } 118 }
@@ -126,7 +128,8 @@ public class BSPrimDisplaced : BSPrim
126 get { return base.ForceOrientation; } 128 get { return base.ForceOrientation; }
127 set 129 set
128 { 130 {
129 // TODO: 131 // Changing orientation also changes the position of the center-of-mass since
132 // the orientation passed is for a rotation around the root prim's center.
130 base.ForceOrientation = value; 133 base.ForceOrientation = value;
131 } 134 }
132 } 135 }
@@ -150,10 +153,13 @@ public class BSPrimDisplaced : BSPrim
150 // Undo any center-of-mass displacement that might have been done. 153 // Undo any center-of-mass displacement that might have been done.
151 if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity) 154 if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity)
152 { 155 {
153 // Correct for any rotation around the center-of-mass 156 // The origional shape was offset from 'zero' by PositionDisplacement and rotated by OrientationDisplacement.
154 // TODO!!! 157 // These physical locations and rotation must be back converted to be centered around the displaced
158 // root shape.
159
160 // The root position is the reported position displaced by the rotated displacement.
161 OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * (entprop.Rotation * OrientationDisplacementOrigInv));
155 162
156 OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation);
157 DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos); 163 DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos);
158 entprop.Position = displacedPos; 164 entprop.Position = displacedPos;
159 // entprop.Rotation = something; 165 // entprop.Rotation = something;