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authorRobert Adams2013-07-11 14:33:03 -0700
committerRobert Adams2013-07-22 10:27:15 -0700
commitb4c3a791aa55390bff071b3fe4bbe70c1d252703 (patch)
tree4823ba36ddaee6f13e7b11559d9701937ecf7cf1 /OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
parentAdd experimental stubs for an extension function interface on both (diff)
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BulletSim: move collision processing for linksets from BSPrimLinkable
into the linkset implementation classes. Add HasSomeCollision attribute that remembers of any component of a linkset has a collision. Update vehicle code (BSDynamic) to use the HasSomeCollision in place of IsColliding to make constraint based linksets properly notice the ground. Add linkset functions to change physical attributes of all the members of a linkset.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs32
1 files changed, 25 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
index 1fbcfcc..2f392da 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
@@ -200,20 +200,38 @@ public class BSPrimLinkable : BSPrimDisplaced
200 } 200 }
201 201
202 // Called after a simulation step to post a collision with this object. 202 // Called after a simulation step to post a collision with this object.
203 // This returns 'true' if the collision has been queued and the SendCollisions call must
204 // be made at the end of the simulation step.
203 public override bool Collide(uint collidingWith, BSPhysObject collidee, 205 public override bool Collide(uint collidingWith, BSPhysObject collidee,
204 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) 206 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
205 { 207 {
206 // prims in the same linkset cannot collide with each other 208 bool ret = false;
207 BSPrimLinkable convCollidee = collidee as BSPrimLinkable; 209 // Ask the linkset if it wants to handle the collision
208 if (convCollidee != null && (this.Linkset.LinksetID == convCollidee.Linkset.LinksetID)) 210 if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth))
209 { 211 {
210 return false; 212 // The linkset didn't handle it so pass the collision through normal processing
213 ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth);
211 } 214 }
215 return ret;
216 }
212 217
213 // TODO: handle collisions of other objects with with children of linkset. 218 // A linkset reports any collision on any part of the linkset.
214 // This is a problem for LinksetCompound since the children are packed into the root. 219 public long SomeCollisionSimulationStep = 0;
220 public override bool HasSomeCollision
221 {
222 get
223 {
224 return (SomeCollisionSimulationStep == PhysScene.SimulationStep) || base.IsColliding;
225 }
226 set
227 {
228 if (value)
229 SomeCollisionSimulationStep = PhysScene.SimulationStep;
230 else
231 SomeCollisionSimulationStep = 0;
215 232
216 return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); 233 base.HasSomeCollision = value;
234 }
217 } 235 }
218} 236}
219} 237}