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author | Robert Adams | 2012-10-10 08:02:37 -0700 |
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committer | Robert Adams | 2012-10-11 14:01:10 -0700 |
commit | a791620622dc0a67a6af2c4a9c011d9057360411 (patch) | |
tree | 4a08389e4e166fff4149b3e5f46bba8f64557846 /OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |
parent | BulletSim: Add Force* operations to objects to allow direct push to engine. (diff) | |
download | opensim-SC_OLD-a791620622dc0a67a6af2c4a9c011d9057360411.zip opensim-SC_OLD-a791620622dc0a67a6af2c4a9c011d9057360411.tar.gz opensim-SC_OLD-a791620622dc0a67a6af2c4a9c011d9057360411.tar.bz2 opensim-SC_OLD-a791620622dc0a67a6af2c4a9c011d9057360411.tar.xz |
BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to improve interactions.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 70aa429..2808603 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -201,10 +201,10 @@ public class BSTerrainManager | |||
201 | // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when | 201 | // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when |
202 | // calling this routine from initialization or taint-time routines) or whether to delay | 202 | // calling this routine from initialization or taint-time routines) or whether to delay |
203 | // all the unmanaged activities to taint-time. | 203 | // all the unmanaged activities to taint-time. |
204 | private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool atTaintTime) | 204 | private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) |
205 | { | 205 | { |
206 | DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},atTaintTime={3}", | 206 | DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}", |
207 | BSScene.DetailLogZero, minCoords, maxCoords, atTaintTime); | 207 | BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); |
208 | 208 | ||
209 | float minZ = float.MaxValue; | 209 | float minZ = float.MaxValue; |
210 | float maxZ = float.MinValue; | 210 | float maxZ = float.MinValue; |
@@ -320,7 +320,9 @@ public class BSTerrainManager | |||
320 | BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); | 320 | BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); |
321 | BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 321 | BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); |
322 | 322 | ||
323 | BulletSimAPI.SetMassProps2(mapInfo.terrainBody.ptr, 0f, Vector3.Zero); | 323 | float terrainMass = 1000; |
324 | Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(mapInfo.terrainBody.ptr, terrainMass); | ||
325 | BulletSimAPI.SetMassProps2(mapInfo.terrainBody.ptr, terrainMass, localInertia); | ||
324 | BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.ptr); | 326 | BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.ptr); |
325 | 327 | ||
326 | // Return the new terrain to the world of physical objects | 328 | // Return the new terrain to the world of physical objects |
@@ -342,7 +344,7 @@ public class BSTerrainManager | |||
342 | 344 | ||
343 | // There is the option to do the changes now (we're already in 'taint time'), or | 345 | // There is the option to do the changes now (we're already in 'taint time'), or |
344 | // to do the Bullet operations later. | 346 | // to do the Bullet operations later. |
345 | if (atTaintTime) | 347 | if (inTaintTime) |
346 | rebuildOperation(); | 348 | rebuildOperation(); |
347 | else | 349 | else |
348 | PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation); | 350 | PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation); |
@@ -381,7 +383,7 @@ public class BSTerrainManager | |||
381 | }; | 383 | }; |
382 | 384 | ||
383 | // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. | 385 | // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. |
384 | if (atTaintTime) | 386 | if (inTaintTime) |
385 | createOperation(); | 387 | createOperation(); |
386 | else | 388 | else |
387 | PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation); | 389 | PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation); |