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authorTeravus Ovares2007-11-09 13:45:42 +0000
committerTeravus Ovares2007-11-09 13:45:42 +0000
commit90274434c62ecf7184b609940db4b7059ffdc4e2 (patch)
tree26bb7ec06f6445bfbf589c4388f163a64bd00d6b /OpenSim/Region/Physics
parent* Protip: Commit AFTER compiling. (diff)
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* Moved BulletX off of the 'constant terse update' method. It now only sends terse updates when needed.
* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P * Updated some Masses in ODE to help large prim slow down by friction easier.
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs26
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs15
2 files changed, 37 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index cdccc70..2e6e40f 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -819,6 +819,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin
819 internal protected virtual void ReSize(PhysicsVector _newSize) 819 internal protected virtual void ReSize(PhysicsVector _newSize)
820 { 820 {
821 } 821 }
822 public virtual void ScheduleTerseUpdate()
823 {
824 base.RequestPhysicsterseUpdate();
825 }
822 #endregion 826 #endregion
823 } 827 }
824 828
@@ -1003,6 +1007,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1003 //For now all prims have the same density, all prims are made of water. Be water my friend! :D 1007 //For now all prims have the same density, all prims are made of water. Be water my friend! :D
1004 private const float _density = 1000.0f; 1008 private const float _density = 1000.0f;
1005 private BulletXScene _parent_scene; 1009 private BulletXScene _parent_scene;
1010 private PhysicsVector m_prev_position = new PhysicsVector(0, 0, 0);
1011 private bool m_lastUpdateSent = false;
1006 1012
1007 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, 1013 public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size,
1008 AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs, bool isPhysical) 1014 AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
@@ -1148,8 +1154,28 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1148 if (_physical) //Updates properties. Prim updates its properties physically 1154 if (_physical) //Updates properties. Prim updates its properties physically
1149 { 1155 {
1150 _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition); 1156 _position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition);
1157
1151 _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity); 1158 _velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity);
1152 _orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation); 1159 _orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation);
1160
1161 if ((Math.Abs(m_prev_position.X - _position.X) < 0.03)
1162 && (Math.Abs(m_prev_position.Y - _position.Y) < 0.03)
1163 && (Math.Abs(m_prev_position.Z - _position.Z) < 0.03))
1164 {
1165 if (!m_lastUpdateSent)
1166 {
1167 _velocity = new PhysicsVector(0, 0, 0);
1168 base.ScheduleTerseUpdate();
1169 m_lastUpdateSent = true;
1170 }
1171 }
1172 else
1173 {
1174 m_lastUpdateSent = false;
1175 base.ScheduleTerseUpdate();
1176
1177 }
1178 m_prev_position = _position;
1153 } 1179 }
1154 else //Doesn't updates properties. That's a cancel 1180 else //Doesn't updates properties. That's a cancel
1155 { 1181 {
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 4750e54..79f51a1 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -124,7 +124,8 @@ namespace OpenSim.Region.Physics.OdePlugin
124 space = d.HashSpaceCreate(IntPtr.Zero); 124 space = d.HashSpaceCreate(IntPtr.Zero);
125 contactgroup = d.JointGroupCreate(0); 125 contactgroup = d.JointGroupCreate(0);
126 //contactgroup 126 //contactgroup
127 127
128
128 d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f); 129 d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f);
129 d.WorldSetAutoDisableFlag(world, false); 130 d.WorldSetAutoDisableFlag(world, false);
130 d.WorldSetContactSurfaceLayer(world, 0.001f); 131 d.WorldSetContactSurfaceLayer(world, 0.001f);
@@ -936,7 +937,7 @@ namespace OpenSim.Region.Physics.OdePlugin
936 private String m_primName; 937 private String m_primName;
937 private PhysicsVector _target_velocity; 938 private PhysicsVector _target_velocity;
938 public d.Mass pMass; 939 public d.Mass pMass;
939 private const float MassMultiplier = 500f; // Ref: Water: 1000kg.. this iset to 500 940 private const float MassMultiplier = 150f; // Ref: Water: 1000kg.. this iset to 500
940 private int debugcounter = 0; 941 private int debugcounter = 0;
941 942
942 943
@@ -1361,7 +1362,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1361 //System.Console.WriteLine(Math.Abs(m_lastposition.X - l_position.X).ToString()); 1362 //System.Console.WriteLine(Math.Abs(m_lastposition.X - l_position.X).ToString());
1362 _zeroFlag = false; 1363 _zeroFlag = false;
1363 } 1364 }
1364 m_lastposition = l_position; 1365
1365 1366
1366 1367
1367 if (_zeroFlag) 1368 if (_zeroFlag)
@@ -1379,6 +1380,11 @@ namespace OpenSim.Region.Physics.OdePlugin
1379 m_rotationalVelocity.X = 0; 1380 m_rotationalVelocity.X = 0;
1380 m_rotationalVelocity.Y = 0; 1381 m_rotationalVelocity.Y = 0;
1381 m_rotationalVelocity.Z = 0; 1382 m_rotationalVelocity.Z = 0;
1383 if (!m_lastUpdateSent)
1384 {
1385 base.RequestPhysicsterseUpdate();
1386 m_lastUpdateSent = true;
1387 }
1382 1388
1383 } 1389 }
1384 else 1390 else
@@ -1399,9 +1405,10 @@ namespace OpenSim.Region.Physics.OdePlugin
1399 _orientation.x = ori.X; 1405 _orientation.x = ori.X;
1400 _orientation.y = ori.Y; 1406 _orientation.y = ori.Y;
1401 _orientation.z = ori.Z; 1407 _orientation.z = ori.Z;
1408 m_lastUpdateSent = false;
1402 base.RequestPhysicsterseUpdate(); 1409 base.RequestPhysicsterseUpdate();
1403 } 1410 }
1404 1411 m_lastposition = l_position;
1405 } 1412 }
1406 else 1413 else
1407 { 1414 {