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author | Robert Adams | 2013-01-15 02:58:14 -0800 |
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committer | Robert Adams | 2013-01-15 02:58:14 -0800 |
commit | 181d4c6fcbf1560fcf100b5a6ec98d15ad2fe5cc (patch) | |
tree | 131316733d6d98effa4dfb67450eee9d9662448c /OpenSim/Region | |
parent | BulletSim: fix logic for enabling unmanaged code debug messages. (diff) | |
download | opensim-SC_OLD-181d4c6fcbf1560fcf100b5a6ec98d15ad2fe5cc.zip opensim-SC_OLD-181d4c6fcbf1560fcf100b5a6ec98d15ad2fe5cc.tar.gz opensim-SC_OLD-181d4c6fcbf1560fcf100b5a6ec98d15ad2fe5cc.tar.bz2 opensim-SC_OLD-181d4c6fcbf1560fcf100b5a6ec98d15ad2fe5cc.tar.xz |
BulletSim: temporarily disable banking and direction deflection
because the computations are wrong.
Add VehicleTorqueImpulse routines.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 32 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 7 |
2 files changed, 29 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index bcebaec..f5826bc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -124,9 +124,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
124 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; | 124 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; |
125 | 125 | ||
126 | // For debugging, flags to turn on and off individual corrections. | 126 | // For debugging, flags to turn on and off individual corrections. |
127 | private bool enableAngularVerticalAttraction = true; | 127 | private bool enableAngularVerticalAttraction; |
128 | private bool enableAngularDeflection = true; | 128 | private bool enableAngularDeflection; |
129 | private bool enableAngularBanking = true; | 129 | private bool enableAngularBanking; |
130 | 130 | ||
131 | public BSDynamics(BSScene myScene, BSPrim myPrim) | 131 | public BSDynamics(BSScene myScene, BSPrim myPrim) |
132 | { | 132 | { |
@@ -141,8 +141,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
141 | public void SetupVehicleDebugging() | 141 | public void SetupVehicleDebugging() |
142 | { | 142 | { |
143 | enableAngularVerticalAttraction = true; | 143 | enableAngularVerticalAttraction = true; |
144 | enableAngularDeflection = true; | 144 | enableAngularDeflection = false; |
145 | enableAngularBanking = true; | 145 | enableAngularBanking = false; |
146 | if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse) | 146 | if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse) |
147 | { | 147 | { |
148 | enableAngularVerticalAttraction = false; | 148 | enableAngularVerticalAttraction = false; |
@@ -649,6 +649,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
649 | private Quaternion m_knownOrientation; | 649 | private Quaternion m_knownOrientation; |
650 | private Vector3 m_knownRotationalVelocity; | 650 | private Vector3 m_knownRotationalVelocity; |
651 | private Vector3 m_knownRotationalForce; | 651 | private Vector3 m_knownRotationalForce; |
652 | private Vector3 m_knownRotationalImpulse; | ||
652 | private Vector3 m_knownForwardVelocity; // vehicle relative forward speed | 653 | private Vector3 m_knownForwardVelocity; // vehicle relative forward speed |
653 | 654 | ||
654 | private const int m_knownChangedPosition = 1 << 0; | 655 | private const int m_knownChangedPosition = 1 << 0; |
@@ -658,9 +659,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
658 | private const int m_knownChangedOrientation = 1 << 4; | 659 | private const int m_knownChangedOrientation = 1 << 4; |
659 | private const int m_knownChangedRotationalVelocity = 1 << 5; | 660 | private const int m_knownChangedRotationalVelocity = 1 << 5; |
660 | private const int m_knownChangedRotationalForce = 1 << 6; | 661 | private const int m_knownChangedRotationalForce = 1 << 6; |
661 | private const int m_knownChangedTerrainHeight = 1 << 7; | 662 | private const int m_knownChangedRotationalImpulse = 1 << 7; |
662 | private const int m_knownChangedWaterLevel = 1 << 8; | 663 | private const int m_knownChangedTerrainHeight = 1 << 8; |
663 | private const int m_knownChangedForwardVelocity = 1 << 9; | 664 | private const int m_knownChangedWaterLevel = 1 << 9; |
665 | private const int m_knownChangedForwardVelocity = 1 <<10; | ||
664 | 666 | ||
665 | private void ForgetKnownVehicleProperties() | 667 | private void ForgetKnownVehicleProperties() |
666 | { | 668 | { |
@@ -700,6 +702,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
700 | PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); | 702 | PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); |
701 | } | 703 | } |
702 | 704 | ||
705 | if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0) | ||
706 | Prim.ApplyTorqueImpulse((Vector3)m_knownRotationalImpulse, true /*inTaintTime*/); | ||
707 | |||
703 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) | 708 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) |
704 | { | 709 | { |
705 | Prim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/); | 710 | Prim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/); |
@@ -843,6 +848,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
843 | m_knownChanged |= m_knownChangedRotationalForce; | 848 | m_knownChanged |= m_knownChangedRotationalForce; |
844 | m_knownHas |= m_knownChangedRotationalForce; | 849 | m_knownHas |= m_knownChangedRotationalForce; |
845 | } | 850 | } |
851 | private void VehicleAddRotationalImpulse(Vector3 pImpulse) | ||
852 | { | ||
853 | if ((m_knownHas & m_knownChangedRotationalImpulse) == 0) | ||
854 | { | ||
855 | m_knownRotationalImpulse = Vector3.Zero; | ||
856 | m_knownHas |= m_knownChangedRotationalImpulse; | ||
857 | } | ||
858 | m_knownRotationalImpulse += pImpulse; | ||
859 | m_knownChanged |= m_knownChangedRotationalImpulse; | ||
860 | } | ||
861 | |||
846 | // Vehicle relative forward velocity | 862 | // Vehicle relative forward velocity |
847 | private Vector3 VehicleForwardVelocity | 863 | private Vector3 VehicleForwardVelocity |
848 | { | 864 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 5a1b5c7..2dc89b5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -195,8 +195,11 @@ public sealed class BSLinksetCompound : BSLinkset | |||
195 | && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) | 195 | && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) |
196 | { | 196 | { |
197 | // TODO: replace this with are calculation of the child prim's orientation and pos. | 197 | // TODO: replace this with are calculation of the child prim's orientation and pos. |
198 | updated.LinksetInfo = null; | 198 | // TODO: for the moment, don't rebuild the compound shape. |
199 | ScheduleRebuild(updated); | 199 | // This is often just the car turning its wheels. When we can just reorient the one |
200 | // member shape of the compound shape, the overhead of rebuilding won't be a problem. | ||
201 | // updated.LinksetInfo = null; | ||
202 | // ScheduleRebuild(updated); | ||
200 | } | 203 | } |
201 | } | 204 | } |
202 | 205 | ||