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authorRobert Adams2013-07-23 08:13:56 -0700
committerRobert Adams2013-07-23 08:13:56 -0700
commit75686e0e49308a21ca013d246544f88cd8e90cbd (patch)
tree5d817ecbf47923bba8b0a7e56fbdb0ef5b2a1f61 /OpenSim/Region
parentRevert "Revert "BulletSim: only create vehicle prim actor when vehicles are e... (diff)
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Revert "Revert "BulletSim: change BSDynamics to expect to be passed a BSPrimLinkable""
Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 7b187deb19517aa7c880458894643a5448566a94.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs17
1 files changed, 15 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 1540df1..82d7c44 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -45,7 +45,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
45 private static string LogHeader = "[BULLETSIM VEHICLE]"; 45 private static string LogHeader = "[BULLETSIM VEHICLE]";
46 46
47 // the prim this dynamic controller belongs to 47 // the prim this dynamic controller belongs to
48 private BSPrim ControllingPrim { get; set; } 48 private BSPrimLinkable ControllingPrim { get; set; }
49 49
50 private bool m_haveRegisteredForSceneEvents; 50 private bool m_haveRegisteredForSceneEvents;
51 51
@@ -128,9 +128,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
128 public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName) 128 public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName)
129 : base(myScene, myPrim, actorName) 129 : base(myScene, myPrim, actorName)
130 { 130 {
131 ControllingPrim = myPrim;
132 Type = Vehicle.TYPE_NONE; 131 Type = Vehicle.TYPE_NONE;
133 m_haveRegisteredForSceneEvents = false; 132 m_haveRegisteredForSceneEvents = false;
133
134 ControllingPrim = myPrim as BSPrimLinkable;
135 if (ControllingPrim == null)
136 {
137 // THIS CANNOT HAPPEN!!
138 }
139 VDetailLog("{0},Creation", ControllingPrim.LocalID);
134 } 140 }
135 141
136 // Return 'true' if this vehicle is doing vehicle things 142 // Return 'true' if this vehicle is doing vehicle things
@@ -585,6 +591,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
585 // Friction affects are handled by this vehicle code 591 // Friction affects are handled by this vehicle code
586 m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction); 592 m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction);
587 m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution); 593 m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution);
594 // ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction);
595 // ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution);
588 596
589 // Moderate angular movement introduced by Bullet. 597 // Moderate angular movement introduced by Bullet.
590 // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. 598 // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
@@ -595,17 +603,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin
595 603
596 // Vehicles report collision events so we know when it's on the ground 604 // Vehicles report collision events so we know when it's on the ground
597 m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); 605 m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
606 // ControllingPrim.Linkset.SetPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS);
598 607
599 Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); 608 Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass);
600 ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; 609 ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor;
601 m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); 610 m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia);
602 m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); 611 m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody);
612 // ControllingPrim.Linkset.ComputeLocalInertia(BSParam.VehicleInertiaFactor);
603 613
604 // Set the gravity for the vehicle depending on the buoyancy 614 // Set the gravity for the vehicle depending on the buoyancy
605 // TODO: what should be done if prim and vehicle buoyancy differ? 615 // TODO: what should be done if prim and vehicle buoyancy differ?
606 m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); 616 m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy);
607 // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. 617 // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same.
608 m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero); 618 m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero);
619 // ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero);
609 620
610 VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", 621 VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}",
611 ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity, 622 ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity,
@@ -617,6 +628,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
617 { 628 {
618 if (ControllingPrim.PhysBody.HasPhysicalBody) 629 if (ControllingPrim.PhysBody.HasPhysicalBody)
619 m_physicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); 630 m_physicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
631 // ControllingPrim.Linkset.RemoveFromPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS);
620 } 632 }
621 } 633 }
622 634
@@ -629,6 +641,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
629 // BSActor.Release() 641 // BSActor.Release()
630 public override void Dispose() 642 public override void Dispose()
631 { 643 {
644 VDetailLog("{0},Dispose", ControllingPrim.LocalID);
632 UnregisterForSceneEvents(); 645 UnregisterForSceneEvents();
633 Type = Vehicle.TYPE_NONE; 646 Type = Vehicle.TYPE_NONE;
634 Enabled = false; 647 Enabled = false;