diff options
Diffstat (limited to '')
19 files changed, 116 insertions, 79 deletions
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSCharacter.cs index 4c4e950..d91c47f 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSCharacter.cs | |||
@@ -174,7 +174,7 @@ public sealed class BSCharacter : BSPhysObject | |||
174 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); | 174 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); |
175 | } | 175 | } |
176 | 176 | ||
177 | UpdatePhysicalMassProperties(RawMass); | 177 | UpdatePhysicalMassProperties(RawMass, false); |
178 | 178 | ||
179 | // Make so capsule does not fall over | 179 | // Make so capsule does not fall over |
180 | BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero); | 180 | BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero); |
@@ -224,7 +224,7 @@ public sealed class BSCharacter : BSPhysObject | |||
224 | if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) | 224 | if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) |
225 | { | 225 | { |
226 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | 226 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); |
227 | UpdatePhysicalMassProperties(RawMass); | 227 | UpdatePhysicalMassProperties(RawMass, true); |
228 | // Make sure this change appears as a property update event | 228 | // Make sure this change appears as a property update event |
229 | BulletSimAPI.PushUpdate2(PhysBody.ptr); | 229 | BulletSimAPI.PushUpdate2(PhysBody.ptr); |
230 | } | 230 | } |
@@ -260,7 +260,6 @@ public sealed class BSCharacter : BSPhysObject | |||
260 | public override void ZeroMotion(bool inTaintTime) | 260 | public override void ZeroMotion(bool inTaintTime) |
261 | { | 261 | { |
262 | _velocity = OMV.Vector3.Zero; | 262 | _velocity = OMV.Vector3.Zero; |
263 | _velocityMotor.Zero(); | ||
264 | _acceleration = OMV.Vector3.Zero; | 263 | _acceleration = OMV.Vector3.Zero; |
265 | _rotationalVelocity = OMV.Vector3.Zero; | 264 | _rotationalVelocity = OMV.Vector3.Zero; |
266 | 265 | ||
@@ -390,7 +389,7 @@ public sealed class BSCharacter : BSPhysObject | |||
390 | public override float RawMass { | 389 | public override float RawMass { |
391 | get {return _mass; } | 390 | get {return _mass; } |
392 | } | 391 | } |
393 | public override void UpdatePhysicalMassProperties(float physMass) | 392 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) |
394 | { | 393 | { |
395 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | 394 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); |
396 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); | 395 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); |
@@ -787,6 +786,7 @@ public sealed class BSCharacter : BSPhysObject | |||
787 | // the motor can be turned off. Set the velocity to zero so the zero motion is sent to the viewer. | 786 | // the motor can be turned off. Set the velocity to zero so the zero motion is sent to the viewer. |
788 | if (_velocityMotor.TargetValue.ApproxEquals(OMV.Vector3.Zero, 0.01f) && _velocityMotor.ErrorIsZero) | 787 | if (_velocityMotor.TargetValue.ApproxEquals(OMV.Vector3.Zero, 0.01f) && _velocityMotor.ErrorIsZero) |
789 | { | 788 | { |
789 | ZeroMotion(true); | ||
790 | stepVelocity = OMV.Vector3.Zero; | 790 | stepVelocity = OMV.Vector3.Zero; |
791 | _velocityMotor.Enabled = false; | 791 | _velocityMotor.Enabled = false; |
792 | DetailLog("{0},BSCharacter.UpdateProperties,taint,disableVelocityMotor,m={1}", LocalID, _velocityMotor); | 792 | DetailLog("{0},BSCharacter.UpdateProperties,taint,disableVelocityMotor,m={1}", LocalID, _velocityMotor); |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint.cs index 426bdc2..f1bed39 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint.cs | |||
@@ -36,7 +36,7 @@ public abstract class BSConstraint : IDisposable | |||
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM CONSTRAINT]"; | 37 | private static string LogHeader = "[BULLETSIM CONSTRAINT]"; |
38 | 38 | ||
39 | protected BulletSim m_world; | 39 | protected BulletWorld m_world; |
40 | protected BulletBody m_body1; | 40 | protected BulletBody m_body1; |
41 | protected BulletBody m_body2; | 41 | protected BulletBody m_body2; |
42 | protected BulletConstraint m_constraint; | 42 | protected BulletConstraint m_constraint; |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint6Dof.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint6Dof.cs index 0181d9d..d1e3f55 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint6Dof.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraint6Dof.cs | |||
@@ -39,7 +39,7 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
39 | public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } | 39 | public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } |
40 | 40 | ||
41 | // Create a btGeneric6DofConstraint | 41 | // Create a btGeneric6DofConstraint |
42 | public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2, | 42 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, |
43 | Vector3 frame1, Quaternion frame1rot, | 43 | Vector3 frame1, Quaternion frame1rot, |
44 | Vector3 frame2, Quaternion frame2rot, | 44 | Vector3 frame2, Quaternion frame2rot, |
45 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 45 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
@@ -58,7 +58,7 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
58 | obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString()); | 58 | obj1.ID, obj1.ptr.ToString(), obj2.ID, obj2.ptr.ToString()); |
59 | } | 59 | } |
60 | 60 | ||
61 | public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2, | 61 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, |
62 | Vector3 joinPoint, | 62 | Vector3 joinPoint, |
63 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 63 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
64 | { | 64 | { |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs index 5c00b1a..87d1e44 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs | |||
@@ -41,9 +41,9 @@ public sealed class BSConstraintCollection : IDisposable | |||
41 | delegate bool ConstraintAction(BSConstraint constrain); | 41 | delegate bool ConstraintAction(BSConstraint constrain); |
42 | 42 | ||
43 | private List<BSConstraint> m_constraints; | 43 | private List<BSConstraint> m_constraints; |
44 | private BulletSim m_world; | 44 | private BulletWorld m_world; |
45 | 45 | ||
46 | public BSConstraintCollection(BulletSim world) | 46 | public BSConstraintCollection(BulletWorld world) |
47 | { | 47 | { |
48 | m_world = world; | 48 | m_world = world; |
49 | m_constraints = new List<BSConstraint>(); | 49 | m_constraints = new List<BSConstraint>(); |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs index 7951f06..fbd1bc0 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs | |||
@@ -36,7 +36,7 @@ public sealed class BSConstraintHinge : BSConstraint | |||
36 | { | 36 | { |
37 | public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } } | 37 | public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } } |
38 | 38 | ||
39 | public BSConstraintHinge(BulletSim world, BulletBody obj1, BulletBody obj2, | 39 | public BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2, |
40 | Vector3 pivotInA, Vector3 pivotInB, | 40 | Vector3 pivotInA, Vector3 pivotInB, |
41 | Vector3 axisInA, Vector3 axisInB, | 41 | Vector3 axisInA, Vector3 axisInB, |
42 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 42 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs index 72afacc..415ad4f 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs | |||
@@ -573,6 +573,9 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
573 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); | 573 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); |
574 | BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr); | 574 | BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr); |
575 | 575 | ||
576 | Vector3 grav = PhysicsScene.DefaultGravity * (1f - Prim.Buoyancy); | ||
577 | BulletSimAPI.SetGravity2(Prim.PhysBody.ptr, grav); | ||
578 | |||
576 | VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}", | 579 | VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}", |
577 | Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping); | 580 | Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping); |
578 | } | 581 | } |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSLinkset.cs index 253128b..845a113 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSLinkset.cs | |||
@@ -97,14 +97,7 @@ public abstract class BSLinkset | |||
97 | } | 97 | } |
98 | 98 | ||
99 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims | 99 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims |
100 | protected float m_mass; | 100 | public float LinksetMass { get; protected set; } |
101 | public float LinksetMass | ||
102 | { | ||
103 | get | ||
104 | { | ||
105 | return m_mass; | ||
106 | } | ||
107 | } | ||
108 | 101 | ||
109 | public virtual bool LinksetIsColliding { get { return false; } } | 102 | public virtual bool LinksetIsColliding { get { return false; } } |
110 | 103 | ||
@@ -128,7 +121,7 @@ public abstract class BSLinkset | |||
128 | PhysicsScene = scene; | 121 | PhysicsScene = scene; |
129 | LinksetRoot = parent; | 122 | LinksetRoot = parent; |
130 | m_children = new HashSet<BSPhysObject>(); | 123 | m_children = new HashSet<BSPhysObject>(); |
131 | m_mass = parent.RawMass; | 124 | LinksetMass = parent.RawMass; |
132 | Rebuilding = false; | 125 | Rebuilding = false; |
133 | } | 126 | } |
134 | 127 | ||
@@ -143,7 +136,7 @@ public abstract class BSLinkset | |||
143 | // Don't add the root to its own linkset | 136 | // Don't add the root to its own linkset |
144 | if (!IsRoot(child)) | 137 | if (!IsRoot(child)) |
145 | AddChildToLinkset(child); | 138 | AddChildToLinkset(child); |
146 | m_mass = ComputeLinksetMass(); | 139 | LinksetMass = ComputeLinksetMass(); |
147 | } | 140 | } |
148 | return this; | 141 | return this; |
149 | } | 142 | } |
@@ -162,7 +155,7 @@ public abstract class BSLinkset | |||
162 | return this; | 155 | return this; |
163 | } | 156 | } |
164 | RemoveChildFromLinkset(child); | 157 | RemoveChildFromLinkset(child); |
165 | m_mass = ComputeLinksetMass(); | 158 | LinksetMass = ComputeLinksetMass(); |
166 | } | 159 | } |
167 | 160 | ||
168 | // The child is down to a linkset of just itself | 161 | // The child is down to a linkset of just itself |
@@ -230,7 +223,10 @@ public abstract class BSLinkset | |||
230 | // When physical properties are changed the linkset needs to recalculate | 223 | // When physical properties are changed the linkset needs to recalculate |
231 | // its internal properties. | 224 | // its internal properties. |
232 | // May be called at runtime or taint-time. | 225 | // May be called at runtime or taint-time. |
233 | public abstract void Refresh(BSPhysObject requestor); | 226 | public virtual void Refresh(BSPhysObject requestor) |
227 | { | ||
228 | LinksetMass = ComputeLinksetMass(); | ||
229 | } | ||
234 | 230 | ||
235 | // Flag denoting the linkset is in the process of being rebuilt. | 231 | // Flag denoting the linkset is in the process of being rebuilt. |
236 | // Used to know not the schedule a rebuild in the middle of a rebuild. | 232 | // Used to know not the schedule a rebuild in the middle of a rebuild. |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetCompound.cs index 23a0b8b..9a977e6 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetCompound.cs | |||
@@ -89,6 +89,8 @@ public sealed class BSLinksetCompound : BSLinkset | |||
89 | // its internal properties. | 89 | // its internal properties. |
90 | public override void Refresh(BSPhysObject requestor) | 90 | public override void Refresh(BSPhysObject requestor) |
91 | { | 91 | { |
92 | base.Refresh(requestor); | ||
93 | |||
92 | // Something changed so do the rebuilding thing | 94 | // Something changed so do the rebuilding thing |
93 | // ScheduleRebuild(); | 95 | // ScheduleRebuild(); |
94 | } | 96 | } |
@@ -96,13 +98,13 @@ public sealed class BSLinksetCompound : BSLinkset | |||
96 | // Schedule a refresh to happen after all the other taint processing. | 98 | // Schedule a refresh to happen after all the other taint processing. |
97 | private void ScheduleRebuild(BSPhysObject requestor) | 99 | private void ScheduleRebuild(BSPhysObject requestor) |
98 | { | 100 | { |
99 | DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,rebuilding={1}", | 101 | DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1}", |
100 | requestor.LocalID, Rebuilding); | 102 | requestor.LocalID, Rebuilding); |
101 | // When rebuilding, it is possible to set properties that would normally require a rebuild. | 103 | // When rebuilding, it is possible to set properties that would normally require a rebuild. |
102 | // If already rebuilding, don't request another rebuild. | 104 | // If already rebuilding, don't request another rebuild. |
103 | if (!Rebuilding) | 105 | if (!Rebuilding) |
104 | { | 106 | { |
105 | PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", LinksetRoot.LocalID, delegate() | 107 | PhysicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate() |
106 | { | 108 | { |
107 | if (HasAnyChildren) | 109 | if (HasAnyChildren) |
108 | RecomputeLinksetCompound(); | 110 | RecomputeLinksetCompound(); |
@@ -123,7 +125,6 @@ public sealed class BSLinksetCompound : BSLinkset | |||
123 | if (IsRoot(child)) | 125 | if (IsRoot(child)) |
124 | { | 126 | { |
125 | // The root is going dynamic. Make sure mass is properly set. | 127 | // The root is going dynamic. Make sure mass is properly set. |
126 | m_mass = ComputeLinksetMass(); | ||
127 | ScheduleRebuild(LinksetRoot); | 128 | ScheduleRebuild(LinksetRoot); |
128 | } | 129 | } |
129 | else | 130 | else |
@@ -377,8 +378,8 @@ public sealed class BSLinksetCompound : BSLinkset | |||
377 | }); | 378 | }); |
378 | 379 | ||
379 | // With all of the linkset packed into the root prim, it has the mass of everyone. | 380 | // With all of the linkset packed into the root prim, it has the mass of everyone. |
380 | float linksetMass = LinksetMass; | 381 | LinksetMass = LinksetMass; |
381 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass); | 382 | LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true); |
382 | } | 383 | } |
383 | finally | 384 | finally |
384 | { | 385 | { |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetConstraints.cs index 5757e64..46ff99f 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSLinksetConstraints.cs | |||
@@ -46,6 +46,8 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
46 | // refresh will happen once after all the other taints are applied. | 46 | // refresh will happen once after all the other taints are applied. |
47 | public override void Refresh(BSPhysObject requestor) | 47 | public override void Refresh(BSPhysObject requestor) |
48 | { | 48 | { |
49 | base.Refresh(requestor); | ||
50 | |||
49 | // Queue to happen after all the other taint processing | 51 | // Queue to happen after all the other taint processing |
50 | PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() | 52 | PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() |
51 | { | 53 | { |
@@ -279,7 +281,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
279 | private void RecomputeLinksetConstraints() | 281 | private void RecomputeLinksetConstraints() |
280 | { | 282 | { |
281 | float linksetMass = LinksetMass; | 283 | float linksetMass = LinksetMass; |
282 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass); | 284 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass, true); |
283 | 285 | ||
284 | // DEBUG: see of inter-linkset collisions are causing problems | 286 | // DEBUG: see of inter-linkset collisions are causing problems |
285 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, | 287 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, |
@@ -292,7 +294,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
292 | // A child in the linkset physically shows the mass of the whole linkset. | 294 | // A child in the linkset physically shows the mass of the whole linkset. |
293 | // This allows Bullet to apply enough force on the child to move the whole linkset. | 295 | // This allows Bullet to apply enough force on the child to move the whole linkset. |
294 | // (Also do the mass stuff before recomputing the constraint so mass is not zero.) | 296 | // (Also do the mass stuff before recomputing the constraint so mass is not zero.) |
295 | child.UpdatePhysicalMassProperties(linksetMass); | 297 | child.UpdatePhysicalMassProperties(linksetMass, true); |
296 | 298 | ||
297 | BSConstraint constrain; | 299 | BSConstraint constrain; |
298 | if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) | 300 | if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSMaterials.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSMaterials.cs index 732191f..d7941b6 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSMaterials.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSMaterials.cs | |||
@@ -119,26 +119,26 @@ public static class BSMaterials | |||
119 | Attributes[(int)MaterialAttributes.Material.Light] = | 119 | Attributes[(int)MaterialAttributes.Material.Light] = |
120 | new MaterialAttributes("light",dDensity, dFriction, dRestitution); | 120 | new MaterialAttributes("light",dDensity, dFriction, dRestitution); |
121 | Attributes[(int)MaterialAttributes.Material.Avatar] = | 121 | Attributes[(int)MaterialAttributes.Material.Avatar] = |
122 | new MaterialAttributes("avatar",60f, 0.2f, 0f); | 122 | new MaterialAttributes("avatar",3.5f, 0.2f, 0f); |
123 | 123 | ||
124 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = | 124 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = |
125 | new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f); | 125 | new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f); |
126 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = | 126 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = |
127 | new MaterialAttributes("metalPhysical",dDensity, 0.8f, 0.4f); | 127 | new MaterialAttributes("metalPhysical",dDensity, 0.3f, 0.4f); |
128 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = | 128 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = |
129 | new MaterialAttributes("glassPhysical",dDensity, 0.8f, 0.7f); | 129 | new MaterialAttributes("glassPhysical",dDensity, 0.2f, 0.7f); |
130 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = | 130 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = |
131 | new MaterialAttributes("woodPhysical",dDensity, 0.8f, 0.5f); | 131 | new MaterialAttributes("woodPhysical",dDensity, 0.6f, 0.5f); |
132 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = | 132 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = |
133 | new MaterialAttributes("fleshPhysical",dDensity, 0.8f, 0.3f); | 133 | new MaterialAttributes("fleshPhysical",dDensity, 0.9f, 0.3f); |
134 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = | 134 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = |
135 | new MaterialAttributes("plasticPhysical",dDensity, 0.8f, 0.7f); | 135 | new MaterialAttributes("plasticPhysical",dDensity, 0.4f, 0.7f); |
136 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = | 136 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = |
137 | new MaterialAttributes("rubberPhysical",dDensity, 0.8f, 0.9f); | 137 | new MaterialAttributes("rubberPhysical",dDensity, 0.9f, 0.9f); |
138 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = | 138 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = |
139 | new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution); | 139 | new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution); |
140 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = | 140 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = |
141 | new MaterialAttributes("avatarPhysical",60f, 0.2f, 0f); | 141 | new MaterialAttributes("avatarPhysical",3.5f, 0.2f, 0f); |
142 | } | 142 | } |
143 | 143 | ||
144 | // Under the [BulletSim] section, one can change the individual material | 144 | // Under the [BulletSim] section, one can change the individual material |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSParam.cs index 20c0939..5e93a03 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSParam.cs | |||
@@ -351,7 +351,7 @@ public static class BSParam | |||
351 | (s) => { return AvatarStandingFriction; }, | 351 | (s) => { return AvatarStandingFriction; }, |
352 | (s,p,l,v) => { AvatarStandingFriction = v; } ), | 352 | (s,p,l,v) => { AvatarStandingFriction = v; } ), |
353 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | 353 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", |
354 | 60f, | 354 | 3.5f, |
355 | (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, | 355 | (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, |
356 | (s) => { return AvatarDensity; }, | 356 | (s) => { return AvatarDensity; }, |
357 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ), | 357 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ), |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSPhysObject.cs index 4096ef8..689da7f 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSPhysObject.cs | |||
@@ -96,7 +96,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
96 | // Return the object mass without calculating it or having side effects | 96 | // Return the object mass without calculating it or having side effects |
97 | public abstract float RawMass { get; } | 97 | public abstract float RawMass { get; } |
98 | // Set the raw mass but also update physical mass properties (inertia, ...) | 98 | // Set the raw mass but also update physical mass properties (inertia, ...) |
99 | public abstract void UpdatePhysicalMassProperties(float mass); | 99 | // 'inWorld' true if the object has already been added to the dynamic world. |
100 | public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld); | ||
100 | 101 | ||
101 | // The last value calculated for the prim's inertia | 102 | // The last value calculated for the prim's inertia |
102 | public OMV.Vector3 Inertia { get; set; } | 103 | public OMV.Vector3 Inertia { get; set; } |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs index a889c24..9c4ba30 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs | |||
@@ -115,6 +115,8 @@ public sealed class BSPrim : BSPhysObject | |||
115 | PhysBody = new BulletBody(LocalID); | 115 | PhysBody = new BulletBody(LocalID); |
116 | PhysShape = new BulletShape(); | 116 | PhysShape = new BulletShape(); |
117 | 117 | ||
118 | Linkset.Refresh(this); | ||
119 | |||
118 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 120 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
119 | // do the actual object creation at taint time | 121 | // do the actual object creation at taint time |
120 | PhysicsScene.TaintedObject("BSPrim.create", delegate() | 122 | PhysicsScene.TaintedObject("BSPrim.create", delegate() |
@@ -384,13 +386,13 @@ public sealed class BSPrim : BSPhysObject | |||
384 | } | 386 | } |
385 | 387 | ||
386 | // Return the effective mass of the object. | 388 | // Return the effective mass of the object. |
387 | // If there are multiple items in the linkset, add them together for the root | 389 | // The definition of this call is to return the mass of the prim. |
390 | // If the simulator cares about the mass of the linkset, it will sum it itself. | ||
388 | public override float Mass | 391 | public override float Mass |
389 | { | 392 | { |
390 | get | 393 | get |
391 | { | 394 | { |
392 | return Linkset.LinksetMass; | 395 | return _mass; |
393 | // return _mass; | ||
394 | } | 396 | } |
395 | } | 397 | } |
396 | 398 | ||
@@ -400,22 +402,45 @@ public sealed class BSPrim : BSPhysObject | |||
400 | } | 402 | } |
401 | // Set the physical mass to the passed mass. | 403 | // Set the physical mass to the passed mass. |
402 | // Note that this does not change _mass! | 404 | // Note that this does not change _mass! |
403 | public override void UpdatePhysicalMassProperties(float physMass) | 405 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) |
404 | { | 406 | { |
405 | if (IsStatic) | 407 | if (PhysBody.HasPhysicalBody) |
406 | { | 408 | { |
407 | Inertia = OMV.Vector3.Zero; | 409 | if (IsStatic) |
408 | BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, Inertia); | 410 | { |
409 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | 411 | Inertia = OMV.Vector3.Zero; |
410 | } | 412 | BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, Inertia); |
411 | else | 413 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); |
412 | { | 414 | } |
413 | Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | 415 | else |
414 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia); | 416 | { |
415 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | 417 | if (inWorld) |
416 | // center of mass is at the zero of the object | 418 | { |
417 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation); | 419 | // Changing interesting properties doesn't change proxy and collision cache |
418 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, Inertia); | 420 | // information. The Bullet solution is to re-add the object to the world |
421 | // after parameters are changed. | ||
422 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
423 | } | ||
424 | |||
425 | Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | ||
426 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia); | ||
427 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | ||
428 | |||
429 | // center of mass is at the zero of the object | ||
430 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation); | ||
431 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},inWorld={3}", LocalID, physMass, Inertia, inWorld); | ||
432 | |||
433 | if (inWorld) | ||
434 | { | ||
435 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr,_position,_orientation); | ||
436 | } | ||
437 | |||
438 | // Must set gravity after it has been added to the world because, for unknown reasons, | ||
439 | // adding the object resets the object's gravity to world gravity | ||
440 | OMV.Vector3 grav = PhysicsScene.DefaultGravity * (1f - Buoyancy); | ||
441 | BulletSimAPI.SetGravity2(PhysBody.ptr, grav); | ||
442 | |||
443 | } | ||
419 | } | 444 | } |
420 | } | 445 | } |
421 | 446 | ||
@@ -714,7 +739,7 @@ public sealed class BSPrim : BSPhysObject | |||
714 | Linkset.Refresh(this); | 739 | Linkset.Refresh(this); |
715 | 740 | ||
716 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", | 741 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", |
717 | LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape); | 742 | LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape); |
718 | } | 743 | } |
719 | 744 | ||
720 | // "Making dynamic" means changing to and from static. | 745 | // "Making dynamic" means changing to and from static. |
@@ -737,7 +762,7 @@ public sealed class BSPrim : BSPhysObject | |||
737 | BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution); | 762 | BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution); |
738 | 763 | ||
739 | // Mass is zero which disables a bunch of physics stuff in Bullet | 764 | // Mass is zero which disables a bunch of physics stuff in Bullet |
740 | UpdatePhysicalMassProperties(0f); | 765 | UpdatePhysicalMassProperties(0f, false); |
741 | // Set collision detection parameters | 766 | // Set collision detection parameters |
742 | if (BSParam.CcdMotionThreshold > 0f) | 767 | if (BSParam.CcdMotionThreshold > 0f) |
743 | { | 768 | { |
@@ -777,7 +802,7 @@ public sealed class BSPrim : BSPhysObject | |||
777 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); | 802 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); |
778 | 803 | ||
779 | // A dynamic object has mass | 804 | // A dynamic object has mass |
780 | UpdatePhysicalMassProperties(RawMass); | 805 | UpdatePhysicalMassProperties(RawMass, false); |
781 | 806 | ||
782 | // Set collision detection parameters | 807 | // Set collision detection parameters |
783 | if (BSParam.CcdMotionThreshold > 0f) | 808 | if (BSParam.CcdMotionThreshold > 0f) |
@@ -950,13 +975,9 @@ public sealed class BSPrim : BSPhysObject | |||
950 | set { | 975 | set { |
951 | _buoyancy = value; | 976 | _buoyancy = value; |
952 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 977 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
953 | // Buoyancy is faked by changing the gravity applied to the object | 978 | // Force the recalculation of the various inertia,etc variables in the object |
954 | if (PhysBody.HasPhysicalBody) | 979 | UpdatePhysicalMassProperties(_mass, true); |
955 | { | 980 | ActivateIfPhysical(false); |
956 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | ||
957 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); | ||
958 | ActivateIfPhysical(false); | ||
959 | } | ||
960 | } | 981 | } |
961 | } | 982 | } |
962 | 983 | ||
@@ -993,7 +1014,9 @@ public sealed class BSPrim : BSPhysObject | |||
993 | public override float APIDDamping { set { return; } } | 1014 | public override float APIDDamping { set { return; } } |
994 | 1015 | ||
995 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | 1016 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
996 | AddForce(force, pushforce, false); | 1017 | // Since this force is being applied in only one step, make this a force per second. |
1018 | OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; | ||
1019 | AddForce(addForce, pushforce, false); | ||
997 | } | 1020 | } |
998 | // Applying a force just adds this to the total force on the object. | 1021 | // Applying a force just adds this to the total force on the object. |
999 | // This added force will only last the next simulation tick. | 1022 | // This added force will only last the next simulation tick. |
@@ -1001,8 +1024,16 @@ public sealed class BSPrim : BSPhysObject | |||
1001 | // for an object, doesn't matter if force is a pushforce or not | 1024 | // for an object, doesn't matter if force is a pushforce or not |
1002 | if (force.IsFinite()) | 1025 | if (force.IsFinite()) |
1003 | { | 1026 | { |
1027 | float magnitude = force.Length(); | ||
1028 | if (magnitude > 20000f) | ||
1029 | { | ||
1030 | // Force has a limit | ||
1031 | force = force / magnitude * 20000f; | ||
1032 | } | ||
1033 | |||
1004 | OMV.Vector3 addForce = force; | 1034 | OMV.Vector3 addForce = force; |
1005 | DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); | 1035 | DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); |
1036 | |||
1006 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | 1037 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() |
1007 | { | 1038 | { |
1008 | // Bullet adds this central force to the total force for this tick | 1039 | // Bullet adds this central force to the total force for this tick |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSScene.cs index 6bcea3f..1a7c34b 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSScene.cs | |||
@@ -74,7 +74,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
74 | 74 | ||
75 | public IMesher mesher; | 75 | public IMesher mesher; |
76 | public uint WorldID { get; private set; } | 76 | public uint WorldID { get; private set; } |
77 | public BulletSim World { get; private set; } | 77 | public BulletWorld World { get; private set; } |
78 | 78 | ||
79 | // All the constraints that have been allocated in this instance. | 79 | // All the constraints that have been allocated in this instance. |
80 | public BSConstraintCollection Constraints { get; private set; } | 80 | public BSConstraintCollection Constraints { get; private set; } |
@@ -244,7 +244,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
244 | 244 | ||
245 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); | 245 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); |
246 | 246 | ||
247 | World = new BulletSim(0, this, BulletSimAPI.Initialize2(worldExtent, UnmanagedParams, | 247 | World = new BulletWorld(0, this, BulletSimAPI.Initialize2(worldExtent, UnmanagedParams, |
248 | m_maxCollisionsPerFrame, ref m_collisionArray, | 248 | m_maxCollisionsPerFrame, ref m_collisionArray, |
249 | m_maxUpdatesPerFrame,ref m_updateArray, | 249 | m_maxUpdatesPerFrame,ref m_updateArray, |
250 | m_DebugLogCallbackHandle)); | 250 | m_DebugLogCallbackHandle)); |
@@ -497,13 +497,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
497 | 497 | ||
498 | InTaintTime = false; // Only used for debugging so locking is not necessary. | 498 | InTaintTime = false; // Only used for debugging so locking is not necessary. |
499 | 499 | ||
500 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
501 | // Only enable this in a limited test world with few objects. | ||
502 | // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG | ||
503 | |||
500 | // step the physical world one interval | 504 | // step the physical world one interval |
501 | m_simulationStep++; | 505 | m_simulationStep++; |
502 | int numSubSteps = 0; | 506 | int numSubSteps = 0; |
503 | 507 | ||
504 | try | 508 | try |
505 | { | 509 | { |
506 | //if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG | ||
507 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); | 510 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); |
508 | 511 | ||
509 | numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, | 512 | numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, |
@@ -833,7 +836,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
833 | { | 836 | { |
834 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); | 837 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); |
835 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); | 838 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); |
836 | Util.PrintCallStack(); // Prints the stack into the DEBUG log file. | 839 | Util.PrintCallStack(DetailLog); |
837 | } | 840 | } |
838 | return InTaintTime; | 841 | return InTaintTime; |
839 | } | 842 | } |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs index 398ece0..47fb768 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs | |||
@@ -98,7 +98,7 @@ public sealed class BSShapeCollection : IDisposable | |||
98 | // higher level dependencies on the shape or body. Mostly used for LinkSets to | 98 | // higher level dependencies on the shape or body. Mostly used for LinkSets to |
99 | // remove the physical constraints before the body is destroyed. | 99 | // remove the physical constraints before the body is destroyed. |
100 | // Called at taint-time!! | 100 | // Called at taint-time!! |
101 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, | 101 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, |
102 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) | 102 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) |
103 | { | 103 | { |
104 | PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); | 104 | PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); |
@@ -126,7 +126,7 @@ public sealed class BSShapeCollection : IDisposable | |||
126 | return ret; | 126 | return ret; |
127 | } | 127 | } |
128 | 128 | ||
129 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim) | 129 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim) |
130 | { | 130 | { |
131 | return GetBodyAndShape(forceRebuild, sim, prim, null, null); | 131 | return GetBodyAndShape(forceRebuild, sim, prim, null, null); |
132 | } | 132 | } |
@@ -918,7 +918,7 @@ public sealed class BSShapeCollection : IDisposable | |||
918 | // Updates prim.BSBody with the information about the new body if one is created. | 918 | // Updates prim.BSBody with the information about the new body if one is created. |
919 | // Returns 'true' if an object was actually created. | 919 | // Returns 'true' if an object was actually created. |
920 | // Called at taint-time. | 920 | // Called at taint-time. |
921 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, | 921 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, BulletShape shape, |
922 | BodyDestructionCallback bodyCallback) | 922 | BodyDestructionCallback bodyCallback) |
923 | { | 923 | { |
924 | bool ret = false; | 924 | bool ret = false; |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainHeightmap.cs index 252953b..ba17059 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainHeightmap.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainHeightmap.cs | |||
@@ -103,7 +103,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
103 | Vector3 centerPos; | 103 | Vector3 centerPos; |
104 | centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f); | 104 | centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f); |
105 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); | 105 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); |
106 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f + 0.5f); | 106 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f - 0.5f); |
107 | 107 | ||
108 | m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID, | 108 | m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID, |
109 | BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr, | 109 | BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr, |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainManager.cs index dfad70e..66d62f0 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSTerrainManager.cs | |||
@@ -140,7 +140,7 @@ public sealed class BSTerrainManager : IDisposable | |||
140 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | 140 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, |
141 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, | 141 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, |
142 | Vector3.Zero, Quaternion.Identity)); | 142 | Vector3.Zero, Quaternion.Identity)); |
143 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr); | 143 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr, Vector3.Zero, Quaternion.Identity); |
144 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr); | 144 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr); |
145 | // Ground plane does not move | 145 | // Ground plane does not move |
146 | BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION); | 146 | BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION); |
@@ -376,6 +376,7 @@ public sealed class BSTerrainManager : IDisposable | |||
376 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}", | 376 | DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}", |
377 | BSScene.DetailLogZero, pos, terrainBaseXYZ); | 377 | BSScene.DetailLogZero, pos, terrainBaseXYZ); |
378 | } | 378 | } |
379 | |||
379 | lastHeight = ret; | 380 | lastHeight = ret; |
380 | return ret; | 381 | return ret; |
381 | } | 382 | } |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSNPlugin/BulletSimAPI.cs index 6af59d6..93643c9 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BulletSimAPI.cs | |||
@@ -58,7 +58,6 @@ public enum ConstraintType : int | |||
58 | MAX_CONSTRAINT_TYPE | 58 | MAX_CONSTRAINT_TYPE |
59 | } | 59 | } |
60 | 60 | ||
61 | |||
62 | // =============================================================================== | 61 | // =============================================================================== |
63 | [StructLayout(LayoutKind.Sequential)] | 62 | [StructLayout(LayoutKind.Sequential)] |
64 | public struct ConvexHull | 63 | public struct ConvexHull |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSNPlugin/BulletSimData.cs index a1ed8d8..f509dc4 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BulletSimData.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BulletSimData.cs | |||
@@ -35,9 +35,9 @@ namespace OpenSim.Region.Physics.BulletSNPlugin | |||
35 | // These hold pointers to allocated objects in the unmanaged space. | 35 | // These hold pointers to allocated objects in the unmanaged space. |
36 | 36 | ||
37 | // The physics engine controller class created at initialization | 37 | // The physics engine controller class created at initialization |
38 | public struct BulletSim | 38 | public struct BulletWorld |
39 | { | 39 | { |
40 | public BulletSim(uint worldId, BSScene bss, object xx) | 40 | public BulletWorld(uint worldId, BSScene bss, object xx) |
41 | { | 41 | { |
42 | ptr = xx; | 42 | ptr = xx; |
43 | worldID = worldId; | 43 | worldID = worldId; |