diff options
Diffstat (limited to '')
5 files changed, 149 insertions, 112 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 65df741..8b5da0d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -40,13 +40,14 @@ using OpenSim.Region.Physics.Manager; | |||
40 | 40 | ||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | 41 | namespace OpenSim.Region.Physics.BulletSPlugin |
42 | { | 42 | { |
43 | public sealed class BSDynamics | 43 | public sealed class BSDynamics : BSActor |
44 | { | 44 | { |
45 | private static string LogHeader = "[BULLETSIM VEHICLE]"; | 45 | private static string LogHeader = "[BULLETSIM VEHICLE]"; |
46 | 46 | ||
47 | private BSScene PhysicsScene { get; set; } | ||
48 | // the prim this dynamic controller belongs to | 47 | // the prim this dynamic controller belongs to |
49 | private BSPrim Prim { get; set; } | 48 | private BSPrim ControllingPrim { get; set; } |
49 | |||
50 | private bool m_haveRegisteredForSceneEvents; | ||
50 | 51 | ||
51 | // mass of the vehicle fetched each time we're calles | 52 | // mass of the vehicle fetched each time we're calles |
52 | private float m_vehicleMass; | 53 | private float m_vehicleMass; |
@@ -129,11 +130,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
129 | public bool enableAngularDeflection; | 130 | public bool enableAngularDeflection; |
130 | public bool enableAngularBanking; | 131 | public bool enableAngularBanking; |
131 | 132 | ||
132 | public BSDynamics(BSScene myScene, BSPrim myPrim) | 133 | public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName) |
134 | : base(myScene, myPrim, actorName) | ||
133 | { | 135 | { |
134 | PhysicsScene = myScene; | 136 | ControllingPrim = myPrim; |
135 | Prim = myPrim; | ||
136 | Type = Vehicle.TYPE_NONE; | 137 | Type = Vehicle.TYPE_NONE; |
138 | m_haveRegisteredForSceneEvents = false; | ||
137 | SetupVehicleDebugging(); | 139 | SetupVehicleDebugging(); |
138 | } | 140 | } |
139 | 141 | ||
@@ -155,7 +157,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
155 | // Return 'true' if this vehicle is doing vehicle things | 157 | // Return 'true' if this vehicle is doing vehicle things |
156 | public bool IsActive | 158 | public bool IsActive |
157 | { | 159 | { |
158 | get { return (Type != Vehicle.TYPE_NONE && Prim.IsPhysicallyActive); } | 160 | get { return (Type != Vehicle.TYPE_NONE && ControllingPrim.IsPhysicallyActive); } |
159 | } | 161 | } |
160 | 162 | ||
161 | // Return 'true' if this a vehicle that should be sitting on the ground | 163 | // Return 'true' if this a vehicle that should be sitting on the ground |
@@ -167,7 +169,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
167 | #region Vehicle parameter setting | 169 | #region Vehicle parameter setting |
168 | public void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | 170 | public void ProcessFloatVehicleParam(Vehicle pParam, float pValue) |
169 | { | 171 | { |
170 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | 172 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue); |
171 | switch (pParam) | 173 | switch (pParam) |
172 | { | 174 | { |
173 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 175 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
@@ -195,7 +197,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
195 | break; | 197 | break; |
196 | case Vehicle.BUOYANCY: | 198 | case Vehicle.BUOYANCY: |
197 | m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); | 199 | m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); |
198 | m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy); | 200 | m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); |
199 | break; | 201 | break; |
200 | case Vehicle.HOVER_EFFICIENCY: | 202 | case Vehicle.HOVER_EFFICIENCY: |
201 | m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); | 203 | m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); |
@@ -258,7 +260,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
258 | 260 | ||
259 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | 261 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) |
260 | { | 262 | { |
261 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | 263 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue); |
262 | switch (pParam) | 264 | switch (pParam) |
263 | { | 265 | { |
264 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 266 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
@@ -294,7 +296,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
294 | 296 | ||
295 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | 297 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) |
296 | { | 298 | { |
297 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | 299 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue); |
298 | switch (pParam) | 300 | switch (pParam) |
299 | { | 301 | { |
300 | case Vehicle.REFERENCE_FRAME: | 302 | case Vehicle.REFERENCE_FRAME: |
@@ -308,7 +310,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
308 | 310 | ||
309 | internal void ProcessVehicleFlags(int pParam, bool remove) | 311 | internal void ProcessVehicleFlags(int pParam, bool remove) |
310 | { | 312 | { |
311 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove); | 313 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", ControllingPrim.LocalID, pParam, remove); |
312 | VehicleFlag parm = (VehicleFlag)pParam; | 314 | VehicleFlag parm = (VehicleFlag)pParam; |
313 | if (pParam == -1) | 315 | if (pParam == -1) |
314 | m_flags = (VehicleFlag)0; | 316 | m_flags = (VehicleFlag)0; |
@@ -323,7 +325,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
323 | 325 | ||
324 | public void ProcessTypeChange(Vehicle pType) | 326 | public void ProcessTypeChange(Vehicle pType) |
325 | { | 327 | { |
326 | VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType); | 328 | VDetailLog("{0},ProcessTypeChange,type={1}", ControllingPrim.LocalID, pType); |
327 | // Set Defaults For Type | 329 | // Set Defaults For Type |
328 | Type = pType; | 330 | Type = pType; |
329 | switch (pType) | 331 | switch (pType) |
@@ -578,13 +580,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
578 | m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); | 580 | m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); |
579 | m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | 581 | m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) |
580 | */ | 582 | */ |
583 | |||
584 | if (this.Type == Vehicle.TYPE_NONE) | ||
585 | { | ||
586 | UnregisterForSceneEvents(); | ||
587 | } | ||
588 | else | ||
589 | { | ||
590 | RegisterForSceneEvents(); | ||
591 | } | ||
581 | } | 592 | } |
582 | #endregion // Vehicle parameter setting | 593 | #endregion // Vehicle parameter setting |
583 | 594 | ||
584 | public void Refresh() | 595 | // BSActor.Refresh() |
596 | public override void Refresh() | ||
585 | { | 597 | { |
586 | // If asking for a refresh, reset the physical parameters before the next simulation step. | 598 | // If asking for a refresh, reset the physical parameters before the next simulation step. |
587 | PhysicsScene.PostTaintObject("BSDynamics.Refresh", Prim.LocalID, delegate() | 599 | PhysicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate() |
588 | { | 600 | { |
589 | SetPhysicalParameters(); | 601 | SetPhysicalParameters(); |
590 | }); | 602 | }); |
@@ -597,49 +609,90 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
597 | if (IsActive) | 609 | if (IsActive) |
598 | { | 610 | { |
599 | // Remember the mass so we don't have to fetch it every step | 611 | // Remember the mass so we don't have to fetch it every step |
600 | m_vehicleMass = Prim.TotalMass; | 612 | m_vehicleMass = ControllingPrim.TotalMass; |
601 | 613 | ||
602 | // Friction affects are handled by this vehicle code | 614 | // Friction affects are handled by this vehicle code |
603 | PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction); | 615 | PhysicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction); |
604 | PhysicsScene.PE.SetRestitution(Prim.PhysBody, BSParam.VehicleRestitution); | 616 | PhysicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution); |
605 | 617 | ||
606 | // Moderate angular movement introduced by Bullet. | 618 | // Moderate angular movement introduced by Bullet. |
607 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | 619 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. |
608 | // Maybe compute linear and angular factor and damping from params. | 620 | // Maybe compute linear and angular factor and damping from params. |
609 | PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, BSParam.VehicleAngularDamping); | 621 | PhysicsScene.PE.SetAngularDamping(ControllingPrim.PhysBody, BSParam.VehicleAngularDamping); |
610 | PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactor); | 622 | PhysicsScene.PE.SetLinearFactor(ControllingPrim.PhysBody, BSParam.VehicleLinearFactor); |
611 | PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactor); | 623 | PhysicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor); |
612 | 624 | ||
613 | // Vehicles report collision events so we know when it's on the ground | 625 | // Vehicles report collision events so we know when it's on the ground |
614 | PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | 626 | PhysicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
615 | 627 | ||
616 | Prim.Inertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass); | 628 | ControllingPrim.Inertia = PhysicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape, m_vehicleMass); |
617 | PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, Prim.Inertia); | 629 | PhysicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); |
618 | PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody); | 630 | PhysicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); |
619 | 631 | ||
620 | // Set the gravity for the vehicle depending on the buoyancy | 632 | // Set the gravity for the vehicle depending on the buoyancy |
621 | // TODO: what should be done if prim and vehicle buoyancy differ? | 633 | // TODO: what should be done if prim and vehicle buoyancy differ? |
622 | m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy); | 634 | m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); |
623 | // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. | 635 | // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. |
624 | PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero); | 636 | PhysicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero); |
625 | 637 | ||
626 | VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", | 638 | VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", |
627 | Prim.LocalID, m_vehicleMass, Prim.Inertia, m_VehicleGravity, | 639 | ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity, |
628 | BSParam.VehicleAngularDamping, BSParam.VehicleFriction, BSParam.VehicleRestitution, | 640 | BSParam.VehicleAngularDamping, BSParam.VehicleFriction, BSParam.VehicleRestitution, |
629 | BSParam.VehicleLinearFactor, BSParam.VehicleAngularFactor | 641 | BSParam.VehicleLinearFactor, BSParam.VehicleAngularFactor |
630 | ); | 642 | ); |
631 | } | 643 | } |
632 | else | 644 | else |
633 | { | 645 | { |
634 | if (Prim.PhysBody.HasPhysicalBody) | 646 | if (ControllingPrim.PhysBody.HasPhysicalBody) |
635 | PhysicsScene.PE.RemoveFromCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | 647 | PhysicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
636 | } | 648 | } |
637 | } | 649 | } |
638 | 650 | ||
639 | public bool RemoveBodyDependencies(BSPhysObject prim) | 651 | // BSActor.RemoveBodyDependencies |
652 | public override void RemoveBodyDependencies() | ||
640 | { | 653 | { |
641 | Refresh(); | 654 | Refresh(); |
642 | return IsActive; | 655 | } |
656 | |||
657 | // BSActor.Release() | ||
658 | public override void Dispose() | ||
659 | { | ||
660 | UnregisterForSceneEvents(); | ||
661 | Type = Vehicle.TYPE_NONE; | ||
662 | Enabled = false; | ||
663 | return; | ||
664 | } | ||
665 | |||
666 | private void RegisterForSceneEvents() | ||
667 | { | ||
668 | if (!m_haveRegisteredForSceneEvents) | ||
669 | { | ||
670 | PhysicsScene.BeforeStep += this.Step; | ||
671 | PhysicsScene.AfterStep += this.PostStep; | ||
672 | ControllingPrim.OnPreUpdateProperty += this.PreUpdateProperty; | ||
673 | m_haveRegisteredForSceneEvents = true; | ||
674 | } | ||
675 | } | ||
676 | |||
677 | private void UnregisterForSceneEvents() | ||
678 | { | ||
679 | if (m_haveRegisteredForSceneEvents) | ||
680 | { | ||
681 | PhysicsScene.BeforeStep -= this.Step; | ||
682 | PhysicsScene.AfterStep -= this.PostStep; | ||
683 | ControllingPrim.OnPreUpdateProperty -= this.PreUpdateProperty; | ||
684 | m_haveRegisteredForSceneEvents = false; | ||
685 | } | ||
686 | } | ||
687 | |||
688 | private void PreUpdateProperty(ref EntityProperties entprop) | ||
689 | { | ||
690 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet | ||
691 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | ||
692 | if (IsActive) | ||
693 | { | ||
694 | entprop.RotationalVelocity = Vector3.Zero; | ||
695 | } | ||
643 | } | 696 | } |
644 | 697 | ||
645 | #region Known vehicle value functions | 698 | #region Known vehicle value functions |
@@ -686,14 +739,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
686 | if (m_knownChanged != 0) | 739 | if (m_knownChanged != 0) |
687 | { | 740 | { |
688 | if ((m_knownChanged & m_knownChangedPosition) != 0) | 741 | if ((m_knownChanged & m_knownChangedPosition) != 0) |
689 | Prim.ForcePosition = m_knownPosition; | 742 | ControllingPrim.ForcePosition = m_knownPosition; |
690 | 743 | ||
691 | if ((m_knownChanged & m_knownChangedOrientation) != 0) | 744 | if ((m_knownChanged & m_knownChangedOrientation) != 0) |
692 | Prim.ForceOrientation = m_knownOrientation; | 745 | ControllingPrim.ForceOrientation = m_knownOrientation; |
693 | 746 | ||
694 | if ((m_knownChanged & m_knownChangedVelocity) != 0) | 747 | if ((m_knownChanged & m_knownChangedVelocity) != 0) |
695 | { | 748 | { |
696 | Prim.ForceVelocity = m_knownVelocity; | 749 | ControllingPrim.ForceVelocity = m_knownVelocity; |
697 | // Fake out Bullet by making it think the velocity is the same as last time. | 750 | // Fake out Bullet by making it think the velocity is the same as last time. |
698 | // Bullet does a bunch of smoothing for changing parameters. | 751 | // Bullet does a bunch of smoothing for changing parameters. |
699 | // Since the vehicle is demanding this setting, we override Bullet's smoothing | 752 | // Since the vehicle is demanding this setting, we override Bullet's smoothing |
@@ -702,28 +755,28 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
702 | } | 755 | } |
703 | 756 | ||
704 | if ((m_knownChanged & m_knownChangedForce) != 0) | 757 | if ((m_knownChanged & m_knownChangedForce) != 0) |
705 | Prim.AddForce((Vector3)m_knownForce, false /*pushForce*/, true /*inTaintTime*/); | 758 | ControllingPrim.AddForce((Vector3)m_knownForce, false /*pushForce*/, true /*inTaintTime*/); |
706 | 759 | ||
707 | if ((m_knownChanged & m_knownChangedForceImpulse) != 0) | 760 | if ((m_knownChanged & m_knownChangedForceImpulse) != 0) |
708 | Prim.AddForceImpulse((Vector3)m_knownForceImpulse, false /*pushforce*/, true /*inTaintTime*/); | 761 | ControllingPrim.AddForceImpulse((Vector3)m_knownForceImpulse, false /*pushforce*/, true /*inTaintTime*/); |
709 | 762 | ||
710 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) | 763 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) |
711 | { | 764 | { |
712 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; | 765 | ControllingPrim.ForceRotationalVelocity = m_knownRotationalVelocity; |
713 | // PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); | 766 | // PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); |
714 | } | 767 | } |
715 | 768 | ||
716 | if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0) | 769 | if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0) |
717 | Prim.ApplyTorqueImpulse((Vector3)m_knownRotationalImpulse, true /*inTaintTime*/); | 770 | ControllingPrim.ApplyTorqueImpulse((Vector3)m_knownRotationalImpulse, true /*inTaintTime*/); |
718 | 771 | ||
719 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) | 772 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) |
720 | { | 773 | { |
721 | Prim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/); | 774 | ControllingPrim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/); |
722 | } | 775 | } |
723 | 776 | ||
724 | // If we set one of the values (ie, the physics engine didn't do it) we must force | 777 | // If we set one of the values (ie, the physics engine didn't do it) we must force |
725 | // an UpdateProperties event to send the changes up to the simulator. | 778 | // an UpdateProperties event to send the changes up to the simulator. |
726 | PhysicsScene.PE.PushUpdate(Prim.PhysBody); | 779 | PhysicsScene.PE.PushUpdate(ControllingPrim.PhysBody); |
727 | } | 780 | } |
728 | m_knownChanged = 0; | 781 | m_knownChanged = 0; |
729 | } | 782 | } |
@@ -736,7 +789,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
736 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) | 789 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) |
737 | { | 790 | { |
738 | lastRememberedHeightPos = pos; | 791 | lastRememberedHeightPos = pos; |
739 | m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | 792 | m_knownTerrainHeight = ControllingPrim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
740 | m_knownHas |= m_knownChangedTerrainHeight; | 793 | m_knownHas |= m_knownChangedTerrainHeight; |
741 | } | 794 | } |
742 | return m_knownTerrainHeight; | 795 | return m_knownTerrainHeight; |
@@ -748,7 +801,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
748 | { | 801 | { |
749 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) | 802 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) |
750 | { | 803 | { |
751 | m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); | 804 | m_knownWaterLevel = ControllingPrim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); |
752 | m_knownHas |= m_knownChangedWaterLevel; | 805 | m_knownHas |= m_knownChangedWaterLevel; |
753 | } | 806 | } |
754 | return (float)m_knownWaterLevel; | 807 | return (float)m_knownWaterLevel; |
@@ -760,7 +813,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
760 | { | 813 | { |
761 | if ((m_knownHas & m_knownChangedPosition) == 0) | 814 | if ((m_knownHas & m_knownChangedPosition) == 0) |
762 | { | 815 | { |
763 | m_knownPosition = Prim.ForcePosition; | 816 | m_knownPosition = ControllingPrim.ForcePosition; |
764 | m_knownHas |= m_knownChangedPosition; | 817 | m_knownHas |= m_knownChangedPosition; |
765 | } | 818 | } |
766 | return m_knownPosition; | 819 | return m_knownPosition; |
@@ -779,7 +832,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
779 | { | 832 | { |
780 | if ((m_knownHas & m_knownChangedOrientation) == 0) | 833 | if ((m_knownHas & m_knownChangedOrientation) == 0) |
781 | { | 834 | { |
782 | m_knownOrientation = Prim.ForceOrientation; | 835 | m_knownOrientation = ControllingPrim.ForceOrientation; |
783 | m_knownHas |= m_knownChangedOrientation; | 836 | m_knownHas |= m_knownChangedOrientation; |
784 | } | 837 | } |
785 | return m_knownOrientation; | 838 | return m_knownOrientation; |
@@ -798,7 +851,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
798 | { | 851 | { |
799 | if ((m_knownHas & m_knownChangedVelocity) == 0) | 852 | if ((m_knownHas & m_knownChangedVelocity) == 0) |
800 | { | 853 | { |
801 | m_knownVelocity = Prim.ForceVelocity; | 854 | m_knownVelocity = ControllingPrim.ForceVelocity; |
802 | m_knownHas |= m_knownChangedVelocity; | 855 | m_knownHas |= m_knownChangedVelocity; |
803 | } | 856 | } |
804 | return m_knownVelocity; | 857 | return m_knownVelocity; |
@@ -839,7 +892,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
839 | { | 892 | { |
840 | if ((m_knownHas & m_knownChangedRotationalVelocity) == 0) | 893 | if ((m_knownHas & m_knownChangedRotationalVelocity) == 0) |
841 | { | 894 | { |
842 | m_knownRotationalVelocity = Prim.ForceRotationalVelocity; | 895 | m_knownRotationalVelocity = ControllingPrim.ForceRotationalVelocity; |
843 | m_knownHas |= m_knownChangedRotationalVelocity; | 896 | m_knownHas |= m_knownChangedRotationalVelocity; |
844 | } | 897 | } |
845 | return (Vector3)m_knownRotationalVelocity; | 898 | return (Vector3)m_knownRotationalVelocity; |
@@ -915,10 +968,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
915 | PushKnownChanged(); | 968 | PushKnownChanged(); |
916 | 969 | ||
917 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | 970 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) |
918 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); | 971 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, ControllingPrim.PhysBody); |
919 | 972 | ||
920 | VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}", | 973 | VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}", |
921 | Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity); | 974 | ControllingPrim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity); |
922 | } | 975 | } |
923 | 976 | ||
924 | // Called after the simulation step | 977 | // Called after the simulation step |
@@ -927,7 +980,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
927 | if (!IsActive) return; | 980 | if (!IsActive) return; |
928 | 981 | ||
929 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | 982 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) |
930 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); | 983 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, ControllingPrim.PhysBody); |
931 | } | 984 | } |
932 | 985 | ||
933 | // Apply the effect of the linear motor and other linear motions (like hover and float). | 986 | // Apply the effect of the linear motor and other linear motions (like hover and float). |
@@ -967,12 +1020,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
967 | VehicleVelocity /= VehicleVelocity.Length(); | 1020 | VehicleVelocity /= VehicleVelocity.Length(); |
968 | VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; | 1021 | VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; |
969 | VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", | 1022 | VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", |
970 | Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity); | 1023 | ControllingPrim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity); |
971 | } | 1024 | } |
972 | else if (newVelocityLengthSq < 0.001f) | 1025 | else if (newVelocityLengthSq < 0.001f) |
973 | VehicleVelocity = Vector3.Zero; | 1026 | VehicleVelocity = Vector3.Zero; |
974 | 1027 | ||
975 | VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", Prim.LocalID, Prim.IsColliding, VehicleVelocity ); | 1028 | VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", ControllingPrim.LocalID, ControllingPrim.IsColliding, VehicleVelocity ); |
976 | 1029 | ||
977 | } // end MoveLinear() | 1030 | } // end MoveLinear() |
978 | 1031 | ||
@@ -997,7 +1050,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
997 | VehicleVelocity += linearMotorVelocityW; | 1050 | VehicleVelocity += linearMotorVelocityW; |
998 | 1051 | ||
999 | VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5}", | 1052 | VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5}", |
1000 | Prim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity); | 1053 | ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity); |
1001 | } | 1054 | } |
1002 | 1055 | ||
1003 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) | 1056 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) |
@@ -1011,7 +1064,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1011 | newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; | 1064 | newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; |
1012 | VehiclePosition = newPosition; | 1065 | VehiclePosition = newPosition; |
1013 | VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", | 1066 | VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", |
1014 | Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); | 1067 | ControllingPrim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); |
1015 | } | 1068 | } |
1016 | } | 1069 | } |
1017 | 1070 | ||
@@ -1050,7 +1103,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1050 | pos.Z = m_VhoverTargetHeight; | 1103 | pos.Z = m_VhoverTargetHeight; |
1051 | VehiclePosition = pos; | 1104 | VehiclePosition = pos; |
1052 | 1105 | ||
1053 | VDetailLog("{0}, MoveLinear,hover,pos={1},lockHoverHeight", Prim.LocalID, pos); | 1106 | VDetailLog("{0}, MoveLinear,hover,pos={1},lockHoverHeight", ControllingPrim.LocalID, pos); |
1054 | } | 1107 | } |
1055 | } | 1108 | } |
1056 | else | 1109 | else |
@@ -1079,7 +1132,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1079 | */ | 1132 | */ |
1080 | 1133 | ||
1081 | VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corr={7}", | 1134 | VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corr={7}", |
1082 | Prim.LocalID, VehiclePosition, m_VhoverEfficiency, | 1135 | ControllingPrim.LocalID, VehiclePosition, m_VhoverEfficiency, |
1083 | m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, | 1136 | m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, |
1084 | verticalError, verticalCorrection); | 1137 | verticalError, verticalCorrection); |
1085 | } | 1138 | } |
@@ -1124,7 +1177,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1124 | { | 1177 | { |
1125 | VehiclePosition = pos; | 1178 | VehiclePosition = pos; |
1126 | VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | 1179 | VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", |
1127 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); | 1180 | ControllingPrim.LocalID, m_BlockingEndPoint, posChange, pos); |
1128 | } | 1181 | } |
1129 | } | 1182 | } |
1130 | return changed; | 1183 | return changed; |
@@ -1164,7 +1217,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1164 | 1217 | ||
1165 | // Another approach is to measure if we're going up. If going up and not colliding, | 1218 | // Another approach is to measure if we're going up. If going up and not colliding, |
1166 | // the vehicle is in the air. Fix that by pushing down. | 1219 | // the vehicle is in the air. Fix that by pushing down. |
1167 | if (!Prim.IsColliding && VehicleVelocity.Z > 0.1) | 1220 | if (!ControllingPrim.IsColliding && VehicleVelocity.Z > 0.1) |
1168 | { | 1221 | { |
1169 | // Get rid of any of the velocity vector that is pushing us up. | 1222 | // Get rid of any of the velocity vector that is pushing us up. |
1170 | float upVelocity = VehicleVelocity.Z; | 1223 | float upVelocity = VehicleVelocity.Z; |
@@ -1186,7 +1239,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1186 | } | 1239 | } |
1187 | */ | 1240 | */ |
1188 | VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}", | 1241 | VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}", |
1189 | Prim.LocalID, Prim.IsColliding, upVelocity, VehicleVelocity); | 1242 | ControllingPrim.LocalID, ControllingPrim.IsColliding, upVelocity, VehicleVelocity); |
1190 | } | 1243 | } |
1191 | } | 1244 | } |
1192 | } | 1245 | } |
@@ -1196,14 +1249,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1196 | Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass; | 1249 | Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass; |
1197 | 1250 | ||
1198 | // Hack to reduce downward force if the vehicle is probably sitting on the ground | 1251 | // Hack to reduce downward force if the vehicle is probably sitting on the ground |
1199 | if (Prim.IsColliding && IsGroundVehicle) | 1252 | if (ControllingPrim.IsColliding && IsGroundVehicle) |
1200 | appliedGravity *= BSParam.VehicleGroundGravityFudge; | 1253 | appliedGravity *= BSParam.VehicleGroundGravityFudge; |
1201 | 1254 | ||
1202 | VehicleAddForce(appliedGravity); | 1255 | VehicleAddForce(appliedGravity); |
1203 | 1256 | ||
1204 | VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", | 1257 | VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", |
1205 | Prim.LocalID, m_VehicleGravity, | 1258 | ControllingPrim.LocalID, m_VehicleGravity, |
1206 | Prim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); | 1259 | ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); |
1207 | } | 1260 | } |
1208 | 1261 | ||
1209 | // ======================================================================= | 1262 | // ======================================================================= |
@@ -1227,11 +1280,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1227 | { | 1280 | { |
1228 | // The vehicle is not adding anything angular wise. | 1281 | // The vehicle is not adding anything angular wise. |
1229 | VehicleRotationalVelocity = Vector3.Zero; | 1282 | VehicleRotationalVelocity = Vector3.Zero; |
1230 | VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID); | 1283 | VDetailLog("{0}, MoveAngular,done,zero", ControllingPrim.LocalID); |
1231 | } | 1284 | } |
1232 | else | 1285 | else |
1233 | { | 1286 | { |
1234 | VDetailLog("{0}, MoveAngular,done,nonZero,angVel={1}", Prim.LocalID, VehicleRotationalVelocity); | 1287 | VDetailLog("{0}, MoveAngular,done,nonZero,angVel={1}", ControllingPrim.LocalID, VehicleRotationalVelocity); |
1235 | } | 1288 | } |
1236 | 1289 | ||
1237 | // ================================================================== | 1290 | // ================================================================== |
@@ -1262,7 +1315,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1262 | torqueFromOffset.Z = 0; | 1315 | torqueFromOffset.Z = 0; |
1263 | 1316 | ||
1264 | VehicleAddAngularForce(torqueFromOffset * m_vehicleMass); | 1317 | VehicleAddAngularForce(torqueFromOffset * m_vehicleMass); |
1265 | VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); | 1318 | VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", ControllingPrim.LocalID, torqueFromOffset); |
1266 | } | 1319 | } |
1267 | 1320 | ||
1268 | } | 1321 | } |
@@ -1288,7 +1341,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1288 | // } | 1341 | // } |
1289 | 1342 | ||
1290 | VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; | 1343 | VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; |
1291 | VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV); | 1344 | VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", ControllingPrim.LocalID, angularMotorContributionV); |
1292 | } | 1345 | } |
1293 | 1346 | ||
1294 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: | 1347 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: |
@@ -1334,7 +1387,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1334 | VehicleRotationalVelocity += vertContributionV; | 1387 | VehicleRotationalVelocity += vertContributionV; |
1335 | 1388 | ||
1336 | VDetailLog("{0}, MoveAngular,verticalAttraction,diffAxis={1},diffAng={2},corrRot={3},contrib={4}", | 1389 | VDetailLog("{0}, MoveAngular,verticalAttraction,diffAxis={1},diffAng={2},corrRot={3},contrib={4}", |
1337 | Prim.LocalID, | 1390 | ControllingPrim.LocalID, |
1338 | differenceAxis, | 1391 | differenceAxis, |
1339 | differenceAngle, | 1392 | differenceAngle, |
1340 | correctionRotation, | 1393 | correctionRotation, |
@@ -1433,9 +1486,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1433 | VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; | 1486 | VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; |
1434 | 1487 | ||
1435 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", | 1488 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", |
1436 | Prim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); | 1489 | ControllingPrim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); |
1437 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", | 1490 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", |
1438 | Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); | 1491 | ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); |
1439 | } | 1492 | } |
1440 | } | 1493 | } |
1441 | 1494 | ||
@@ -1501,7 +1554,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1501 | 1554 | ||
1502 | 1555 | ||
1503 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", | 1556 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", |
1504 | Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); | 1557 | ControllingPrim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); |
1505 | } | 1558 | } |
1506 | } | 1559 | } |
1507 | 1560 | ||
@@ -1540,7 +1593,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1540 | if (rotq != m_rot) | 1593 | if (rotq != m_rot) |
1541 | { | 1594 | { |
1542 | VehicleOrientation = m_rot; | 1595 | VehicleOrientation = m_rot; |
1543 | VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); | 1596 | VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", ControllingPrim.LocalID, rotq, m_rot); |
1544 | } | 1597 | } |
1545 | 1598 | ||
1546 | } | 1599 | } |
@@ -1554,8 +1607,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1554 | // Invoke the detailed logger and output something if it's enabled. | 1607 | // Invoke the detailed logger and output something if it's enabled. |
1555 | private void VDetailLog(string msg, params Object[] args) | 1608 | private void VDetailLog(string msg, params Object[] args) |
1556 | { | 1609 | { |
1557 | if (Prim.PhysicsScene.VehicleLoggingEnabled) | 1610 | if (ControllingPrim.PhysicsScene.VehicleLoggingEnabled) |
1558 | Prim.PhysicsScene.DetailLog(msg, args); | 1611 | ControllingPrim.PhysicsScene.DetailLog(msg, args); |
1559 | } | 1612 | } |
1560 | } | 1613 | } |
1561 | } | 1614 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index cba2646..98ea833 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -187,7 +187,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
187 | Friction = matAttrib.friction; | 187 | Friction = matAttrib.friction; |
188 | Restitution = matAttrib.restitution; | 188 | Restitution = matAttrib.restitution; |
189 | Density = matAttrib.density / BSParam.DensityScaleFactor; | 189 | Density = matAttrib.density / BSParam.DensityScaleFactor; |
190 | DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); | 190 | // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); |
191 | } | 191 | } |
192 | 192 | ||
193 | // Stop all physical motion. | 193 | // Stop all physical motion. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 68a6c41..ec78fdc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -72,7 +72,8 @@ public class BSPrim : BSPhysObject | |||
72 | 72 | ||
73 | private int CrossingFailures { get; set; } | 73 | private int CrossingFailures { get; set; } |
74 | 74 | ||
75 | public BSDynamics VehicleController { get; private set; } | 75 | public BSDynamics VehicleActor; |
76 | public string VehicleActorName = "BasicVehicle"; | ||
76 | 77 | ||
77 | private BSVMotor _targetMotor; | 78 | private BSVMotor _targetMotor; |
78 | private OMV.Vector3 _PIDTarget; | 79 | private OMV.Vector3 _PIDTarget; |
@@ -100,11 +101,12 @@ public class BSPrim : BSPhysObject | |||
100 | _isPhysical = pisPhysical; | 101 | _isPhysical = pisPhysical; |
101 | _isVolumeDetect = false; | 102 | _isVolumeDetect = false; |
102 | 103 | ||
103 | VehicleController = new BSDynamics(PhysicsScene, this); // add vehicleness | 104 | VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName); |
105 | PhysicalActors.Add(VehicleActorName, VehicleActor); | ||
104 | 106 | ||
105 | _mass = CalculateMass(); | 107 | _mass = CalculateMass(); |
106 | 108 | ||
107 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 109 | // DetailLog("{0},BSPrim.constructor,call", LocalID); |
108 | // do the actual object creation at taint time | 110 | // do the actual object creation at taint time |
109 | PhysicsScene.TaintedObject("BSPrim.create", delegate() | 111 | PhysicsScene.TaintedObject("BSPrim.create", delegate() |
110 | { | 112 | { |
@@ -272,6 +274,7 @@ public class BSPrim : BSPhysObject | |||
272 | { | 274 | { |
273 | PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() | 275 | PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() |
274 | { | 276 | { |
277 | DetailLog("{0},BSPrim.LockAngularMotion,taint,registeringLockAxisActor", LocalID); | ||
275 | // If there is not already an axis locker, make one | 278 | // If there is not already an axis locker, make one |
276 | if (!PhysicalActors.HasActor(LockedAxisActorName)) | 279 | if (!PhysicalActors.HasActor(LockedAxisActorName)) |
277 | { | 280 | { |
@@ -537,7 +540,7 @@ public class BSPrim : BSPhysObject | |||
537 | 540 | ||
538 | public override int VehicleType { | 541 | public override int VehicleType { |
539 | get { | 542 | get { |
540 | return (int)VehicleController.Type; // if we are a vehicle, return that type | 543 | return (int)VehicleActor.Type; // if we are a vehicle, return that type |
541 | } | 544 | } |
542 | set { | 545 | set { |
543 | Vehicle type = (Vehicle)value; | 546 | Vehicle type = (Vehicle)value; |
@@ -546,20 +549,8 @@ public class BSPrim : BSPhysObject | |||
546 | { | 549 | { |
547 | // Done at taint time so we're sure the physics engine is not using the variables | 550 | // Done at taint time so we're sure the physics engine is not using the variables |
548 | // Vehicle code changes the parameters for this vehicle type. | 551 | // Vehicle code changes the parameters for this vehicle type. |
549 | VehicleController.ProcessTypeChange(type); | 552 | VehicleActor.ProcessTypeChange(type); |
550 | ActivateIfPhysical(false); | 553 | ActivateIfPhysical(false); |
551 | |||
552 | // If an active vehicle, register the vehicle code to be called before each step | ||
553 | if (VehicleController.Type == Vehicle.TYPE_NONE) | ||
554 | { | ||
555 | UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); | ||
556 | UnRegisterPostStepAction("BSPrim.Vehicle", LocalID); | ||
557 | } | ||
558 | else | ||
559 | { | ||
560 | RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step); | ||
561 | RegisterPostStepAction("BSPrim.Vehicle", LocalID, VehicleController.PostStep); | ||
562 | } | ||
563 | }); | 554 | }); |
564 | } | 555 | } |
565 | } | 556 | } |
@@ -567,7 +558,7 @@ public class BSPrim : BSPhysObject | |||
567 | { | 558 | { |
568 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 559 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
569 | { | 560 | { |
570 | VehicleController.ProcessFloatVehicleParam((Vehicle)param, value); | 561 | VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); |
571 | ActivateIfPhysical(false); | 562 | ActivateIfPhysical(false); |
572 | }); | 563 | }); |
573 | } | 564 | } |
@@ -575,7 +566,7 @@ public class BSPrim : BSPhysObject | |||
575 | { | 566 | { |
576 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 567 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
577 | { | 568 | { |
578 | VehicleController.ProcessVectorVehicleParam((Vehicle)param, value); | 569 | VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); |
579 | ActivateIfPhysical(false); | 570 | ActivateIfPhysical(false); |
580 | }); | 571 | }); |
581 | } | 572 | } |
@@ -583,7 +574,7 @@ public class BSPrim : BSPhysObject | |||
583 | { | 574 | { |
584 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 575 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
585 | { | 576 | { |
586 | VehicleController.ProcessRotationVehicleParam((Vehicle)param, rotation); | 577 | VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); |
587 | ActivateIfPhysical(false); | 578 | ActivateIfPhysical(false); |
588 | }); | 579 | }); |
589 | } | 580 | } |
@@ -591,7 +582,7 @@ public class BSPrim : BSPhysObject | |||
591 | { | 582 | { |
592 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() | 583 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() |
593 | { | 584 | { |
594 | VehicleController.ProcessVehicleFlags(param, remove); | 585 | VehicleActor.ProcessVehicleFlags(param, remove); |
595 | }); | 586 | }); |
596 | } | 587 | } |
597 | 588 | ||
@@ -848,7 +839,7 @@ public class BSPrim : BSPhysObject | |||
848 | MakeDynamic(IsStatic); | 839 | MakeDynamic(IsStatic); |
849 | 840 | ||
850 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) | 841 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) |
851 | VehicleController.Refresh(); | 842 | VehicleActor.Refresh(); |
852 | PhysicalActors.Refresh(); | 843 | PhysicalActors.Refresh(); |
853 | 844 | ||
854 | // Arrange for collision events if the simulator wants them | 845 | // Arrange for collision events if the simulator wants them |
@@ -1655,9 +1646,9 @@ public class BSPrim : BSPhysObject | |||
1655 | volume *= (profileEnd - profileBegin); | 1646 | volume *= (profileEnd - profileBegin); |
1656 | 1647 | ||
1657 | returnMass = Density * BSParam.DensityScaleFactor * volume; | 1648 | returnMass = Density * BSParam.DensityScaleFactor * volume; |
1658 | DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); | ||
1659 | 1649 | ||
1660 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); | 1650 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); |
1651 | // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); | ||
1661 | 1652 | ||
1662 | return returnMass; | 1653 | return returnMass; |
1663 | }// end CalculateMass | 1654 | }// end CalculateMass |
@@ -1686,7 +1677,7 @@ public class BSPrim : BSPhysObject | |||
1686 | 1677 | ||
1687 | protected virtual void RemoveBodyDependencies() | 1678 | protected virtual void RemoveBodyDependencies() |
1688 | { | 1679 | { |
1689 | VehicleController.RemoveBodyDependencies(this); | 1680 | VehicleActor.RemoveBodyDependencies(); |
1690 | PhysicalActors.RemoveBodyDependencies(); | 1681 | PhysicalActors.RemoveBodyDependencies(); |
1691 | } | 1682 | } |
1692 | 1683 | ||
@@ -1696,13 +1687,6 @@ public class BSPrim : BSPhysObject | |||
1696 | { | 1687 | { |
1697 | TriggerPreUpdatePropertyAction(ref entprop); | 1688 | TriggerPreUpdatePropertyAction(ref entprop); |
1698 | 1689 | ||
1699 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet | ||
1700 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | ||
1701 | if (VehicleController.IsActive) | ||
1702 | { | ||
1703 | entprop.RotationalVelocity = OMV.Vector3.Zero; | ||
1704 | } | ||
1705 | |||
1706 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG | 1690 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG |
1707 | 1691 | ||
1708 | // Assign directly to the local variables so the normal set actions do not happen | 1692 | // Assign directly to the local variables so the normal set actions do not happen |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index e6aefd5..9818b05 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -463,7 +463,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
463 | 463 | ||
464 | if (!m_initialized) return null; | 464 | if (!m_initialized) return null; |
465 | 465 | ||
466 | DetailLog("{0},BSScene.AddPrimShape,call", localID); | 466 | // DetailLog("{0},BSScene.AddPrimShape,call", localID); |
467 | 467 | ||
468 | BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical); | 468 | BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical); |
469 | lock (PhysObjects) PhysObjects.Add(localID, prim); | 469 | lock (PhysObjects) PhysObjects.Add(localID, prim); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index 33232bd..b040e21 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | |||
@@ -114,9 +114,9 @@ public class BasicVehicles : OpenSimTestCase | |||
114 | // Instead the appropriate values are set and calls are made just the parts of the | 114 | // Instead the appropriate values are set and calls are made just the parts of the |
115 | // controller we want to exercise. Stepping the physics engine then applies | 115 | // controller we want to exercise. Stepping the physics engine then applies |
116 | // the actions of that one feature. | 116 | // the actions of that one feature. |
117 | TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); | 117 | TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); |
118 | TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); | 118 | TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); |
119 | TestVehicle.VehicleController.enableAngularVerticalAttraction = true; | 119 | TestVehicle.VehicleActor.enableAngularVerticalAttraction = true; |
120 | 120 | ||
121 | TestVehicle.IsPhysical = true; | 121 | TestVehicle.IsPhysical = true; |
122 | PhysicsScene.ProcessTaints(); | 122 | PhysicsScene.ProcessTaints(); |
@@ -124,9 +124,9 @@ public class BasicVehicles : OpenSimTestCase | |||
124 | // Step the simulator a bunch of times and vertical attraction should orient the vehicle up | 124 | // Step the simulator a bunch of times and vertical attraction should orient the vehicle up |
125 | for (int ii = 0; ii < simSteps; ii++) | 125 | for (int ii = 0; ii < simSteps; ii++) |
126 | { | 126 | { |
127 | TestVehicle.VehicleController.ForgetKnownVehicleProperties(); | 127 | TestVehicle.VehicleActor.ForgetKnownVehicleProperties(); |
128 | TestVehicle.VehicleController.ComputeAngularVerticalAttraction(); | 128 | TestVehicle.VehicleActor.ComputeAngularVerticalAttraction(); |
129 | TestVehicle.VehicleController.PushKnownChanged(); | 129 | TestVehicle.VehicleActor.PushKnownChanged(); |
130 | 130 | ||
131 | PhysicsScene.Simulate(simulationTimeStep); | 131 | PhysicsScene.Simulate(simulationTimeStep); |
132 | } | 132 | } |