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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs28
1 files changed, 24 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index e6aeebb..d137b2a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -442,8 +442,12 @@ public sealed class BSPrim : BSPhysObject
442 RegisterPreStepAction("BSPrim.setForce", LocalID, 442 RegisterPreStepAction("BSPrim.setForce", LocalID,
443 delegate(float timeStep) 443 delegate(float timeStep)
444 { 444 {
445 DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force);
445 if (PhysBody.HasPhysicalBody) 446 if (PhysBody.HasPhysicalBody)
447 {
446 BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, _force); 448 BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, _force);
449 ActivateIfPhysical(false);
450 }
447 } 451 }
448 ); 452 );
449 } 453 }
@@ -554,7 +558,10 @@ public sealed class BSPrim : BSPhysObject
554 558
555 _velocity = value; 559 _velocity = value;
556 if (PhysBody.HasPhysicalBody) 560 if (PhysBody.HasPhysicalBody)
561 {
557 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); 562 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
563 ActivateIfPhysical(false);
564 }
558 } 565 }
559 } 566 }
560 public override OMV.Vector3 Torque { 567 public override OMV.Vector3 Torque {
@@ -845,7 +852,7 @@ public sealed class BSPrim : BSPhysObject
845 // Called in taint-time!! 852 // Called in taint-time!!
846 private void ActivateIfPhysical(bool forceIt) 853 private void ActivateIfPhysical(bool forceIt)
847 { 854 {
848 if (IsPhysical) 855 if (IsPhysical && PhysBody.HasPhysicalBody)
849 BulletSimAPI.Activate2(PhysBody.ptr, forceIt); 856 BulletSimAPI.Activate2(PhysBody.ptr, forceIt);
850 } 857 }
851 858
@@ -919,8 +926,7 @@ public sealed class BSPrim : BSPhysObject
919 PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() 926 PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
920 { 927 {
921 DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); 928 DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
922 if (PhysBody.HasPhysicalBody) 929 ForceRotationalVelocity = _rotationalVelocity;
923 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
924 }); 930 });
925 } 931 }
926 } 932 }
@@ -930,7 +936,11 @@ public sealed class BSPrim : BSPhysObject
930 } 936 }
931 set { 937 set {
932 _rotationalVelocity = value; 938 _rotationalVelocity = value;
933 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); 939 if (PhysBody.HasPhysicalBody)
940 {
941 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
942 ActivateIfPhysical(false);
943 }
934 } 944 }
935 } 945 }
936 public override bool Kinematic { 946 public override bool Kinematic {
@@ -959,6 +969,7 @@ public sealed class BSPrim : BSPhysObject
959 { 969 {
960 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); 970 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
961 BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); 971 BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
972 ActivateIfPhysical(false);
962 } 973 }
963 } 974 }
964 } 975 }
@@ -1011,7 +1022,10 @@ public sealed class BSPrim : BSPhysObject
1011 // Bullet adds this central force to the total force for this tick 1022 // Bullet adds this central force to the total force for this tick
1012 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); 1023 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
1013 if (PhysBody.HasPhysicalBody) 1024 if (PhysBody.HasPhysicalBody)
1025 {
1014 BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce); 1026 BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce);
1027 ActivateIfPhysical(false);
1028 }
1015 }); 1029 });
1016 } 1030 }
1017 else 1031 else
@@ -1032,7 +1046,10 @@ public sealed class BSPrim : BSPhysObject
1032 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() 1046 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate()
1033 { 1047 {
1034 if (PhysBody.HasPhysicalBody) 1048 if (PhysBody.HasPhysicalBody)
1049 {
1035 BulletSimAPI.ApplyTorque2(PhysBody.ptr, angForce); 1050 BulletSimAPI.ApplyTorque2(PhysBody.ptr, angForce);
1051 ActivateIfPhysical(false);
1052 }
1036 }); 1053 });
1037 } 1054 }
1038 else 1055 else
@@ -1052,7 +1069,10 @@ public sealed class BSPrim : BSPhysObject
1052 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() 1069 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate()
1053 { 1070 {
1054 if (PhysBody.HasPhysicalBody) 1071 if (PhysBody.HasPhysicalBody)
1072 {
1055 BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); 1073 BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse);
1074 ActivateIfPhysical(false);
1075 }
1056 }); 1076 });
1057 } 1077 }
1058 1078