diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 22 |
1 files changed, 17 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 68a153e..17ba85a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -507,6 +507,9 @@ public sealed class BSPrim : BSPhysObject | |||
507 | // Set up the object physicalness (does gravity and collisions move this object) | 507 | // Set up the object physicalness (does gravity and collisions move this object) |
508 | MakeDynamic(IsStatic); | 508 | MakeDynamic(IsStatic); |
509 | 509 | ||
510 | // Do any vehicle stuff | ||
511 | _vehicle.Refresh(); | ||
512 | |||
510 | // Arrange for collision events if the simulator wants them | 513 | // Arrange for collision events if the simulator wants them |
511 | EnableCollisions(SubscribedEvents()); | 514 | EnableCollisions(SubscribedEvents()); |
512 | 515 | ||
@@ -556,9 +559,8 @@ public sealed class BSPrim : BSPhysObject | |||
556 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | 559 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); |
557 | // There can be special things needed for implementing linksets | 560 | // There can be special things needed for implementing linksets |
558 | Linkset.MakeStatic(this); | 561 | Linkset.MakeStatic(this); |
559 | // The activation state is 'sleeping' so Bullet will not try to act on it | 562 | // The activation state is 'disabled' so Bullet will not try to act on it |
560 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); | 563 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION); |
561 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
562 | 564 | ||
563 | BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; | 565 | BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; |
564 | BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask; | 566 | BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask; |
@@ -577,7 +579,8 @@ public sealed class BSPrim : BSPhysObject | |||
577 | 579 | ||
578 | // A dynamic object has mass | 580 | // A dynamic object has mass |
579 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr); | 581 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr); |
580 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Linkset.LinksetMass); | 582 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Mass); |
583 | // OMV.Vector3 inertia = OMV.Vector3.Zero; | ||
581 | BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia); | 584 | BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia); |
582 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | 585 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); |
583 | 586 | ||
@@ -587,10 +590,12 @@ public sealed class BSPrim : BSPhysObject | |||
587 | BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | 590 | BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); |
588 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | 591 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); |
589 | 592 | ||
590 | // There can be special things needed for implementing linksets | 593 | // There can be special things needed for implementing linksets. |
591 | Linkset.MakeDynamic(this); | 594 | Linkset.MakeDynamic(this); |
592 | 595 | ||
593 | // Force activation of the object so Bullet will act on it. | 596 | // Force activation of the object so Bullet will act on it. |
597 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. | ||
598 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); | ||
594 | BulletSimAPI.Activate2(BSBody.ptr, true); | 599 | BulletSimAPI.Activate2(BSBody.ptr, true); |
595 | 600 | ||
596 | BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter; | 601 | BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter; |
@@ -1457,9 +1462,16 @@ public sealed class BSPrim : BSPhysObject | |||
1457 | ShapeData shapeData; | 1462 | ShapeData shapeData; |
1458 | FillShapeInfo(out shapeData); | 1463 | FillShapeInfo(out shapeData); |
1459 | 1464 | ||
1465 | // Undo me from any possible linkset so, if body is rebuilt, the link will get restored. | ||
1466 | // NOTE that the new linkset is not set. This saves the handle to the linkset | ||
1467 | // so we can add ourselves back when shape mangling is complete. | ||
1468 | Linkset.RemoveMeFromLinkset(this); | ||
1469 | |||
1460 | // Create the correct physical representation for this type of object. | 1470 | // Create the correct physical representation for this type of object. |
1461 | // Updates BSBody and BSShape with the new information. | 1471 | // Updates BSBody and BSShape with the new information. |
1462 | PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs); | 1472 | PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs); |
1473 | |||
1474 | Linkset = Linkset.AddMeToLinkset(this); | ||
1463 | 1475 | ||
1464 | // Make sure the properties are set on the new object | 1476 | // Make sure the properties are set on the new object |
1465 | UpdatePhysicalParameters(); | 1477 | UpdatePhysicalParameters(); |