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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs11
1 files changed, 8 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index b2947c6..ce4c3da 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -802,6 +802,7 @@ public class BSPrim : BSPhysObject
802 // isSolid: other objects bounce off of this object 802 // isSolid: other objects bounce off of this object
803 // isVolumeDetect: other objects pass through but can generate collisions 803 // isVolumeDetect: other objects pass through but can generate collisions
804 // collisionEvents: whether this object returns collision events 804 // collisionEvents: whether this object returns collision events
805 // NOTE: overloaded by BSPrimLinkable to also update linkset physical parameters.
805 public virtual void UpdatePhysicalParameters() 806 public virtual void UpdatePhysicalParameters()
806 { 807 {
807 if (!PhysBody.HasPhysicalBody) 808 if (!PhysBody.HasPhysicalBody)
@@ -1125,7 +1126,9 @@ public class BSPrim : BSPhysObject
1125 OMV.Vector3 addForce = force; 1126 OMV.Vector3 addForce = force;
1126 PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() 1127 PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
1127 { 1128 {
1128 // Bullet adds this central force to the total force for this tick 1129 // Bullet adds this central force to the total force for this tick.
1130 // Deep down in Bullet:
1131 // linearVelocity += totalForce / mass * timeStep;
1129 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); 1132 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
1130 if (PhysBody.HasPhysicalBody) 1133 if (PhysBody.HasPhysicalBody)
1131 { 1134 {
@@ -1493,6 +1496,8 @@ public class BSPrim : BSPhysObject
1493 1496
1494 returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); 1497 returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
1495 // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); 1498 // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass);
1499 DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3},pathB={4},pathE={5},profB={6},profE={7},siz={8}",
1500 LocalID, Density, volume, returnMass, pathBegin, pathEnd, profileBegin, profileEnd, _size);
1496 1501
1497 return returnMass; 1502 return returnMass;
1498 }// end CalculateMass 1503 }// end CalculateMass
@@ -1528,6 +1533,8 @@ public class BSPrim : BSPhysObject
1528 1533
1529 // The physics engine says that properties have updated. Update same and inform 1534 // The physics engine says that properties have updated. Update same and inform
1530 // the world that things have changed. 1535 // the world that things have changed.
1536 // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimLinkable which modifies updates from root and children prims.
1537 // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimDisplaced which handles mapping physical position to simulator position.
1531 public override void UpdateProperties(EntityProperties entprop) 1538 public override void UpdateProperties(EntityProperties entprop)
1532 { 1539 {
1533 // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. 1540 // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator.
@@ -1563,8 +1570,6 @@ public class BSPrim : BSPhysObject
1563 LastEntityProperties = CurrentEntityProperties; 1570 LastEntityProperties = CurrentEntityProperties;
1564 CurrentEntityProperties = entprop; 1571 CurrentEntityProperties = entprop;
1565 1572
1566 // Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims.
1567
1568 PhysScene.PostUpdate(this); 1573 PhysScene.PostUpdate(this);
1569 } 1574 }
1570} 1575}