diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 325 |
1 files changed, 196 insertions, 129 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 38ab3de..aaa0d93 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -111,8 +111,8 @@ public sealed class BSPrim : BSPhysObject | |||
111 | _mass = CalculateMass(); | 111 | _mass = CalculateMass(); |
112 | 112 | ||
113 | // No body or shape yet | 113 | // No body or shape yet |
114 | BSBody = new BulletBody(LocalID, IntPtr.Zero); | 114 | PhysBody = new BulletBody(LocalID, IntPtr.Zero); |
115 | BSShape = new BulletShape(IntPtr.Zero); | 115 | PhysShape = new BulletShape(IntPtr.Zero); |
116 | 116 | ||
117 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 117 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
118 | // do the actual object creation at taint time | 118 | // do the actual object creation at taint time |
@@ -120,7 +120,7 @@ public sealed class BSPrim : BSPhysObject | |||
120 | { | 120 | { |
121 | CreateGeomAndObject(true); | 121 | CreateGeomAndObject(true); |
122 | 122 | ||
123 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.ptr); | 123 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr); |
124 | }); | 124 | }); |
125 | } | 125 | } |
126 | 126 | ||
@@ -145,8 +145,8 @@ public sealed class BSPrim : BSPhysObject | |||
145 | { | 145 | { |
146 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 146 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
147 | // If there are physical body and shape, release my use of same. | 147 | // If there are physical body and shape, release my use of same. |
148 | PhysicsScene.Shapes.DereferenceBody(BSBody, true, null); | 148 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); |
149 | PhysicsScene.Shapes.DereferenceShape(BSShape, true, null); | 149 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); |
150 | }); | 150 | }); |
151 | } | 151 | } |
152 | 152 | ||
@@ -171,18 +171,18 @@ public sealed class BSPrim : BSPhysObject | |||
171 | ForceBodyShapeRebuild(false); | 171 | ForceBodyShapeRebuild(false); |
172 | } | 172 | } |
173 | } | 173 | } |
174 | // Whatever the linkset wants is what I want. | ||
175 | public override ShapeData.PhysicsShapeType PreferredPhysicalShape | ||
176 | { get { return Linkset.PreferredPhysicalShape(this); } } | ||
177 | |||
174 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | 178 | public override bool ForceBodyShapeRebuild(bool inTaintTime) |
175 | { | 179 | { |
176 | LastAssetBuildFailed = false; | 180 | LastAssetBuildFailed = false; |
177 | BSScene.TaintCallback rebuildOperation = delegate() | 181 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() |
178 | { | 182 | { |
179 | _mass = CalculateMass(); // changing the shape changes the mass | 183 | _mass = CalculateMass(); // changing the shape changes the mass |
180 | CreateGeomAndObject(true); | 184 | CreateGeomAndObject(true); |
181 | }; | 185 | }); |
182 | if (inTaintTime) | ||
183 | rebuildOperation(); | ||
184 | else | ||
185 | PhysicsScene.TaintedObject("BSPrim.ForceBodyShapeRebuild", rebuildOperation); | ||
186 | return true; | 186 | return true; |
187 | } | 187 | } |
188 | public override bool Grabbed { | 188 | public override bool Grabbed { |
@@ -242,8 +242,8 @@ public sealed class BSPrim : BSPhysObject | |||
242 | _acceleration = OMV.Vector3.Zero; | 242 | _acceleration = OMV.Vector3.Zero; |
243 | _rotationalVelocity = OMV.Vector3.Zero; | 243 | _rotationalVelocity = OMV.Vector3.Zero; |
244 | 244 | ||
245 | // Zero some other properties directly into the physics engine | 245 | // Zero some other properties in the physics engine |
246 | BulletSimAPI.ClearForces2(BSBody.ptr); | 246 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); |
247 | } | 247 | } |
248 | 248 | ||
249 | public override void LockAngularMotion(OMV.Vector3 axis) | 249 | public override void LockAngularMotion(OMV.Vector3 axis) |
@@ -252,11 +252,16 @@ public sealed class BSPrim : BSPhysObject | |||
252 | return; | 252 | return; |
253 | } | 253 | } |
254 | 254 | ||
255 | public override OMV.Vector3 RawPosition | ||
256 | { | ||
257 | get { return _position; } | ||
258 | set { _position = value; } | ||
259 | } | ||
255 | public override OMV.Vector3 Position { | 260 | public override OMV.Vector3 Position { |
256 | get { | 261 | get { |
262 | // child prims move around based on their parent. Need to get the latest location | ||
257 | if (!Linkset.IsRoot(this)) | 263 | if (!Linkset.IsRoot(this)) |
258 | // child prims move around based on their parent. Need to get the latest location | 264 | _position = Linkset.Position(this); |
259 | _position = BulletSimAPI.GetPosition2(BSBody.ptr); | ||
260 | 265 | ||
261 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 266 | // don't do the GetObjectPosition for root elements because this function is called a zillion times |
262 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | 267 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); |
@@ -274,19 +279,21 @@ public sealed class BSPrim : BSPhysObject | |||
274 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() | 279 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() |
275 | { | 280 | { |
276 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 281 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
277 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 282 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
283 | ActivateIfPhysical(false); | ||
278 | }); | 284 | }); |
279 | } | 285 | } |
280 | } | 286 | } |
281 | public override OMV.Vector3 ForcePosition { | 287 | public override OMV.Vector3 ForcePosition { |
282 | get { | 288 | get { |
283 | _position = BulletSimAPI.GetPosition2(BSBody.ptr); | 289 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); |
284 | return _position; | 290 | return _position; |
285 | } | 291 | } |
286 | set { | 292 | set { |
287 | _position = value; | 293 | _position = value; |
288 | PositionSanityCheck(); | 294 | PositionSanityCheck(); |
289 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 295 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
296 | ActivateIfPhysical(false); | ||
290 | } | 297 | } |
291 | } | 298 | } |
292 | 299 | ||
@@ -311,6 +318,7 @@ public sealed class BSPrim : BSPhysObject | |||
311 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 318 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
312 | { | 319 | { |
313 | float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); | 320 | float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); |
321 | // TODO: a floating motor so object will bob in the water | ||
314 | if (Position.Z < waterHeight) | 322 | if (Position.Z < waterHeight) |
315 | { | 323 | { |
316 | _position.Z = waterHeight; | 324 | _position.Z = waterHeight; |
@@ -332,16 +340,11 @@ public sealed class BSPrim : BSPhysObject | |||
332 | { | 340 | { |
333 | // The new position value must be pushed into the physics engine but we can't | 341 | // The new position value must be pushed into the physics engine but we can't |
334 | // just assign to "Position" because of potential call loops. | 342 | // just assign to "Position" because of potential call loops. |
335 | BSScene.TaintCallback sanityOperation = delegate() | 343 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck", delegate() |
336 | { | 344 | { |
337 | DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 345 | DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
338 | ForcePosition = _position; | 346 | ForcePosition = _position; |
339 | }; | 347 | }); |
340 | if (inTaintTime) | ||
341 | sanityOperation(); | ||
342 | else | ||
343 | PhysicsScene.TaintedObject("BSPrim.PositionSanityCheck", sanityOperation); | ||
344 | |||
345 | ret = true; | 348 | ret = true; |
346 | } | 349 | } |
347 | return ret; | 350 | return ret; |
@@ -353,13 +356,34 @@ public sealed class BSPrim : BSPhysObject | |||
353 | { | 356 | { |
354 | get | 357 | get |
355 | { | 358 | { |
356 | // return Linkset.LinksetMass; | 359 | return Linkset.LinksetMass; |
357 | return _mass; | 360 | // return _mass; |
358 | } | 361 | } |
359 | } | 362 | } |
360 | 363 | ||
361 | // used when we only want this prim's mass and not the linkset thing | 364 | // used when we only want this prim's mass and not the linkset thing |
362 | public override float MassRaw { get { return _mass; } } | 365 | public override float RawMass { |
366 | get { return _mass; } | ||
367 | } | ||
368 | // Set the physical mass to the passed mass. | ||
369 | // Note that this does not change _mass! | ||
370 | public override void UpdatePhysicalMassProperties(float physMass) | ||
371 | { | ||
372 | if (IsStatic) | ||
373 | { | ||
374 | BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, OMV.Vector3.Zero); | ||
375 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | ||
376 | } | ||
377 | else | ||
378 | { | ||
379 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | ||
380 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); | ||
381 | // center of mass is at the zero of the object | ||
382 | BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation); | ||
383 | // BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | ||
384 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, localInertia); | ||
385 | } | ||
386 | } | ||
363 | 387 | ||
364 | // Is this used? | 388 | // Is this used? |
365 | public override OMV.Vector3 CenterOfMass | 389 | public override OMV.Vector3 CenterOfMass |
@@ -380,7 +404,7 @@ public sealed class BSPrim : BSPhysObject | |||
380 | PhysicsScene.TaintedObject("BSPrim.setForce", delegate() | 404 | PhysicsScene.TaintedObject("BSPrim.setForce", delegate() |
381 | { | 405 | { |
382 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 406 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
383 | BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); | 407 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); |
384 | }); | 408 | }); |
385 | } | 409 | } |
386 | } | 410 | } |
@@ -400,6 +424,7 @@ public sealed class BSPrim : BSPhysObject | |||
400 | // Done at taint time so we're sure the physics engine is not using the variables | 424 | // Done at taint time so we're sure the physics engine is not using the variables |
401 | // Vehicle code changes the parameters for this vehicle type. | 425 | // Vehicle code changes the parameters for this vehicle type. |
402 | _vehicle.ProcessTypeChange(type); | 426 | _vehicle.ProcessTypeChange(type); |
427 | ActivateIfPhysical(false); | ||
403 | }); | 428 | }); |
404 | } | 429 | } |
405 | } | 430 | } |
@@ -408,6 +433,7 @@ public sealed class BSPrim : BSPhysObject | |||
408 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 433 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
409 | { | 434 | { |
410 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | 435 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); |
436 | ActivateIfPhysical(false); | ||
411 | }); | 437 | }); |
412 | } | 438 | } |
413 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 439 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
@@ -415,6 +441,7 @@ public sealed class BSPrim : BSPhysObject | |||
415 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 441 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
416 | { | 442 | { |
417 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | 443 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); |
444 | ActivateIfPhysical(false); | ||
418 | }); | 445 | }); |
419 | } | 446 | } |
420 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 447 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
@@ -422,6 +449,7 @@ public sealed class BSPrim : BSPhysObject | |||
422 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 449 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
423 | { | 450 | { |
424 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | 451 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); |
452 | ActivateIfPhysical(false); | ||
425 | }); | 453 | }); |
426 | } | 454 | } |
427 | public override void VehicleFlags(int param, bool remove) | 455 | public override void VehicleFlags(int param, bool remove) |
@@ -436,9 +464,16 @@ public sealed class BSPrim : BSPhysObject | |||
436 | // Called from Scene when doing simulation step so we're in taint processing time. | 464 | // Called from Scene when doing simulation step so we're in taint processing time. |
437 | public override void StepVehicle(float timeStep) | 465 | public override void StepVehicle(float timeStep) |
438 | { | 466 | { |
439 | if (IsPhysical) | 467 | if (IsPhysical && _vehicle.IsActive) |
440 | { | 468 | { |
441 | _vehicle.Step(timeStep); | 469 | _vehicle.Step(timeStep); |
470 | /* // TEST TEST DEBUG DEBUG -- trying to reduce the extra action of Bullet simulation step | ||
471 | PhysicsScene.PostTaintObject("BSPrim.StepVehicles", LocalID, delegate() | ||
472 | { | ||
473 | // This resets the interpolation values and recomputes the tensor variables | ||
474 | BulletSimAPI.SetCenterOfMassByPosRot2(BSBody.ptr, ForcePosition, ForceOrientation); | ||
475 | }); | ||
476 | */ | ||
442 | } | 477 | } |
443 | } | 478 | } |
444 | 479 | ||
@@ -463,7 +498,7 @@ public sealed class BSPrim : BSPhysObject | |||
463 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() | 498 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() |
464 | { | 499 | { |
465 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 500 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
466 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); | 501 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); |
467 | }); | 502 | }); |
468 | } | 503 | } |
469 | } | 504 | } |
@@ -471,12 +506,14 @@ public sealed class BSPrim : BSPhysObject | |||
471 | get { return _velocity; } | 506 | get { return _velocity; } |
472 | set { | 507 | set { |
473 | _velocity = value; | 508 | _velocity = value; |
474 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); | 509 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); |
475 | } | 510 | } |
476 | } | 511 | } |
477 | public override OMV.Vector3 Torque { | 512 | public override OMV.Vector3 Torque { |
478 | get { return _torque; } | 513 | get { return _torque; } |
479 | set { _torque = value; | 514 | set { |
515 | _torque = value; | ||
516 | AddAngularForce(_torque, false, false); | ||
480 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | 517 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
481 | } | 518 | } |
482 | } | 519 | } |
@@ -489,12 +526,17 @@ public sealed class BSPrim : BSPhysObject | |||
489 | get { return _acceleration; } | 526 | get { return _acceleration; } |
490 | set { _acceleration = value; } | 527 | set { _acceleration = value; } |
491 | } | 528 | } |
529 | public override OMV.Quaternion RawOrientation | ||
530 | { | ||
531 | get { return _orientation; } | ||
532 | set { _orientation = value; } | ||
533 | } | ||
492 | public override OMV.Quaternion Orientation { | 534 | public override OMV.Quaternion Orientation { |
493 | get { | 535 | get { |
536 | // Children move around because tied to parent. Get a fresh value. | ||
494 | if (!Linkset.IsRoot(this)) | 537 | if (!Linkset.IsRoot(this)) |
495 | { | 538 | { |
496 | // Children move around because tied to parent. Get a fresh value. | 539 | _orientation = Linkset.Orientation(this); |
497 | _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); | ||
498 | } | 540 | } |
499 | return _orientation; | 541 | return _orientation; |
500 | } | 542 | } |
@@ -507,7 +549,7 @@ public sealed class BSPrim : BSPhysObject | |||
507 | { | 549 | { |
508 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | 550 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); |
509 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 551 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
510 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 552 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
511 | }); | 553 | }); |
512 | } | 554 | } |
513 | } | 555 | } |
@@ -516,13 +558,13 @@ public sealed class BSPrim : BSPhysObject | |||
516 | { | 558 | { |
517 | get | 559 | get |
518 | { | 560 | { |
519 | _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); | 561 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); |
520 | return _orientation; | 562 | return _orientation; |
521 | } | 563 | } |
522 | set | 564 | set |
523 | { | 565 | { |
524 | _orientation = value; | 566 | _orientation = value; |
525 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 567 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
526 | } | 568 | } |
527 | } | 569 | } |
528 | public override int PhysicsActorType { | 570 | public override int PhysicsActorType { |
@@ -539,6 +581,8 @@ public sealed class BSPrim : BSPhysObject | |||
539 | { | 581 | { |
540 | // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | 582 | // DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); |
541 | SetObjectDynamic(true); | 583 | SetObjectDynamic(true); |
584 | // whether phys-to-static or static-to-phys, the object is not moving. | ||
585 | ZeroMotion(); | ||
542 | }); | 586 | }); |
543 | } | 587 | } |
544 | } | 588 | } |
@@ -576,7 +620,7 @@ public sealed class BSPrim : BSPhysObject | |||
576 | 620 | ||
577 | // Mangling all the physical properties requires the object not be in the physical world. | 621 | // Mangling all the physical properties requires the object not be in the physical world. |
578 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). | 622 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). |
579 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 623 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); |
580 | 624 | ||
581 | // Set up the object physicalness (does gravity and collisions move this object) | 625 | // Set up the object physicalness (does gravity and collisions move this object) |
582 | MakeDynamic(IsStatic); | 626 | MakeDynamic(IsStatic); |
@@ -590,24 +634,24 @@ public sealed class BSPrim : BSPhysObject | |||
590 | // Make solid or not (do things bounce off or pass through this object). | 634 | // Make solid or not (do things bounce off or pass through this object). |
591 | MakeSolid(IsSolid); | 635 | MakeSolid(IsSolid); |
592 | 636 | ||
593 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 637 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); |
594 | 638 | ||
595 | // Rebuild its shape | 639 | // Rebuild its shape |
596 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr); | 640 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); |
597 | 641 | ||
598 | // Collision filter can be set only when the object is in the world | 642 | // Collision filter can be set only when the object is in the world |
599 | if (BSBody.collisionFilter != 0 || BSBody.collisionMask != 0) | 643 | if (PhysBody.collisionFilter != 0 || PhysBody.collisionMask != 0) |
600 | { | 644 | { |
601 | BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, (uint)BSBody.collisionFilter, (uint)BSBody.collisionMask); | 645 | BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, (uint)PhysBody.collisionFilter, (uint)PhysBody.collisionMask); |
602 | } | 646 | } |
603 | 647 | ||
604 | // Recompute any linkset parameters. | 648 | // Recompute any linkset parameters. |
605 | // When going from non-physical to physical, this re-enables the constraints that | 649 | // When going from non-physical to physical, this re-enables the constraints that |
606 | // had been automatically disabled when the mass was set to zero. | 650 | // had been automatically disabled when the mass was set to zero. |
607 | Linkset.Refresh(this, true); | 651 | Linkset.Refresh(this); |
608 | 652 | ||
609 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", | 653 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", |
610 | LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape); | 654 | LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape); |
611 | } | 655 | } |
612 | 656 | ||
613 | // "Making dynamic" means changing to and from static. | 657 | // "Making dynamic" means changing to and from static. |
@@ -620,75 +664,74 @@ public sealed class BSPrim : BSPhysObject | |||
620 | if (makeStatic) | 664 | if (makeStatic) |
621 | { | 665 | { |
622 | // Become a Bullet 'static' object type | 666 | // Become a Bullet 'static' object type |
623 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 667 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); |
624 | // Stop all movement | 668 | // Stop all movement |
625 | BulletSimAPI.ClearAllForces2(BSBody.ptr); | 669 | ZeroMotion(); |
626 | // Center of mass is at the center of the object | 670 | // Center of mass is at the center of the object |
627 | BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.ptr, _position, _orientation); | 671 | BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); |
628 | // Mass is zero which disables a bunch of physics stuff in Bullet | 672 | // Mass is zero which disables a bunch of physics stuff in Bullet |
629 | BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero); | 673 | UpdatePhysicalMassProperties(0f); |
630 | // There is no inertia in a static object | ||
631 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | ||
632 | // Set collision detection parameters | 674 | // Set collision detection parameters |
633 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 675 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) |
634 | { | 676 | { |
635 | BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 677 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); |
636 | BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 678 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); |
637 | } | 679 | } |
638 | // There can be special things needed for implementing linksets | 680 | // There can be special things needed for implementing linksets |
639 | Linkset.MakeStatic(this); | 681 | Linkset.MakeStatic(this); |
640 | // The activation state is 'disabled' so Bullet will not try to act on it. | 682 | // The activation state is 'disabled' so Bullet will not try to act on it. |
641 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION); | 683 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION); |
642 | // Start it out sleeping and physical actions could wake it up. | 684 | // Start it out sleeping and physical actions could wake it up. |
643 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); | 685 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); |
644 | 686 | ||
645 | BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; | 687 | PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; |
646 | BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask; | 688 | PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask; |
647 | } | 689 | } |
648 | else | 690 | else |
649 | { | 691 | { |
650 | // Not a Bullet static object | 692 | // Not a Bullet static object |
651 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 693 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); |
652 | 694 | ||
653 | // Set various physical properties so internal dynamic properties will get computed correctly as they are set | 695 | // Set various physical properties so internal dynamic properties will get computed correctly as they are set |
654 | BulletSimAPI.SetFriction2(BSBody.ptr, PhysicsScene.Params.defaultFriction); | 696 | BulletSimAPI.SetFriction2(PhysBody.ptr, PhysicsScene.Params.defaultFriction); |
655 | BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.defaultRestitution); | 697 | BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.defaultRestitution); |
656 | 698 | ||
657 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | 699 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 |
658 | BulletSimAPI.ClearAllForces2(BSBody.ptr); | 700 | // Since this can be called multiple times, only zero forces when becoming physical |
701 | // BulletSimAPI.ClearAllForces2(BSBody.ptr); | ||
659 | 702 | ||
660 | // For good measure, make sure the transform is set through to the motion state | 703 | // For good measure, make sure the transform is set through to the motion state |
661 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 704 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
705 | |||
706 | // Center of mass is at the center of the object | ||
707 | BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); | ||
662 | 708 | ||
663 | // A dynamic object has mass | 709 | // A dynamic object has mass |
664 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr); | 710 | UpdatePhysicalMassProperties(RawMass); |
665 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Mass); | ||
666 | BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia); | ||
667 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | ||
668 | 711 | ||
669 | // Set collision detection parameters | 712 | // Set collision detection parameters |
670 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 713 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) |
671 | { | 714 | { |
672 | BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 715 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); |
673 | BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 716 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); |
674 | } | 717 | } |
675 | 718 | ||
676 | // Various values for simulation limits | 719 | // Various values for simulation limits |
677 | BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); | 720 | BulletSimAPI.SetDamping2(PhysBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); |
678 | BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime); | 721 | BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, PhysicsScene.Params.deactivationTime); |
679 | BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | 722 | BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); |
680 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | 723 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); |
681 | 724 | ||
682 | // There might be special things needed for implementing linksets. | 725 | // There might be special things needed for implementing linksets. |
683 | Linkset.MakeDynamic(this); | 726 | Linkset.MakeDynamic(this); |
684 | 727 | ||
685 | // Force activation of the object so Bullet will act on it. | 728 | // Force activation of the object so Bullet will act on it. |
686 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. | 729 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. |
687 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); | 730 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG); |
688 | // BulletSimAPI.Activate2(BSBody.ptr, true); | 731 | // BulletSimAPI.Activate2(BSBody.ptr, true); |
689 | 732 | ||
690 | BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter; | 733 | PhysBody.collisionFilter = CollisionFilterGroups.ObjectFilter; |
691 | BSBody.collisionMask = CollisionFilterGroups.ObjectMask; | 734 | PhysBody.collisionMask = CollisionFilterGroups.ObjectMask; |
692 | } | 735 | } |
693 | } | 736 | } |
694 | 737 | ||
@@ -698,7 +741,7 @@ public sealed class BSPrim : BSPhysObject | |||
698 | // the functions after this one set up the state of a possibly newly created collision body. | 741 | // the functions after this one set up the state of a possibly newly created collision body. |
699 | private void MakeSolid(bool makeSolid) | 742 | private void MakeSolid(bool makeSolid) |
700 | { | 743 | { |
701 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr); | 744 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr); |
702 | if (makeSolid) | 745 | if (makeSolid) |
703 | { | 746 | { |
704 | // Verify the previous code created the correct shape for this type of thing. | 747 | // Verify the previous code created the correct shape for this type of thing. |
@@ -706,7 +749,7 @@ public sealed class BSPrim : BSPhysObject | |||
706 | { | 749 | { |
707 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); | 750 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); |
708 | } | 751 | } |
709 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 752 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
710 | } | 753 | } |
711 | else | 754 | else |
712 | { | 755 | { |
@@ -714,22 +757,31 @@ public sealed class BSPrim : BSPhysObject | |||
714 | { | 757 | { |
715 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); | 758 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); |
716 | } | 759 | } |
717 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 760 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
718 | BSBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; | 761 | PhysBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; |
719 | BSBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; | 762 | PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; |
720 | } | 763 | } |
721 | } | 764 | } |
722 | 765 | ||
766 | // Enable physical actions. Bullet will keep sleeping non-moving physical objects so | ||
767 | // they need waking up when parameters are changed. | ||
768 | // Called in taint-time!! | ||
769 | private void ActivateIfPhysical(bool forceIt) | ||
770 | { | ||
771 | if (IsPhysical) | ||
772 | BulletSimAPI.Activate2(PhysBody.ptr, forceIt); | ||
773 | } | ||
774 | |||
723 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | 775 | // Turn on or off the flag controlling whether collision events are returned to the simulator. |
724 | private void EnableCollisions(bool wantsCollisionEvents) | 776 | private void EnableCollisions(bool wantsCollisionEvents) |
725 | { | 777 | { |
726 | if (wantsCollisionEvents) | 778 | if (wantsCollisionEvents) |
727 | { | 779 | { |
728 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 780 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
729 | } | 781 | } |
730 | else | 782 | else |
731 | { | 783 | { |
732 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 784 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
733 | } | 785 | } |
734 | } | 786 | } |
735 | 787 | ||
@@ -774,9 +826,9 @@ public sealed class BSPrim : BSPhysObject | |||
774 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | 826 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() |
775 | { | 827 | { |
776 | if (_floatOnWater) | 828 | if (_floatOnWater) |
777 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 829 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); |
778 | else | 830 | else |
779 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 831 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); |
780 | }); | 832 | }); |
781 | } | 833 | } |
782 | } | 834 | } |
@@ -798,8 +850,8 @@ public sealed class BSPrim : BSPhysObject | |||
798 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 850 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
799 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 851 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
800 | { | 852 | { |
801 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 853 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
802 | BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); | 854 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); |
803 | }); | 855 | }); |
804 | } | 856 | } |
805 | } | 857 | } |
@@ -809,7 +861,7 @@ public sealed class BSPrim : BSPhysObject | |||
809 | } | 861 | } |
810 | set { | 862 | set { |
811 | _rotationalVelocity = value; | 863 | _rotationalVelocity = value; |
812 | BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); | 864 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); |
813 | } | 865 | } |
814 | } | 866 | } |
815 | public override bool Kinematic { | 867 | public override bool Kinematic { |
@@ -835,7 +887,7 @@ public sealed class BSPrim : BSPhysObject | |||
835 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 887 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
836 | // Buoyancy is faked by changing the gravity applied to the object | 888 | // Buoyancy is faked by changing the gravity applied to the object |
837 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 889 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); |
838 | BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); | 890 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); |
839 | } | 891 | } |
840 | } | 892 | } |
841 | 893 | ||
@@ -888,7 +940,7 @@ public sealed class BSPrim : BSPhysObject | |||
888 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); | 940 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); |
889 | return; | 941 | return; |
890 | } | 942 | } |
891 | BSScene.TaintCallback addForceOperation = delegate() | 943 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() |
892 | { | 944 | { |
893 | OMV.Vector3 fSum = OMV.Vector3.Zero; | 945 | OMV.Vector3 fSum = OMV.Vector3.Zero; |
894 | lock (m_accumulatedForces) | 946 | lock (m_accumulatedForces) |
@@ -900,20 +952,60 @@ public sealed class BSPrim : BSPhysObject | |||
900 | } | 952 | } |
901 | m_accumulatedForces.Clear(); | 953 | m_accumulatedForces.Clear(); |
902 | } | 954 | } |
903 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); | 955 | DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum); |
904 | // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. | 956 | if (fSum != OMV.Vector3.Zero) |
905 | BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum); | 957 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum); |
906 | }; | 958 | }); |
907 | if (inTaintTime) | ||
908 | addForceOperation(); | ||
909 | else | ||
910 | PhysicsScene.TaintedObject("BSPrim.AddForce", addForceOperation); | ||
911 | } | 959 | } |
912 | 960 | ||
961 | private List<OMV.Vector3> m_accumulatedAngularForces = new List<OMV.Vector3>(); | ||
913 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 962 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
914 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | 963 | AddAngularForce(force, pushforce, false); |
915 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | ||
916 | } | 964 | } |
965 | public void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) | ||
966 | { | ||
967 | if (force.IsFinite()) | ||
968 | { | ||
969 | // _force += force; | ||
970 | lock (m_accumulatedAngularForces) | ||
971 | m_accumulatedAngularForces.Add(new OMV.Vector3(force)); | ||
972 | } | ||
973 | else | ||
974 | { | ||
975 | m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID); | ||
976 | return; | ||
977 | } | ||
978 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() | ||
979 | { | ||
980 | OMV.Vector3 fSum = OMV.Vector3.Zero; | ||
981 | lock (m_accumulatedAngularForces) | ||
982 | { | ||
983 | // Sum the accumulated additional forces for one big force to apply once. | ||
984 | foreach (OMV.Vector3 v in m_accumulatedAngularForces) | ||
985 | { | ||
986 | fSum += v; | ||
987 | } | ||
988 | m_accumulatedAngularForces.Clear(); | ||
989 | } | ||
990 | DetailLog("{0},BSPrim.AddAngularForce,taint,aForce={1}", LocalID, fSum); | ||
991 | if (fSum != OMV.Vector3.Zero) | ||
992 | { | ||
993 | BulletSimAPI.ApplyTorque2(PhysBody.ptr, fSum); | ||
994 | _torque = fSum; | ||
995 | } | ||
996 | }); | ||
997 | } | ||
998 | // A torque impulse. | ||
999 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) | ||
1000 | { | ||
1001 | OMV.Vector3 applyImpulse = impulse; | ||
1002 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() | ||
1003 | { | ||
1004 | DetailLog("{0},BSPrim.ApplyTorqueImpulse,taint,tImpulse={1}", LocalID, applyImpulse); | ||
1005 | BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); | ||
1006 | }); | ||
1007 | } | ||
1008 | |||
917 | public override void SetMomentum(OMV.Vector3 momentum) { | 1009 | public override void SetMomentum(OMV.Vector3 momentum) { |
918 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | 1010 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); |
919 | } | 1011 | } |
@@ -1195,9 +1287,7 @@ public sealed class BSPrim : BSPhysObject | |||
1195 | 1287 | ||
1196 | returnMass = _density * volume; | 1288 | returnMass = _density * volume; |
1197 | 1289 | ||
1198 | /* | 1290 | /* Comment out code that computes the mass of the linkset. That is done in the Linkset class. |
1199 | * This change means each object keeps its own mass and the Mass property | ||
1200 | * will return the sum if we're part of a linkset. | ||
1201 | if (IsRootOfLinkset) | 1291 | if (IsRootOfLinkset) |
1202 | { | 1292 | { |
1203 | foreach (BSPrim prim in _childrenPrims) | 1293 | foreach (BSPrim prim in _childrenPrims) |
@@ -1217,34 +1307,11 @@ public sealed class BSPrim : BSPhysObject | |||
1217 | }// end CalculateMass | 1307 | }// end CalculateMass |
1218 | #endregion Mass Calculation | 1308 | #endregion Mass Calculation |
1219 | 1309 | ||
1220 | // Copy prim's info into the BulletSim shape description structure | ||
1221 | public void FillShapeInfo(out ShapeData shape) | ||
1222 | { | ||
1223 | shape.ID = LocalID; | ||
1224 | shape.Type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; | ||
1225 | shape.Position = _position; | ||
1226 | shape.Rotation = _orientation; | ||
1227 | shape.Velocity = _velocity; | ||
1228 | shape.Size = _size; | ||
1229 | shape.Scale = Scale; | ||
1230 | shape.Mass = _isPhysical ? _mass : 0f; | ||
1231 | shape.Buoyancy = _buoyancy; | ||
1232 | shape.HullKey = 0; | ||
1233 | shape.MeshKey = 0; | ||
1234 | shape.Friction = _friction; | ||
1235 | shape.Restitution = _restitution; | ||
1236 | shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; | ||
1237 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | ||
1238 | shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue; | ||
1239 | } | ||
1240 | // Rebuild the geometry and object. | 1310 | // Rebuild the geometry and object. |
1241 | // This is called when the shape changes so we need to recreate the mesh/hull. | 1311 | // This is called when the shape changes so we need to recreate the mesh/hull. |
1242 | // Called at taint-time!!! | 1312 | // Called at taint-time!!! |
1243 | private void CreateGeomAndObject(bool forceRebuild) | 1313 | private void CreateGeomAndObject(bool forceRebuild) |
1244 | { | 1314 | { |
1245 | ShapeData shapeData; | ||
1246 | FillShapeInfo(out shapeData); | ||
1247 | |||
1248 | // If this prim is part of a linkset, we must remove and restore the physical | 1315 | // If this prim is part of a linkset, we must remove and restore the physical |
1249 | // links if the body is rebuilt. | 1316 | // links if the body is rebuilt. |
1250 | bool needToRestoreLinkset = false; | 1317 | bool needToRestoreLinkset = false; |
@@ -1253,8 +1320,7 @@ public sealed class BSPrim : BSPhysObject | |||
1253 | // Updates BSBody and BSShape with the new information. | 1320 | // Updates BSBody and BSShape with the new information. |
1254 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. | 1321 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. |
1255 | // Returns 'true' if either the body or the shape was changed. | 1322 | // Returns 'true' if either the body or the shape was changed. |
1256 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, | 1323 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody) |
1257 | null, delegate(BulletBody dBody) | ||
1258 | { | 1324 | { |
1259 | // Called if the current prim body is about to be destroyed. | 1325 | // Called if the current prim body is about to be destroyed. |
1260 | // Remove all the physical dependencies on the old body. | 1326 | // Remove all the physical dependencies on the old body. |
@@ -1353,8 +1419,9 @@ public sealed class BSPrim : BSPhysObject | |||
1353 | 1419 | ||
1354 | PositionSanityCheck(true); | 1420 | PositionSanityCheck(true); |
1355 | 1421 | ||
1356 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1422 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; |
1357 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1423 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}", |
1424 | LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity); | ||
1358 | 1425 | ||
1359 | // BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, BSBody.ptr); // DEBUG DEBUG DEBUG | 1426 | // BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, BSBody.ptr); // DEBUG DEBUG DEBUG |
1360 | 1427 | ||