diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 12 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 4 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 4 |
3 files changed, 19 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 0d13096..9013414 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -1014,7 +1014,9 @@ public sealed class BSPrim : BSPhysObject | |||
1014 | public override float APIDDamping { set { return; } } | 1014 | public override float APIDDamping { set { return; } } |
1015 | 1015 | ||
1016 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | 1016 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
1017 | AddForce(force, pushforce, false); | 1017 | // Since this force is being applied in only one step, make this a force per second. |
1018 | OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; | ||
1019 | AddForce(addForce, pushforce, false); | ||
1018 | } | 1020 | } |
1019 | // Applying a force just adds this to the total force on the object. | 1021 | // Applying a force just adds this to the total force on the object. |
1020 | // This added force will only last the next simulation tick. | 1022 | // This added force will only last the next simulation tick. |
@@ -1022,8 +1024,16 @@ public sealed class BSPrim : BSPhysObject | |||
1022 | // for an object, doesn't matter if force is a pushforce or not | 1024 | // for an object, doesn't matter if force is a pushforce or not |
1023 | if (force.IsFinite()) | 1025 | if (force.IsFinite()) |
1024 | { | 1026 | { |
1027 | float magnitude = force.Length(); | ||
1028 | if (magnitude > 20000f) | ||
1029 | { | ||
1030 | // Force has a limit | ||
1031 | force = force / magnitude * 20000f; | ||
1032 | } | ||
1033 | |||
1025 | OMV.Vector3 addForce = force; | 1034 | OMV.Vector3 addForce = force; |
1026 | DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); | 1035 | DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); |
1036 | |||
1027 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | 1037 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() |
1028 | { | 1038 | { |
1029 | // Bullet adds this central force to the total force for this tick | 1039 | // Bullet adds this central force to the total force for this tick |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 0022e45..b67c0ed 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -495,6 +495,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
495 | 495 | ||
496 | InTaintTime = false; // Only used for debugging so locking is not necessary. | 496 | InTaintTime = false; // Only used for debugging so locking is not necessary. |
497 | 497 | ||
498 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
499 | // Only enable this in a limited test world with few objects. | ||
500 | // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG | ||
501 | |||
498 | // step the physical world one interval | 502 | // step the physical world one interval |
499 | m_simulationStep++; | 503 | m_simulationStep++; |
500 | int numSubSteps = 0; | 504 | int numSubSteps = 0; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 9d07d72..78cc26c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -35,6 +35,8 @@ Border crossing with linked vehicle causes crash | |||
35 | Vehicles (Move smoothly) | 35 | Vehicles (Move smoothly) |
36 | Add vehicle collisions so IsColliding is properly reported. | 36 | Add vehicle collisions so IsColliding is properly reported. |
37 | Needed for banking, limitMotorUp, movementLimiting, ... | 37 | Needed for banking, limitMotorUp, movementLimiting, ... |
38 | VehicleAddForce is not scaled by the simulation step but it is only | ||
39 | applied for one step. Should it be scaled? | ||
38 | Some vehicles should not be able to turn if no speed or off ground. | 40 | Some vehicles should not be able to turn if no speed or off ground. |
39 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. | 41 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. |
40 | Neb car jiggling left and right | 42 | Neb car jiggling left and right |
@@ -92,6 +94,8 @@ Should the different PID factors have non-equal contributions for different | |||
92 | Selecting and deselecting physical objects causes CPU processing time to jump | 94 | Selecting and deselecting physical objects causes CPU processing time to jump |
93 | http://www.youtube.com/watch?v=Hjg57fWg8yI&hd=1 | 95 | http://www.youtube.com/watch?v=Hjg57fWg8yI&hd=1 |
94 | put thousand physical objects, select and deselect same. CPU time will be large. | 96 | put thousand physical objects, select and deselect same. CPU time will be large. |
97 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. | ||
98 | Register a pre-step event to add the force. | ||
95 | 99 | ||
96 | LINKSETS | 100 | LINKSETS |
97 | ====================================================== | 101 | ====================================================== |