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-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs19
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs45
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs53
3 files changed, 58 insertions, 59 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
index 5ad2136..213f2eb 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
@@ -52,7 +52,6 @@ public sealed class BSCharacter : BSPhysObject
52 private bool _setAlwaysRun; 52 private bool _setAlwaysRun;
53 private bool _throttleUpdates; 53 private bool _throttleUpdates;
54 private bool _floatOnWater; 54 private bool _floatOnWater;
55 private OMV.Vector3 _rotationalVelocity;
56 private bool _kinematic; 55 private bool _kinematic;
57 private float _buoyancy; 56 private float _buoyancy;
58 57
@@ -291,7 +290,7 @@ public sealed class BSCharacter : BSPhysObject
291 { 290 {
292 RawVelocity = OMV.Vector3.Zero; 291 RawVelocity = OMV.Vector3.Zero;
293 _acceleration = OMV.Vector3.Zero; 292 _acceleration = OMV.Vector3.Zero;
294 _rotationalVelocity = OMV.Vector3.Zero; 293 RawRotationalVelocity = OMV.Vector3.Zero;
295 294
296 // Zero some other properties directly into the physics engine 295 // Zero some other properties directly into the physics engine
297 PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() 296 PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
@@ -303,7 +302,7 @@ public sealed class BSCharacter : BSPhysObject
303 302
304 public override void ZeroAngularMotion(bool inTaintTime) 303 public override void ZeroAngularMotion(bool inTaintTime)
305 { 304 {
306 _rotationalVelocity = OMV.Vector3.Zero; 305 RawRotationalVelocity = OMV.Vector3.Zero;
307 306
308 PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() 307 PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
309 { 308 {
@@ -618,14 +617,6 @@ public sealed class BSCharacter : BSPhysObject
618 }); 617 });
619 } 618 }
620 } 619 }
621 public override OMV.Vector3 RotationalVelocity {
622 get { return _rotationalVelocity; }
623 set { _rotationalVelocity = value; }
624 }
625 public override OMV.Vector3 ForceRotationalVelocity {
626 get { return _rotationalVelocity; }
627 set { _rotationalVelocity = value; }
628 }
629 public override bool Kinematic { 620 public override bool Kinematic {
630 get { return _kinematic; } 621 get { return _kinematic; }
631 set { _kinematic = value; } 622 set { _kinematic = value; }
@@ -716,8 +707,6 @@ public sealed class BSCharacter : BSPhysObject
716 707
717 public override void AddAngularForce(bool inTaintTime, OMV.Vector3 force) { 708 public override void AddAngularForce(bool inTaintTime, OMV.Vector3 force) {
718 } 709 }
719 public override void SetMomentum(OMV.Vector3 momentum) {
720 }
721 710
722 // The avatar's physical shape (whether capsule or cube) is unit sized. BulletSim sets 711 // The avatar's physical shape (whether capsule or cube) is unit sized. BulletSim sets
723 // the scale of that unit shape to create the avatars full size. 712 // the scale of that unit shape to create the avatars full size.
@@ -841,7 +830,7 @@ public sealed class BSCharacter : BSPhysObject
841 RawVelocity = entprop.Velocity; 830 RawVelocity = entprop.Velocity;
842 831
843 _acceleration = entprop.Acceleration; 832 _acceleration = entprop.Acceleration;
844 _rotationalVelocity = entprop.RotationalVelocity; 833 RawRotationalVelocity = entprop.RotationalVelocity;
845 834
846 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. 835 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
847 if (PositionSanityCheck(true)) 836 if (PositionSanityCheck(true))
@@ -861,7 +850,7 @@ public sealed class BSCharacter : BSPhysObject
861 // PhysScene.PostUpdate(this); 850 // PhysScene.PostUpdate(this);
862 851
863 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 852 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
864 LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity); 853 LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, RawRotationalVelocity);
865 } 854 }
866} 855}
867} 856}
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
index bb21f0c..7c6f213 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
@@ -239,6 +239,8 @@ public abstract class BSPhysObject : PhysicsActor
239 public virtual OMV.Vector3 RawVelocity { get; set; } 239 public virtual OMV.Vector3 RawVelocity { get; set; }
240 public abstract OMV.Vector3 ForceVelocity { get; set; } 240 public abstract OMV.Vector3 ForceVelocity { get; set; }
241 241
242 public OMV.Vector3 RawRotationalVelocity { get; set; }
243
242 // RawForce is a constant force applied to object (see Force { set; } ) 244 // RawForce is a constant force applied to object (see Force { set; } )
243 public OMV.Vector3 RawForce { get; set; } 245 public OMV.Vector3 RawForce { get; set; }
244 public OMV.Vector3 RawTorque { get; set; } 246 public OMV.Vector3 RawTorque { get; set; }
@@ -250,7 +252,48 @@ public abstract class BSPhysObject : PhysicsActor
250 public abstract void AddAngularForce(bool inTaintTime, OMV.Vector3 force); 252 public abstract void AddAngularForce(bool inTaintTime, OMV.Vector3 force);
251 public abstract void AddForce(bool inTaintTime, OMV.Vector3 force); 253 public abstract void AddForce(bool inTaintTime, OMV.Vector3 force);
252 254
253 public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } 255 // PhysicsActor.SetMomentum
256 // All the physics engined use this as a way of forcing the velocity to something.
257 public override void SetMomentum(OMV.Vector3 momentum)
258 {
259 // This doesn't just set Velocity=momentum because velocity is ramped up to (see MoveActor)
260 RawVelocity = momentum;
261 PhysScene.TaintedObject(LocalID, TypeName + ".SetMomentum", delegate()
262 {
263 // DetailLog("{0},BSPrim.SetMomentum,taint,vel={1}", LocalID, RawVelocity);
264 ForceVelocity = RawVelocity;
265 });
266 }
267
268 public override OMV.Vector3 RotationalVelocity {
269 get {
270 return RawRotationalVelocity;
271 }
272 set {
273 RawRotationalVelocity = value;
274 Util.ClampV(RawRotationalVelocity, BSParam.MaxAngularVelocity);
275 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
276 PhysScene.TaintedObject(LocalID, TypeName + ".setRotationalVelocity", delegate()
277 {
278 ForceRotationalVelocity = RawRotationalVelocity;
279 });
280 }
281 }
282 public OMV.Vector3 ForceRotationalVelocity {
283 get {
284 return RawRotationalVelocity;
285 }
286 set {
287 RawRotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
288 if (PhysBody.HasPhysicalBody)
289 {
290 DetailLog("{0},{1}.ForceRotationalVel,taint,rotvel={2}", LocalID, TypeName, RawRotationalVelocity);
291 PhysScene.PE.SetAngularVelocity(PhysBody, RawRotationalVelocity);
292 // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
293 ActivateIfPhysical(false);
294 }
295 }
296 }
254 297
255 public abstract float ForceBuoyancy { get; set; } 298 public abstract float ForceBuoyancy { get; set; }
256 299
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
index fd9b834..78a617d 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
@@ -59,7 +59,6 @@ public class BSPrim : BSPhysObject
59 private bool _setAlwaysRun; 59 private bool _setAlwaysRun;
60 private bool _throttleUpdates; 60 private bool _throttleUpdates;
61 private bool _floatOnWater; 61 private bool _floatOnWater;
62 private OMV.Vector3 _rotationalVelocity;
63 private bool _kinematic; 62 private bool _kinematic;
64 private float _buoyancy; 63 private float _buoyancy;
65 64
@@ -90,7 +89,7 @@ public class BSPrim : BSPhysObject
90 RawOrientation = rotation; 89 RawOrientation = rotation;
91 _buoyancy = 0f; 90 _buoyancy = 0f;
92 RawVelocity = OMV.Vector3.Zero; 91 RawVelocity = OMV.Vector3.Zero;
93 _rotationalVelocity = OMV.Vector3.Zero; 92 RawRotationalVelocity = OMV.Vector3.Zero;
94 BaseShape = pbs; 93 BaseShape = pbs;
95 _isPhysical = pisPhysical; 94 _isPhysical = pisPhysical;
96 _isVolumeDetect = false; 95 _isVolumeDetect = false;
@@ -256,7 +255,7 @@ public class BSPrim : BSPhysObject
256 { 255 {
257 RawVelocity = OMV.Vector3.Zero; 256 RawVelocity = OMV.Vector3.Zero;
258 _acceleration = OMV.Vector3.Zero; 257 _acceleration = OMV.Vector3.Zero;
259 _rotationalVelocity = OMV.Vector3.Zero; 258 RawRotationalVelocity = OMV.Vector3.Zero;
260 259
261 // Zero some other properties in the physics engine 260 // Zero some other properties in the physics engine
262 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() 261 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
@@ -267,15 +266,15 @@ public class BSPrim : BSPhysObject
267 } 266 }
268 public override void ZeroAngularMotion(bool inTaintTime) 267 public override void ZeroAngularMotion(bool inTaintTime)
269 { 268 {
270 _rotationalVelocity = OMV.Vector3.Zero; 269 RawRotationalVelocity = OMV.Vector3.Zero;
271 // Zero some other properties in the physics engine 270 // Zero some other properties in the physics engine
272 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() 271 PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate()
273 { 272 {
274 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); 273 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
275 if (PhysBody.HasPhysicalBody) 274 if (PhysBody.HasPhysicalBody)
276 { 275 {
277 PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); 276 PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, RawRotationalVelocity);
278 PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); 277 PhysScene.PE.SetAngularVelocity(PhysBody, RawRotationalVelocity);
279 } 278 }
280 }); 279 });
281 } 280 }
@@ -426,9 +425,9 @@ public class BSPrim : BSPhysObject
426 RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity); 425 RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity);
427 ret = true; 426 ret = true;
428 } 427 }
429 if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared) 428 if (RawRotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
430 { 429 {
431 _rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); 430 RawRotationalVelocity = Util.ClampV(RawRotationalVelocity, BSParam.MaxAngularVelocity);
432 ret = true; 431 ret = true;
433 } 432 }
434 433
@@ -1008,7 +1007,7 @@ public class BSPrim : BSPhysObject
1008 // For good measure, make sure the transform is set through to the motion state 1007 // For good measure, make sure the transform is set through to the motion state
1009 ForcePosition = RawPosition; 1008 ForcePosition = RawPosition;
1010 ForceVelocity = RawVelocity; 1009 ForceVelocity = RawVelocity;
1011 ForceRotationalVelocity = _rotationalVelocity; 1010 ForceRotationalVelocity = RawRotationalVelocity;
1012 1011
1013 // A dynamic object has mass 1012 // A dynamic object has mass
1014 UpdatePhysicalMassProperties(RawMass, false); 1013 UpdatePhysicalMassProperties(RawMass, false);
@@ -1128,35 +1127,6 @@ public class BSPrim : BSPhysObject
1128 }); 1127 });
1129 } 1128 }
1130 } 1129 }
1131 public override OMV.Vector3 RotationalVelocity {
1132 get {
1133 return _rotationalVelocity;
1134 }
1135 set {
1136 _rotationalVelocity = value;
1137 Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
1138 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
1139 PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate()
1140 {
1141 ForceRotationalVelocity = _rotationalVelocity;
1142 });
1143 }
1144 }
1145 public override OMV.Vector3 ForceRotationalVelocity {
1146 get {
1147 return _rotationalVelocity;
1148 }
1149 set {
1150 _rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
1151 if (PhysBody.HasPhysicalBody)
1152 {
1153 DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
1154 PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
1155 // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
1156 ActivateIfPhysical(false);
1157 }
1158 }
1159 }
1160 public override bool Kinematic { 1130 public override bool Kinematic {
1161 get { return _kinematic; } 1131 get { return _kinematic; }
1162 set { _kinematic = value; 1132 set { _kinematic = value;
@@ -1358,9 +1328,6 @@ public class BSPrim : BSPhysObject
1358 }); 1328 });
1359 } 1329 }
1360 1330
1361 public override void SetMomentum(OMV.Vector3 momentum) {
1362 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
1363 }
1364 #region Mass Calculation 1331 #region Mass Calculation
1365 1332
1366 private float CalculateMass() 1333 private float CalculateMass()
@@ -1930,7 +1897,7 @@ public class BSPrim : BSPhysObject
1930 if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) 1897 if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold))
1931 RawVelocity = entprop.Velocity; 1898 RawVelocity = entprop.Velocity;
1932 _acceleration = entprop.Acceleration; 1899 _acceleration = entprop.Acceleration;
1933 _rotationalVelocity = entprop.RotationalVelocity; 1900 RawRotationalVelocity = entprop.RotationalVelocity;
1934 1901
1935 // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG 1902 // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG
1936 1903
@@ -1939,7 +1906,7 @@ public class BSPrim : BSPhysObject
1939 { 1906 {
1940 entprop.Position = RawPosition; 1907 entprop.Position = RawPosition;
1941 entprop.Velocity = RawVelocity; 1908 entprop.Velocity = RawVelocity;
1942 entprop.RotationalVelocity = _rotationalVelocity; 1909 entprop.RotationalVelocity = RawRotationalVelocity;
1943 entprop.Acceleration = _acceleration; 1910 entprop.Acceleration = _acceleration;
1944 } 1911 }
1945 1912