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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs4
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs54
2 files changed, 28 insertions, 30 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 0b35f3a..0d8bb03 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -79,7 +79,7 @@ public abstract class BSPhysObject : PhysicsActor
79 TypeName = typeName; 79 TypeName = typeName;
80 80
81 // Initialize variables kept in base. 81 // Initialize variables kept in base.
82 GravityModifier = 1.0f; 82 GravModifier = 1.0f;
83 Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); 83 Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
84 84
85 // We don't have any physical representation yet. 85 // We don't have any physical representation yet.
@@ -170,6 +170,8 @@ public abstract class BSPhysObject : PhysicsActor
170 public override void SetMaterial(int material) 170 public override void SetMaterial(int material)
171 { 171 {
172 Material = (MaterialAttributes.Material)material; 172 Material = (MaterialAttributes.Material)material;
173
174 // Setting the material sets the material attributes also.
173 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); 175 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
174 Friction = matAttrib.friction; 176 Friction = matAttrib.friction;
175 Restitution = matAttrib.restitution; 177 Restitution = matAttrib.restitution;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 38adb72..85c2627 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -423,8 +423,6 @@ public sealed class BSPrim : BSPhysObject
423 } 423 }
424 else 424 else
425 { 425 {
426 OMV.Vector3 grav = ComputeGravity(Buoyancy);
427
428 if (inWorld) 426 if (inWorld)
429 { 427 {
430 // Changing interesting properties doesn't change proxy and collision cache 428 // Changing interesting properties doesn't change proxy and collision cache
@@ -434,15 +432,15 @@ public sealed class BSPrim : BSPhysObject
434 } 432 }
435 433
436 // The computation of mass props requires gravity to be set on the object. 434 // The computation of mass props requires gravity to be set on the object.
437 PhysicsScene.PE.SetGravity(PhysBody, grav); 435 Gravity = ComputeGravity(Buoyancy);
436 PhysicsScene.PE.SetGravity(PhysBody, Gravity);
438 437
439 Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); 438 Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass);
440 PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia); 439 PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia);
441 PhysicsScene.PE.UpdateInertiaTensor(PhysBody); 440 PhysicsScene.PE.UpdateInertiaTensor(PhysBody);
442 441
443 // center of mass is at the zero of the object 442 DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}",
444 // DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(PhysBody, ForcePosition, ForceOrientation); 443 LocalID, physMass, Inertia, Gravity, inWorld);
445 DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", LocalID, physMass, Inertia, grav, inWorld);
446 444
447 if (inWorld) 445 if (inWorld)
448 { 446 {
@@ -455,10 +453,13 @@ public sealed class BSPrim : BSPhysObject
455 // Return what gravity should be set to this very moment 453 // Return what gravity should be set to this very moment
456 public OMV.Vector3 ComputeGravity(float buoyancy) 454 public OMV.Vector3 ComputeGravity(float buoyancy)
457 { 455 {
458 OMV.Vector3 ret = PhysicsScene.DefaultGravity * GravityModifier; 456 OMV.Vector3 ret = PhysicsScene.DefaultGravity;
459 457
460 if (!IsStatic) 458 if (!IsStatic)
459 {
461 ret *= (1f - buoyancy); 460 ret *= (1f - buoyancy);
461 ret *= GravModifier;
462 }
462 463
463 return ret; 464 return ret;
464 } 465 }
@@ -587,8 +588,7 @@ public sealed class BSPrim : BSPhysObject
587 base.SetMaterial(material); 588 base.SetMaterial(material);
588 PhysicsScene.TaintedObject("BSPrim.SetMaterial", delegate() 589 PhysicsScene.TaintedObject("BSPrim.SetMaterial", delegate()
589 { 590 {
590 if (PhysBody.HasPhysicalBody) 591 UpdatePhysicalParameters();
591 UpdatePhysicalParameters();
592 }); 592 });
593 } 593 }
594 public override float Friction 594 public override float Friction
@@ -601,8 +601,7 @@ public sealed class BSPrim : BSPhysObject
601 base.Friction = value; 601 base.Friction = value;
602 PhysicsScene.TaintedObject("BSPrim.setFriction", delegate() 602 PhysicsScene.TaintedObject("BSPrim.setFriction", delegate()
603 { 603 {
604 if (PhysBody.HasPhysicalBody) 604 UpdatePhysicalParameters();
605 UpdatePhysicalParameters();
606 }); 605 });
607 } 606 }
608 } 607 }
@@ -617,8 +616,7 @@ public sealed class BSPrim : BSPhysObject
617 base.Restitution = value; 616 base.Restitution = value;
618 PhysicsScene.TaintedObject("BSPrim.setRestitution", delegate() 617 PhysicsScene.TaintedObject("BSPrim.setRestitution", delegate()
619 { 618 {
620 if (PhysBody.HasPhysicalBody) 619 UpdatePhysicalParameters();
621 UpdatePhysicalParameters();
622 }); 620 });
623 } 621 }
624 } 622 }
@@ -633,24 +631,22 @@ public sealed class BSPrim : BSPhysObject
633 base.Density = value; 631 base.Density = value;
634 PhysicsScene.TaintedObject("BSPrim.setDensity", delegate() 632 PhysicsScene.TaintedObject("BSPrim.setDensity", delegate()
635 { 633 {
636 if (PhysBody.HasPhysicalBody) 634 UpdatePhysicalParameters();
637 UpdatePhysicalParameters();
638 }); 635 });
639 } 636 }
640 } 637 }
641 } 638 }
642 public override float GravityModifier 639 public override float GravModifier
643 { 640 {
644 get { return base.GravityModifier; } 641 get { return base.GravModifier; }
645 set 642 set
646 { 643 {
647 if (base.GravityModifier != value) 644 if (base.GravModifier != value)
648 { 645 {
649 base.GravityModifier = value; 646 base.GravModifier = value;
650 PhysicsScene.TaintedObject("BSPrim.setGravityModifier", delegate() 647 PhysicsScene.TaintedObject("BSPrim.setGravityModifier", delegate()
651 { 648 {
652 if (PhysBody.HasPhysicalBody) 649 UpdatePhysicalParameters();
653 UpdatePhysicalParameters();
654 }); 650 });
655 } 651 }
656 } 652 }
@@ -820,7 +816,12 @@ public sealed class BSPrim : BSPhysObject
820 // collisionEvents: whether this object returns collision events 816 // collisionEvents: whether this object returns collision events
821 public void UpdatePhysicalParameters() 817 public void UpdatePhysicalParameters()
822 { 818 {
823 // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); 819 if (!PhysBody.HasPhysicalBody)
820 {
821 // This would only happen if updates are called for during initialization when the body is not set up yet.
822 DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID);
823 return;
824 }
824 825
825 // Mangling all the physical properties requires the object not be in the physical world. 826 // Mangling all the physical properties requires the object not be in the physical world.
826 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). 827 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
@@ -898,9 +899,9 @@ public sealed class BSPrim : BSPhysObject
898 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); 899 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
899 900
900 // Set various physical properties so other object interact properly 901 // Set various physical properties so other object interact properly
901 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, true);
902 PhysicsScene.PE.SetFriction(PhysBody, Friction); 902 PhysicsScene.PE.SetFriction(PhysBody, Friction);
903 PhysicsScene.PE.SetRestitution(PhysBody, Restitution); 903 PhysicsScene.PE.SetRestitution(PhysBody, Restitution);
904 // DetailLog("{0},BSPrim.MakeDynamic,frict={1},rest={2}", LocalID, Friction, Restitution);
904 905
905 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 906 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
906 // Since this can be called multiple times, only zero forces when becoming physical 907 // Since this can be called multiple times, only zero forces when becoming physical
@@ -999,16 +1000,11 @@ public sealed class BSPrim : BSPhysObject
999 if (PhysBody.HasPhysicalBody) 1000 if (PhysBody.HasPhysicalBody)
1000 { 1001 {
1001 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); 1002 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
1002
1003 // Must set gravity after it has been added to the world because, for unknown reasons,
1004 // adding the object resets the object's gravity to world gravity
1005 OMV.Vector3 grav = ComputeGravity(Buoyancy);
1006 PhysicsScene.PE.SetGravity(PhysBody, grav);
1007 } 1003 }
1008 else 1004 else
1009 { 1005 {
1010 m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID); 1006 m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID);
1011 DetailLog("{0},BSPrim.UpdatePhysicalParameters,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType); 1007 DetailLog("{0},BSPrim.AddObjectToPhysicalWorld,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType);
1012 } 1008 }
1013 } 1009 }
1014 1010