From 6dbf9c8ed4ca5646f47043f9937da5acbe124d0e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 21 Dec 2012 15:21:32 -0800 Subject: BulletSim: repair vehicle problems introduced in previous 'improvements'. Fix line endings in BSParams. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 37 ++++++++++++++++------ 1 file changed, 28 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index e59ed8d..3fde57b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -634,28 +634,33 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_knownHas = 0; m_knownChanged = 0; } + // Push all the changed values back into the physics engine private void PushKnownChanged() { if (m_knownChanged != 0) { if ((m_knownChanged & m_knownChangedPosition) != 0) - Prim.ForcePosition = VehiclePosition; + Prim.ForcePosition = m_knownPosition; + if ((m_knownChanged & m_knownChangedOrientation) != 0) - Prim.ForceOrientation = VehicleOrientation; + Prim.ForceOrientation = m_knownOrientation; + if ((m_knownChanged & m_knownChangedVelocity) != 0) { - Prim.ForceVelocity = VehicleVelocity; + Prim.ForceVelocity = m_knownVelocity; BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity); } + if ((m_knownChanged & m_knownChangedForce) != 0) Prim.AddForce((Vector3)m_knownForce, false, true); if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) { - Prim.ForceRotationalVelocity = VehicleRotationalVelocity; + Prim.ForceRotationalVelocity = m_knownRotationalVelocity; // Fake out Bullet by making it think the velocity is the same as last time. - BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, VehicleRotationalVelocity); + BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, m_knownRotationalVelocity); } + if ((m_knownChanged & m_knownChangedRotationalForce) != 0) Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true); @@ -667,7 +672,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } // Since the computation of terrain height can be a little involved, this routine - // is used ot fetch the height only once for each vehicle simulation step. + // is used to fetch the height only once for each vehicle simulation step. private float GetTerrainHeight(Vector3 pos) { if ((m_knownHas & m_knownChangedTerrainHeight) == 0) @@ -699,12 +704,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_knownPosition = Prim.ForcePosition; m_knownHas |= m_knownChangedPosition; } - return (Vector3)m_knownPosition; + return m_knownPosition; } set { m_knownPosition = value; m_knownChanged |= m_knownChangedPosition; + m_knownHas |= m_knownChangedPosition; } } @@ -717,12 +723,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_knownOrientation = Prim.ForceOrientation; m_knownHas |= m_knownChangedOrientation; } - return (Quaternion)m_knownOrientation; + return m_knownOrientation; } set { m_knownOrientation = value; m_knownChanged |= m_knownChangedOrientation; + m_knownHas |= m_knownChangedOrientation; } } @@ -741,13 +748,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin { m_knownVelocity = value; m_knownChanged |= m_knownChangedVelocity; + m_knownHas |= m_knownChangedVelocity; } } private void VehicleAddForce(Vector3 aForce) { + if ((m_knownHas & m_knownChangedForce) == 0) + { + m_knownForce = Vector3.Zero; + } m_knownForce += aForce; m_knownChanged |= m_knownChangedForce; + m_knownHas |= m_knownChangedForce; } private Vector3 VehicleRotationalVelocity @@ -765,12 +778,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin { m_knownRotationalVelocity = value; m_knownChanged |= m_knownChangedRotationalVelocity; + m_knownHas |= m_knownChangedRotationalVelocity; } } private void VehicleAddAngularForce(Vector3 aForce) { + if ((m_knownHas & m_knownChangedRotationalForce) == 0) + { + m_knownRotationalForce = Vector3.Zero; + } m_knownRotationalForce += aForce; m_knownChanged |= m_knownChangedRotationalForce; + m_knownHas |= m_knownChangedRotationalForce; } // Vehicle relative forward velocity private Vector3 VehicleForwardVelocity @@ -782,7 +801,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); m_knownHas |= m_knownChangedForwardVelocity; } - return (Vector3)m_knownForwardVelocity; + return m_knownForwardVelocity; } } private float VehicleForwardSpeed -- cgit v1.1