From ea36d4a4cf716442e83cc9cd1b419a43be5adc6e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 1 Aug 2012 15:04:09 -0700 Subject: BulletSim: Add AddObjectForce to BulletSim API. Add interface 2 enhancements to BSCharacter. Modify AddForce and SetForce to use the new Bullet interface. More DetailLog statements for character. --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 29 +++++++++++--------------- 1 file changed, 12 insertions(+), 17 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index ebfd85b..22f5995 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -187,7 +187,7 @@ public sealed class BSPrim : PhysicsActor { _mass = CalculateMass(); // changing size changes the mass BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); - DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); + // DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); RecreateGeomAndObject(); }); } @@ -318,7 +318,7 @@ public sealed class BSPrim : PhysicsActor _force = value; _scene.TaintedObject(delegate() { - DetailLog("{0},SetForce,taint,force={1}", LocalID, _force); + DetailLog("{0},setForce,taint,force={1}", LocalID, _force); // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); BulletSimAPI.SetObjectForce2(Body.Ptr, _force); }); @@ -443,7 +443,7 @@ public sealed class BSPrim : PhysicsActor _scene.TaintedObject(delegate() { // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); - DetailLog("{0},SetOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); + DetailLog("{0},setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); }); } @@ -487,10 +487,8 @@ public sealed class BSPrim : PhysicsActor // Maybe a VerifyCorrectPhysicalShape() routine? // RecreateGeomAndObject(); - float mass = _mass; - // Bullet wants static objects have a mass of zero - if (IsStatic) - mass = 0f; + // Bullet wants static objects to have a mass of zero + float mass = IsStatic ? 0f : _mass; DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass); BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); @@ -607,6 +605,7 @@ public sealed class BSPrim : PhysicsActor private List m_accumulatedForces = new List(); public override void AddForce(OMV.Vector3 force, bool pushforce) { + // for an object, doesn't matter if force is a pushforce or not if (force.IsFinite()) { // _force += force; @@ -620,21 +619,17 @@ public sealed class BSPrim : PhysicsActor } _scene.TaintedObject(delegate() { + OMV.Vector3 fSum = OMV.Vector3.Zero; lock (m_accumulatedForces) { - if (m_accumulatedForces.Count > 0) + foreach (OMV.Vector3 v in m_accumulatedForces) { - OMV.Vector3 fSum = OMV.Vector3.Zero; - foreach (OMV.Vector3 v in m_accumulatedForces) - { - fSum += v; - } - m_accumulatedForces.Clear(); - - DetailLog("{0},SetObjectForce,taint,force={1}", LocalID, fSum); - BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, fSum); + fSum += v; } + m_accumulatedForces.Clear(); } + DetailLog("{0},AddObjectForce,taint,force={1}", LocalID, _force); + BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); }); } -- cgit v1.1