From 482c7b5368faa034b73b3434fd90ce3702644cb8 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 18 Jan 2013 11:37:36 -0800 Subject: BulletSim: add logic to turn off pre-step actions when object goes non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget' when the object is selected or made non-physical. --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 21 +++++++++++++++++++++ 1 file changed, 21 insertions(+) (limited to 'OpenSim/Region/Physics/BulletSPlugin') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 7aa2d92..aaa6fe5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -502,6 +502,12 @@ public sealed class BSPrim : BSPhysObject RegisterPreStepAction("BSPrim.setForce", LocalID, delegate(float timeStep) { + if (!IsPhysicallyActive) + { + UnRegisterPreStepAction("BSPrim.setForce", LocalID); + return; + } + DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force); if (PhysBody.HasPhysicalBody) { @@ -627,6 +633,12 @@ public sealed class BSPrim : BSPhysObject RegisterPreStepAction("BSPrim.setTorque", LocalID, delegate(float timeStep) { + if (!IsPhysicallyActive) + { + UnRegisterPreStepAction("BSPrim.setTorque", LocalID); + return; + } + if (PhysBody.HasPhysicalBody) AddAngularForce(_torque, false, true); } @@ -1061,6 +1073,12 @@ public sealed class BSPrim : BSPhysObject RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep) { + if (!IsPhysicallyActive) + { + UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID); + return; + } + OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below) // 'movePosition' is where we'd like the prim to be at this moment. @@ -1108,6 +1126,9 @@ public sealed class BSPrim : BSPhysObject RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep) { + if (!IsPhysicallyActive) + return; + _hoverMotor.SetCurrent(RawPosition.Z); _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight()); float targetHeight = _hoverMotor.Step(timeStep); -- cgit v1.1