From 7c347f4c5c966848669b979b367e1bc3912621d5 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 13 Sep 2012 10:11:39 -0700 Subject: BulletSim: Add calls to linkset class when object going static or dynamic. Reset center of mass on an object when going dynamic. --- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 20 ++++++++++++++++++-- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 20 ++++++++++++++------ 2 files changed, 32 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index dc1de6c..3d73887 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -202,6 +202,24 @@ public class BSLinkset return com; } + // The object is going dynamic (physical). Do any setup necessary + // for a dynamic linkset. + // Return 'true' if any properties updated on the passed object. + // Called at taint-time! + public bool MakeDynamic(BSPhysObject child) + { + return false; + } + + // The object is going static (non-physical). Do any setup necessary + // for a static linkset. + // Return 'true' if any properties updated on the passed object. + // Called at taint-time! + public bool MakeStatic(BSPhysObject child) + { + return false; + } + // When physical properties are changed the linkset needs to recalculate // its internal properties. public void Refresh(BSPhysObject requestor) @@ -255,13 +273,11 @@ public class BSLinkset if (!somethingMissing) { // The root prim takes on the weight of the whole linkset - /* OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass); BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia); OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr); - */ } } return; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 481a8db..04b7be5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -530,10 +530,14 @@ public sealed class BSPrim : BSPhysObject m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); // Stop all movement BulletSimAPI.ClearAllForces2(BSBody.Ptr); + // Center of mass is at the center of the object + BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.Ptr, _position, _orientation); // Mass is zero which disables a bunch of physics stuff in Bullet BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero); // There is no inertia in a static object BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); + // There can be special things needed for implementing linksets + Linkset.MakeStatic(this); // The activation state is 'sleeping' so Bullet will not try to act on it BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); } @@ -543,10 +547,12 @@ public sealed class BSPrim : BSPhysObject m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); // A dynamic object has mass IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); - OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass); + OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Linkset.LinksetMass); BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, inertia); // Inertia is based on our new mass BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); + // There can be special things needed for implementing linksets + Linkset.MakeDynamic(this); // Force activation of the object so Bullet will act on it. BulletSimAPI.Activate2(BSBody.Ptr, true); } @@ -1055,11 +1061,12 @@ public sealed class BSPrim : BSPhysObject }// end CalculateMass #endregion Mass Calculation - // Create the geometry information in Bullet for later use - // The objects needs a hull if it's physical otherwise a mesh is enough - // No locking here because this is done when we know physics is not simulating - // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used - // Returns 'true' if the geometry was rebuilt + // Create the geometry information in Bullet for later use. + // The objects needs a hull if it's physical otherwise a mesh is enough. + // No locking here because this is done when we know physics is not simulating. + // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. + // Returns 'true' if the geometry was rebuilt. + // Called at taint-time! private bool CreateGeom(bool forceRebuild) { bool ret = false; @@ -1128,6 +1135,7 @@ public sealed class BSPrim : BSPhysObject // No locking here because this is done when we know physics is not simulating // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). + // Called at taint-time! private bool CreateGeomMesh() { // level of detail based on size and type of the object -- cgit v1.1