BulletSim: Use full linkset mass when computing vehicle gravity force. Add taint-time specification to new AddForce().
parent
919569f6ec
commit
3a458e2a36
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@ -462,7 +462,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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return;
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return;
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// Set the prim's inertia to zero. The vehicle code handles that and this
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// Set the prim's inertia to zero. The vehicle code handles that and this
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// removes the torque action introduced by Bullet.
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// removes the motion and torque actions introduced by Bullet.
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Vector3 inertia = Vector3.Zero;
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Vector3 inertia = Vector3.Zero;
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BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia);
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BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia);
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BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr);
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BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr);
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@ -540,7 +540,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// add Gravity and Buoyancy
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// add Gravity and Buoyancy
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// There is some gravity, make a gravity force vector that is applied after object velocity.
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// There is some gravity, make a gravity force vector that is applied after object velocity.
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// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
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// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
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Vector3 grav = Prim.PhysicsScene.DefaultGravity * (Prim.MassRaw * (1f - m_VehicleBuoyancy));
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Vector3 grav = Prim.PhysicsScene.DefaultGravity * (Prim.Linkset.LinksetMass * (1f - m_VehicleBuoyancy));
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/*
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/*
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* RA: Not sure why one would do this
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* RA: Not sure why one would do this
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@ -681,7 +681,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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Prim.ForceVelocity = m_newVelocity;
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Prim.ForceVelocity = m_newVelocity;
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// apply gravity force
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// apply gravity force
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// Why is this set here? The physics engine already does gravity.
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// Why is this set here? The physics engine already does gravity.
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Prim.AddForce(grav, false);
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Prim.AddForce(grav, false, true);
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// Apply friction
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// Apply friction
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Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep));
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Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep));
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@ -165,13 +165,11 @@ public class BSLinkset
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// May be called at runtime or taint-time (just pass the appropriate flag).
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// May be called at runtime or taint-time (just pass the appropriate flag).
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public void Refresh(BSPhysObject requestor, bool inTaintTime)
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public void Refresh(BSPhysObject requestor, bool inTaintTime)
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{
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{
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// If there are no children, there can't be any constraints to recompute
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// If there are no children, not physical or not root, I am not the one that recomputes the constraints
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if (!HasAnyChildren)
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// (For the moment, static linksets do create constraints so remove the test for physical.)
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if (!HasAnyChildren || /*!requestor.IsPhysical ||*/ !IsRoot(requestor))
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return;
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return;
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// Only the root does the recomputation
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if (IsRoot(requestor))
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{
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BSScene.TaintCallback refreshOperation = delegate()
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BSScene.TaintCallback refreshOperation = delegate()
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{
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{
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RecomputeLinksetConstraintVariables();
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RecomputeLinksetConstraintVariables();
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@ -183,7 +181,6 @@ public class BSLinkset
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else
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else
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PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation);
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PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation);
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}
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}
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}
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// The object is going dynamic (physical). Do any setup necessary
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// The object is going dynamic (physical). Do any setup necessary
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// for a dynamic linkset.
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// for a dynamic linkset.
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@ -855,6 +855,9 @@ public sealed class BSPrim : BSPhysObject
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private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>();
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private List<OMV.Vector3> m_accumulatedForces = new List<OMV.Vector3>();
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public override void AddForce(OMV.Vector3 force, bool pushforce) {
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public override void AddForce(OMV.Vector3 force, bool pushforce) {
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AddForce(force, pushforce, false);
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}
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public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
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// for an object, doesn't matter if force is a pushforce or not
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// for an object, doesn't matter if force is a pushforce or not
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if (force.IsFinite())
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if (force.IsFinite())
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{
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{
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@ -867,11 +870,12 @@ public sealed class BSPrim : BSPhysObject
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m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
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m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
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return;
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return;
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}
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}
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PhysicsScene.TaintedObject("BSPrim.AddForce", delegate()
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BSScene.TaintCallback addForceOperation = delegate()
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{
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{
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OMV.Vector3 fSum = OMV.Vector3.Zero;
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OMV.Vector3 fSum = OMV.Vector3.Zero;
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lock (m_accumulatedForces)
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lock (m_accumulatedForces)
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{
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{
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// Sum the accumulated additional forces for one big force to apply once.
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foreach (OMV.Vector3 v in m_accumulatedForces)
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foreach (OMV.Vector3 v in m_accumulatedForces)
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{
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{
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fSum += v;
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fSum += v;
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@ -881,7 +885,11 @@ public sealed class BSPrim : BSPhysObject
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// DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum);
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// DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum);
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// For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object.
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// For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object.
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BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum);
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BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum);
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});
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};
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if (inTaintTime)
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addForceOperation();
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else
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PhysicsScene.TaintedObject("BSPrim.AddForce", addForceOperation);
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}
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}
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public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
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public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
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