BulletSim: Add ZeroAngularMotion method to physical objects. Add inTaint flag to ZeroMotion method. Update the references to those functions.
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e2130817e5
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76cc303031
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@ -103,7 +103,7 @@ public sealed class BSCharacter : BSPhysObject
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PhysicsScene.TaintedObject("BSCharacter.create", delegate()
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{
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DetailLog("{0},BSCharacter.create,taint", LocalID);
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// New body and shape into BSBody and BSShape
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// New body and shape into PhysBody and PhysShape
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PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, null, null);
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SetPhysicalProperties();
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@ -126,7 +126,7 @@ public sealed class BSCharacter : BSPhysObject
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{
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BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
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ZeroMotion();
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ZeroMotion(true);
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ForcePosition = _position;
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// Set the velocity and compute the proper friction
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ForceVelocity = _velocity;
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@ -218,18 +218,31 @@ public sealed class BSCharacter : BSPhysObject
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// Do it to the properties so the values get set in the physics engine.
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// Push the setting of the values to the viewer.
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// Called at taint time!
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public override void ZeroMotion()
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public override void ZeroMotion(bool inTaintTime)
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{
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_velocity = OMV.Vector3.Zero;
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_acceleration = OMV.Vector3.Zero;
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_rotationalVelocity = OMV.Vector3.Zero;
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// Zero some other properties directly into the physics engine
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BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetInterpolationVelocity2(PhysBody.ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
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BulletSimAPI.ClearForces2(PhysBody.ptr);
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PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
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{
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BulletSimAPI.ClearAllForces2(PhysBody.ptr);
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});
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}
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public override void ZeroAngularMotion(bool inTaintTime)
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{
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_rotationalVelocity = OMV.Vector3.Zero;
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PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
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{
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BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
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// The next also get rid of applied linear force but the linear velocity is untouched.
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BulletSimAPI.ClearForces2(PhysBody.ptr);
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});
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}
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public override void LockAngularMotion(OMV.Vector3 axis) { return; }
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@ -184,7 +184,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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private BSConstraint BuildConstraint(BSPhysObject rootPrim, BSPhysObject childPrim)
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{
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// Zero motion for children so they don't interpolate
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childPrim.ZeroMotion();
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childPrim.ZeroMotion(true);
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// Relative position normalized to the root prim
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// Essentually a vector pointing from center of rootPrim to center of childPrim
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@ -34,9 +34,17 @@ using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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// Class to wrap all objects.
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// The rest of BulletSim doesn't need to keep checking for avatars or prims
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// unless the difference is significant.
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/*
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* Class to wrap all objects.
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* The rest of BulletSim doesn't need to keep checking for avatars or prims
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* unless the difference is significant.
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*
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* Variables in the physicsl objects are in three forms:
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* VariableName: used by the simulator and performs taint operations, etc
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* RawVariableName: direct reference to the BulletSim storage for the variable value
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* ForceVariableName: direct reference (store and fetch) to the value in the physics engine.
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* The last two (and certainly the last one) should be referenced only in taint-time.
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*/
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public abstract class BSPhysObject : PhysicsActor
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{
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protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName)
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@ -67,6 +75,9 @@ public abstract class BSPhysObject : PhysicsActor
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// Set the raw mass but also update physical mass properties (inertia, ...)
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public abstract void UpdatePhysicalMassProperties(float mass);
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// The last value calculated for the prim's inertia
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public OMV.Vector3 Inertia { get; set; }
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// Reference to the physical body (btCollisionObject) of this object
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public BulletBody PhysBody;
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// Reference to the physical shape (btCollisionShape) of this object
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@ -96,7 +107,8 @@ public abstract class BSPhysObject : PhysicsActor
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public abstract bool IsStatic { get; }
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// Stop all physical motion.
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public abstract void ZeroMotion();
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public abstract void ZeroMotion(bool inTaintTime);
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public abstract void ZeroAngularMotion(bool inTaintTime);
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// Step the vehicle simulation for this object. A NOOP if the vehicle was not configured.
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public virtual void StepVehicle(float timeStep) { }
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@ -25,8 +25,6 @@
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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// Uncomment this it enable code to do all shape an body memory management
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// in the C# code.
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using System;
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using System.Reflection;
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using System.Collections.Generic;
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@ -236,14 +234,27 @@ public sealed class BSPrim : BSPhysObject
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// Do it to the properties so the values get set in the physics engine.
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// Push the setting of the values to the viewer.
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// Called at taint time!
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public override void ZeroMotion()
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public override void ZeroMotion(bool inTaintTime)
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{
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_velocity = OMV.Vector3.Zero;
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_acceleration = OMV.Vector3.Zero;
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_rotationalVelocity = OMV.Vector3.Zero;
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// Zero some other properties in the physics engine
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BulletSimAPI.ClearAllForces2(PhysBody.ptr);
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PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
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{
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BulletSimAPI.ClearAllForces2(PhysBody.ptr);
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});
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}
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public override void ZeroAngularMotion(bool inTaintTime)
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{
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_rotationalVelocity = OMV.Vector3.Zero;
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// Zero some other properties in the physics engine
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PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
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{
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BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
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});
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}
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public override void LockAngularMotion(OMV.Vector3 axis)
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@ -371,17 +382,18 @@ public sealed class BSPrim : BSPhysObject
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{
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if (IsStatic)
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{
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BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, OMV.Vector3.Zero);
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Inertia = OMV.Vector3.Zero;
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BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, Inertia);
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BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr);
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}
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else
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{
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OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
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BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia);
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Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
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BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia);
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BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr);
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// center of mass is at the zero of the object
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BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation);
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// BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
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DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, localInertia);
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// DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation);
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DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, Inertia);
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}
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}
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@ -582,7 +594,7 @@ public sealed class BSPrim : BSPhysObject
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// DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
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SetObjectDynamic(true);
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// whether phys-to-static or static-to-phys, the object is not moving.
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ZeroMotion();
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ZeroMotion(true);
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});
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}
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}
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@ -648,6 +660,7 @@ public sealed class BSPrim : BSPhysObject
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// Recompute any linkset parameters.
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// When going from non-physical to physical, this re-enables the constraints that
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// had been automatically disabled when the mass was set to zero.
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// For compound based linksets, this enables and disables interactions of the children.
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Linkset.Refresh(this);
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DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}",
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@ -666,9 +679,9 @@ public sealed class BSPrim : BSPhysObject
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// Become a Bullet 'static' object type
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CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
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// Stop all movement
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ZeroMotion();
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ZeroMotion(true);
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// Center of mass is at the center of the object
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BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation);
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// DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation);
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// Mass is zero which disables a bunch of physics stuff in Bullet
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UpdatePhysicalMassProperties(0f);
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// Set collision detection parameters
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@ -704,7 +717,7 @@ public sealed class BSPrim : BSPhysObject
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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// Center of mass is at the center of the object
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BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation);
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// DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation);
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// A dynamic object has mass
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UpdatePhysicalMassProperties(RawMass);
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@ -958,6 +971,16 @@ public sealed class BSPrim : BSPhysObject
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});
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}
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public void ApplyForceImpulse(OMV.Vector3 impulse, bool inTaintTime)
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{
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OMV.Vector3 applyImpulse = impulse;
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PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyForceImpulse", delegate()
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{
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DetailLog("{0},BSPrim.ApplyForceImpulse,taint,tImpulse={1}", LocalID, applyImpulse);
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BulletSimAPI.ApplyCentralImpulse2(PhysBody.ptr, applyImpulse);
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});
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}
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private List<OMV.Vector3> m_accumulatedAngularForces = new List<OMV.Vector3>();
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public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
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AddAngularForce(force, pushforce, false);
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@ -1001,7 +1024,6 @@ public sealed class BSPrim : BSPhysObject
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OMV.Vector3 applyImpulse = impulse;
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PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate()
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{
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DetailLog("{0},BSPrim.ApplyTorqueImpulse,taint,tImpulse={1}", LocalID, applyImpulse);
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BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse);
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});
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}
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@ -1315,9 +1337,10 @@ public sealed class BSPrim : BSPhysObject
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// If this prim is part of a linkset, we must remove and restore the physical
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// links if the body is rebuilt.
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bool needToRestoreLinkset = false;
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bool needToRestoreVehicle = false;
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// Create the correct physical representation for this type of object.
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// Updates BSBody and BSShape with the new information.
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// Updates PhysBody and PhysShape with the new information.
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// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
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// Returns 'true' if either the body or the shape was changed.
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PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody)
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@ -1326,6 +1349,7 @@ public sealed class BSPrim : BSPhysObject
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// Remove all the physical dependencies on the old body.
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// (Maybe someday make the changing of BSShape an event handled by BSLinkset.)
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needToRestoreLinkset = Linkset.RemoveBodyDependencies(this);
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needToRestoreVehicle = _vehicle.RemoveBodyDependencies(this);
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});
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if (needToRestoreLinkset)
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@ -1333,6 +1357,11 @@ public sealed class BSPrim : BSPhysObject
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// If physical body dependencies were removed, restore them
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Linkset.RestoreBodyDependencies(this);
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}
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if (needToRestoreVehicle)
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{
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// If physical body dependencies were removed, restore them
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_vehicle.RestoreBodyDependencies(this);
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}
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// Make sure the properties are set on the new object
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UpdatePhysicalParameters();
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