BulletSim: Add calls to linkset class when object going static or dynamic.
Reset center of mass on an object when going dynamic.connector_plugin
parent
d86cbe6379
commit
7c347f4c5c
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@ -202,6 +202,24 @@ public class BSLinkset
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return com;
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}
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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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// Return 'true' if any properties updated on the passed object.
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// Called at taint-time!
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public bool MakeDynamic(BSPhysObject child)
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{
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return false;
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}
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// The object is going static (non-physical). Do any setup necessary
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// for a static linkset.
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// Return 'true' if any properties updated on the passed object.
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// Called at taint-time!
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public bool MakeStatic(BSPhysObject child)
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{
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return false;
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}
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// When physical properties are changed the linkset needs to recalculate
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// its internal properties.
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public void Refresh(BSPhysObject requestor)
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@ -255,13 +273,11 @@ public class BSLinkset
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if (!somethingMissing)
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{
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// The root prim takes on the weight of the whole linkset
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/*
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OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass);
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BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia);
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OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
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BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity);
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BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr);
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*/
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}
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}
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return;
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@ -530,10 +530,14 @@ public sealed class BSPrim : BSPhysObject
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m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
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// Stop all movement
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BulletSimAPI.ClearAllForces2(BSBody.Ptr);
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// Center of mass is at the center of the object
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BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.Ptr, _position, _orientation);
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// Mass is zero which disables a bunch of physics stuff in Bullet
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BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero);
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// There is no inertia in a static object
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BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
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// There can be special things needed for implementing linksets
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Linkset.MakeStatic(this);
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// The activation state is 'sleeping' so Bullet will not try to act on it
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BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING);
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}
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@ -543,10 +547,12 @@ public sealed class BSPrim : BSPhysObject
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m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
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// A dynamic object has mass
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IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr);
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OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass);
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OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Linkset.LinksetMass);
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BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, inertia);
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// Inertia is based on our new mass
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BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
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// There can be special things needed for implementing linksets
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Linkset.MakeDynamic(this);
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// Force activation of the object so Bullet will act on it.
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BulletSimAPI.Activate2(BSBody.Ptr, true);
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}
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@ -1055,11 +1061,12 @@ public sealed class BSPrim : BSPhysObject
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}// end CalculateMass
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#endregion Mass Calculation
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// Create the geometry information in Bullet for later use
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// The objects needs a hull if it's physical otherwise a mesh is enough
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// No locking here because this is done when we know physics is not simulating
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// if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used
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// Returns 'true' if the geometry was rebuilt
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// Create the geometry information in Bullet for later use.
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// The objects needs a hull if it's physical otherwise a mesh is enough.
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// No locking here because this is done when we know physics is not simulating.
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// if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used.
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// Returns 'true' if the geometry was rebuilt.
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// Called at taint-time!
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private bool CreateGeom(bool forceRebuild)
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{
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bool ret = false;
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@ -1128,6 +1135,7 @@ public sealed class BSPrim : BSPhysObject
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// No locking here because this is done when we know physics is not simulating
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// Returns 'true' of a mesh was actually rebuild (we could also have one of these specs).
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// Called at taint-time!
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private bool CreateGeomMesh()
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{
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// level of detail based on size and type of the object
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