* Moved BulletX off of the 'constant terse update' method. It now only sends terse updates when needed.
* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P * Updated some Masses in ODE to help large prim slow down by friction easier.afrisby
parent
7fb227ed1e
commit
90274434c6
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@ -603,11 +603,14 @@ namespace OpenSim.Region.Environment.Scenes
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{
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AddTerseUpdateToAllAvatars();
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ClearUpdateSchedule();
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if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0)
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{
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// This causes the Scene to 'poll' physical objects every couple of frames
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// bad, so it's been replaced by an event driven method.
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//if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0)
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//{
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// Only send the constant terse updates on physical objects!
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ScheduleTerseUpdate();
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}
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//ScheduleTerseUpdate();
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//}
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}
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else
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{
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@ -819,6 +819,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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internal protected virtual void ReSize(PhysicsVector _newSize)
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{
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}
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public virtual void ScheduleTerseUpdate()
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{
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base.RequestPhysicsterseUpdate();
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}
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#endregion
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}
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@ -1003,6 +1007,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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//For now all prims have the same density, all prims are made of water. Be water my friend! :D
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private const float _density = 1000.0f;
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private BulletXScene _parent_scene;
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private PhysicsVector m_prev_position = new PhysicsVector(0, 0, 0);
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private bool m_lastUpdateSent = false;
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public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size,
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AxiomQuaternion rotation, Mesh mesh, PrimitiveBaseShape pbs, bool isPhysical)
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@ -1148,8 +1154,28 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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if (_physical) //Updates properties. Prim updates its properties physically
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{
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_position = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.CenterOfMassPosition);
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_velocity = BulletXMaths.XnaVector3ToPhysicsVector(rigidBody.LinearVelocity);
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_orientation = BulletXMaths.XnaQuaternionToAxiomQuaternion(rigidBody.Orientation);
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if ((Math.Abs(m_prev_position.X - _position.X) < 0.03)
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&& (Math.Abs(m_prev_position.Y - _position.Y) < 0.03)
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&& (Math.Abs(m_prev_position.Z - _position.Z) < 0.03))
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{
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if (!m_lastUpdateSent)
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{
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_velocity = new PhysicsVector(0, 0, 0);
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base.ScheduleTerseUpdate();
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m_lastUpdateSent = true;
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}
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}
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else
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{
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m_lastUpdateSent = false;
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base.ScheduleTerseUpdate();
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}
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m_prev_position = _position;
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}
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else //Doesn't updates properties. That's a cancel
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{
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@ -125,6 +125,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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contactgroup = d.JointGroupCreate(0);
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//contactgroup
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d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f);
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d.WorldSetAutoDisableFlag(world, false);
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d.WorldSetContactSurfaceLayer(world, 0.001f);
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@ -936,7 +937,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private String m_primName;
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private PhysicsVector _target_velocity;
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public d.Mass pMass;
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private const float MassMultiplier = 500f; // Ref: Water: 1000kg.. this iset to 500
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private const float MassMultiplier = 150f; // Ref: Water: 1000kg.. this iset to 500
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private int debugcounter = 0;
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@ -1361,7 +1362,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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//System.Console.WriteLine(Math.Abs(m_lastposition.X - l_position.X).ToString());
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_zeroFlag = false;
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}
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m_lastposition = l_position;
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if (_zeroFlag)
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@ -1379,6 +1380,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_rotationalVelocity.X = 0;
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m_rotationalVelocity.Y = 0;
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m_rotationalVelocity.Z = 0;
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if (!m_lastUpdateSent)
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{
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base.RequestPhysicsterseUpdate();
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m_lastUpdateSent = true;
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}
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}
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else
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@ -1399,9 +1405,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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_orientation.x = ori.X;
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_orientation.y = ori.Y;
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_orientation.z = ori.Z;
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m_lastUpdateSent = false;
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base.RequestPhysicsterseUpdate();
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}
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m_lastposition = l_position;
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}
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else
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{
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