Merge branch 'master' into careminster
commit
9aad815177
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@ -299,6 +299,18 @@ namespace OpenSim.Framework
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x;
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}
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// Clamp the maximum magnitude of a vector
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public static Vector3 ClampV(Vector3 x, float max)
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{
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Vector3 ret = x;
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float lenSq = x.LengthSquared();
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if (lenSq > (max * max))
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{
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x = x / x.Length() * max;
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}
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return x;
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}
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// Inclusive, within range test (true if equal to the endpoints)
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public static bool InRange<T>(T x, T min, T max)
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where T : IComparable<T>
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@ -652,6 +652,9 @@ public sealed class BSCharacter : BSPhysObject
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public override bool IsStatic {
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get { return false; }
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}
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public override bool IsPhysicallyActive {
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get { return true; }
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}
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public override bool Flying {
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get { return _flying; }
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set {
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@ -35,6 +35,7 @@ using System.Collections.Generic;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.BulletSPlugin
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@ -154,7 +155,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Return 'true' if this vehicle is doing vehicle things
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public bool IsActive
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{
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get { return (Type != Vehicle.TYPE_NONE && !Prim.IsStatic); }
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get { return (Type != Vehicle.TYPE_NONE && Prim.IsPhysicallyActive); }
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}
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#region Vehicle parameter setting
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@ -139,6 +139,11 @@ public abstract class BSPhysObject : PhysicsActor
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public abstract bool IsStatic { get; }
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public abstract bool IsSelected { get; }
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// It can be confusing for an actor to know if it should move or update an object
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// depeneding on the setting of 'selected', 'physical, ...
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// This flag is the true test -- if true, the object is being acted on in the physical world
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public abstract bool IsPhysicallyActive { get; }
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// Materialness
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public MaterialAttributes.Material Material { get; private set; }
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public override void SetMaterial(int material)
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@ -302,8 +307,9 @@ public abstract class BSPhysObject : PhysicsActor
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public virtual bool SendCollisions()
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{
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bool ret = true;
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// If the 'no collision' call, force it to happen right now so quick collision_end
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bool force = (CollisionCollection.Count == 0);
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bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0);
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// throttle the collisions to the number of milliseconds specified in the subscription
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if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
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@ -318,7 +324,7 @@ public abstract class BSPhysObject : PhysicsActor
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ret = false;
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}
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// DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
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DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
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base.SendCollisionUpdate(CollisionCollection);
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// Remember the collisions from this tick for some collision specific processing.
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@ -132,8 +132,8 @@ public sealed class BSPrim : BSPhysObject
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base.Destroy();
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// Undo any links between me and any other object
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BSPhysObject parentBefore = Linkset.LinksetRoot;
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int childrenBefore = Linkset.NumberOfChildren;
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BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG DEBUG
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int childrenBefore = Linkset.NumberOfChildren; // DEBUG DEBUG
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Linkset = Linkset.RemoveMeFromLinkset(this);
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@ -727,6 +727,12 @@ public sealed class BSPrim : BSPhysObject
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get { return !IsPhantom && !_isVolumeDetect; }
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}
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// The object is moving and is actively being dynamic in the physical world
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public override bool IsPhysicallyActive
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{
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get { return !_isSelected && IsPhysical; }
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}
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// Make gravity work if the object is physical and not selected
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// Called at taint-time!!
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private void SetObjectDynamic(bool forceRebuild)
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@ -1174,18 +1180,11 @@ public sealed class BSPrim : BSPhysObject
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// This added force will only last the next simulation tick.
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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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if (!IsStatic)
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if (IsPhysicallyActive)
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{
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if (force.IsFinite())
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{
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float magnitude = force.Length();
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if (magnitude > BSParam.MaxAddForceMagnitude)
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{
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// Force has a limit
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force = force / magnitude * BSParam.MaxAddForceMagnitude;
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}
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OMV.Vector3 addForce = force;
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OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
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// DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce);
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PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
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@ -1209,19 +1208,13 @@ public sealed class BSPrim : BSPhysObject
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public void AddForceImpulse(OMV.Vector3 impulse, 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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if (!IsStatic)
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if (!IsPhysicallyActive)
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{
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if (impulse.IsFinite())
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{
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float magnitude = impulse.Length();
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if (magnitude > BSParam.MaxAddForceMagnitude)
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{
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// Force has a limit
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impulse = impulse / magnitude * BSParam.MaxAddForceMagnitude;
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}
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OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude);
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// DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse);
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OMV.Vector3 addImpulse = impulse;
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PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate()
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{
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// Bullet adds this impulse immediately to the velocity
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@ -16,6 +16,7 @@ vehicle angular banking
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Avatars walking up stairs (HALF DONE)
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Radius of the capsule affects ability to climb edges.
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Vehicle movement on terrain smoothness
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When is force introduced by SetForce removed? The prestep action could go forever.
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Boats float low in the water (DONE)
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Avatar movement
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flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE)
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@ -72,8 +73,11 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl
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GENERAL TODO LIST:
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=================================================
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Implement llSetPhysicalMaterial.
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Implement llSetForceAndTorque.
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Implement an avatar mesh shape. The Bullet capsule is way too limited.
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Consider just hand creating a vertex/index array in a new BSShapeAvatar.
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Verify/fix phantom, volume-detect objects do not fall to infinity. Should stop at terrain.
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Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
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Duplicating a physical prim causes old prim to jump away
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Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
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