BulletSim: fix problem with avatars sinking into the ground.
Change terrain activation state to DISABLE_SIMULATION for better performance.integration
parent
b49f8a377b
commit
b6fc5bad00
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@ -105,7 +105,7 @@ public class BSCharacter : BSPhysObject
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shapeData.Position = _position;
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shapeData.Rotation = _orientation;
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shapeData.Velocity = _velocity;
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shapeData.Size = Scale;
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shapeData.Size = Scale; // capsule is a native shape but scale is not just <1,1,1>
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shapeData.Scale = Scale;
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shapeData.Mass = _mass;
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shapeData.Buoyancy = _buoyancy;
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@ -144,7 +144,9 @@ public class BSCharacter : BSPhysObject
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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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BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.avatarRestitution);
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BulletSimAPI.SetMargin2(BSShape.ptr, PhysicsScene.Params.collisionMargin);
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BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale);
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BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
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if (PhysicsScene.Params.ccdMotionThreshold > 0f)
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@ -156,11 +158,15 @@ public class BSCharacter : BSPhysObject
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OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw);
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BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia);
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// Make so capsule does not fall over
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BulletSimAPI.SetAngularFactorV2(BSBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT);
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BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr);
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BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
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// BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
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BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_DEACTIVATION);
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BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr);
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// Do this after the object has been added to the world
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@ -175,11 +181,13 @@ public class BSCharacter : BSPhysObject
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}
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// No one calls this method so I don't know what it could possibly mean
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public override bool Stopped { get { return false; } }
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public override OMV.Vector3 Size {
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get
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{
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// Avatar capsule size is kept in the scale parameter.
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return _size;
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// return _size;
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return new OMV.Vector3(Scale.X * 2f, Scale.Y * 2f, Scale.Z);
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}
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set {
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@ -199,7 +207,9 @@ public class BSCharacter : BSPhysObject
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}
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}
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public override OMV.Vector3 Scale { get; set; }
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public override PrimitiveBaseShape Shape
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{
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set { BaseShape = value; }
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@ -264,7 +274,7 @@ public class BSCharacter : BSPhysObject
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// Check that the current position is sane and, if not, modify the position to make it so.
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// Check for being below terrain and being out of bounds.
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// Check for being below terrain or on water.
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// Returns 'true' of the position was made sane by some action.
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private bool PositionSanityCheck()
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{
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@ -335,7 +345,7 @@ public class BSCharacter : BSPhysObject
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}
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// Avatars don't do vehicles
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public override int VehicleType { get { return 0; } set { return; } }
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public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } }
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public override void VehicleFloatParam(int param, float value) { }
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public override void VehicleVectorParam(int param, OMV.Vector3 value) {}
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public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { }
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@ -588,9 +598,8 @@ public class BSCharacter : BSPhysObject
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newScale.X = PhysicsScene.Params.avatarCapsuleRadius;
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newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
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// From the total height, remote the capsule half spheres that are at each end
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newScale.Z = (size.Z * 2f) - Math.Min(newScale.X, newScale.Y);
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// newScale.Z = (size.Z * 2f);
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// From the total height, remove the capsule half spheres that are at each end
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newScale.Z = size.Z- (newScale.X + newScale.Y);
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Scale = newScale;
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}
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@ -636,7 +645,7 @@ public class BSCharacter : BSPhysObject
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BulletSimAPI.SetLinearVelocity2(BSBody.ptr, avVel);
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}
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// Tell the linkset about this
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// Tell the linkset about value changes
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Linkset.UpdateProperties(this);
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// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
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@ -692,7 +692,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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{
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if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process
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{
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// swizzle a new list into the list location so we can process what's there
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int taintCount = m_taintsToProcessPerStep;
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TaintCallbackEntry oneCallback = new TaintCallbackEntry();
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while (_taintedObjects.Count > 0 && taintCount-- > 0)
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@ -711,7 +710,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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{
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try
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{
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DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG
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DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident);
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oneCallback.callback();
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}
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catch (Exception e)
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@ -443,7 +443,8 @@ public class BSShapeCollection : IDisposable
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if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
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{
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newShape = new BulletShape(
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BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, nativeShapeData.Scale), shapeType);
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BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, nativeShapeData.Scale)
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, shapeType);
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DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", nativeShapeData.ID, nativeShapeData.Scale);
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}
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else
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@ -790,7 +791,6 @@ public class BSShapeCollection : IDisposable
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// If the collisionObject is not the correct type for solidness, rebuild what's there
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mustRebuild = true;
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}
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}
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if (mustRebuild || forceRebuild)
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@ -333,8 +333,8 @@ public class BSTerrainManager
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// Make sure the new shape is processed.
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// BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true);
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BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING);
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// BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
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// BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING);
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BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
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m_terrainModified = true;
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};
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