BulletSim: change how prim mass is saved so it is always calculated but zero is given if not physical.
parent
dda681515b
commit
bf6547be01
|
@ -133,10 +133,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_parentPrim = null; // not a child or a parent
|
||||
_vehicle = new BSDynamics(this); // add vehicleness
|
||||
_childrenPrims = new List<BSPrim>();
|
||||
if (_isPhysical)
|
||||
_mass = CalculateMass();
|
||||
else
|
||||
_mass = 0f;
|
||||
// do the actual object creation at taint time
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
|
@ -181,8 +178,8 @@ public sealed class BSPrim : PhysicsActor
|
|||
_size = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
if (_isPhysical) _mass = CalculateMass(); // changing size changes the mass
|
||||
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, _mass, _isPhysical);
|
||||
_mass = CalculateMass(); // changing size changes the mass
|
||||
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, Mass, IsPhysical);
|
||||
RecreateGeomAndObject();
|
||||
});
|
||||
}
|
||||
|
@ -192,7 +189,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_pbs = value;
|
||||
_scene.TaintedObject(delegate()
|
||||
{
|
||||
if (_isPhysical) _mass = CalculateMass(); // changing the shape changes the mass
|
||||
_mass = CalculateMass(); // changing the shape changes the mass
|
||||
RecreateGeomAndObject();
|
||||
});
|
||||
}
|
||||
|
@ -278,6 +275,8 @@ public sealed class BSPrim : PhysicsActor
|
|||
child._parentPrim = this; // the child has gained a parent
|
||||
// RecreateGeomAndObject(); // rebuild my shape with the new child added
|
||||
LinkAChildToMe(pchild); // build the physical binding between me and the child
|
||||
|
||||
_mass = CalculateMass();
|
||||
}
|
||||
});
|
||||
return;
|
||||
|
@ -306,6 +305,8 @@ public sealed class BSPrim : PhysicsActor
|
|||
// RecreateGeomAndObject(); // rebuild my shape with the child removed
|
||||
UnlinkAChildFromMe(pchild);
|
||||
}
|
||||
|
||||
_mass = CalculateMass();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -364,9 +365,17 @@ public sealed class BSPrim : PhysicsActor
|
|||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Return the effective mass of the object. Non-physical objects do not have mass.
|
||||
public override float Mass {
|
||||
get { return _mass; }
|
||||
get {
|
||||
if (IsPhysical)
|
||||
return _mass;
|
||||
else
|
||||
return 0f;
|
||||
}
|
||||
}
|
||||
|
||||
public override OMV.Vector3 Force {
|
||||
get { return _force; }
|
||||
set {
|
||||
|
@ -446,6 +455,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
// Called from Scene when doing simulation step so we're in taint processing time.
|
||||
public void StepVehicle(float timeStep)
|
||||
{
|
||||
if (IsPhysical)
|
||||
_vehicle.Step(timeStep);
|
||||
}
|
||||
|
||||
|
@ -543,20 +553,13 @@ public sealed class BSPrim : PhysicsActor
|
|||
{
|
||||
// m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid);
|
||||
// non-physical things work best with a mass of zero
|
||||
if (IsStatic)
|
||||
{
|
||||
_mass = 0f;
|
||||
}
|
||||
else
|
||||
if (!IsStatic)
|
||||
{
|
||||
_mass = CalculateMass();
|
||||
// If it's dynamic, make sure the hull has been created for it
|
||||
// This shouldn't do much work if the object had previously been built
|
||||
RecreateGeomAndObject();
|
||||
|
||||
}
|
||||
DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, _mass);
|
||||
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass);
|
||||
DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, Mass);
|
||||
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), Mass);
|
||||
}
|
||||
|
||||
// prims don't fly
|
||||
|
@ -1273,7 +1276,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
shape.Rotation = _orientation;
|
||||
shape.Velocity = _velocity;
|
||||
shape.Scale = _scale;
|
||||
shape.Mass = _isPhysical ? _mass : 0f;
|
||||
shape.Mass = Mass;
|
||||
shape.Buoyancy = _buoyancy;
|
||||
shape.HullKey = _hullKey;
|
||||
shape.MeshKey = _meshKey;
|
||||
|
|
Loading…
Reference in New Issue