diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs index 5ad2136c1a..213f2eba45 100644 --- a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs @@ -52,7 +52,6 @@ public sealed class BSCharacter : BSPhysObject private bool _setAlwaysRun; private bool _throttleUpdates; private bool _floatOnWater; - private OMV.Vector3 _rotationalVelocity; private bool _kinematic; private float _buoyancy; @@ -291,7 +290,7 @@ public sealed class BSCharacter : BSPhysObject { RawVelocity = OMV.Vector3.Zero; _acceleration = OMV.Vector3.Zero; - _rotationalVelocity = OMV.Vector3.Zero; + RawRotationalVelocity = OMV.Vector3.Zero; // Zero some other properties directly into the physics engine PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() @@ -303,7 +302,7 @@ public sealed class BSCharacter : BSPhysObject public override void ZeroAngularMotion(bool inTaintTime) { - _rotationalVelocity = OMV.Vector3.Zero; + RawRotationalVelocity = OMV.Vector3.Zero; PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() { @@ -618,14 +617,6 @@ public sealed class BSCharacter : BSPhysObject }); } } - public override OMV.Vector3 RotationalVelocity { - get { return _rotationalVelocity; } - set { _rotationalVelocity = value; } - } - public override OMV.Vector3 ForceRotationalVelocity { - get { return _rotationalVelocity; } - set { _rotationalVelocity = value; } - } public override bool Kinematic { get { return _kinematic; } set { _kinematic = value; } @@ -716,8 +707,6 @@ public sealed class BSCharacter : BSPhysObject public override void AddAngularForce(bool inTaintTime, OMV.Vector3 force) { } - public override void SetMomentum(OMV.Vector3 momentum) { - } // The avatar's physical shape (whether capsule or cube) is unit sized. BulletSim sets // the scale of that unit shape to create the avatars full size. @@ -841,7 +830,7 @@ public sealed class BSCharacter : BSPhysObject RawVelocity = entprop.Velocity; _acceleration = entprop.Acceleration; - _rotationalVelocity = entprop.RotationalVelocity; + RawRotationalVelocity = entprop.RotationalVelocity; // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. if (PositionSanityCheck(true)) @@ -861,7 +850,7 @@ public sealed class BSCharacter : BSPhysObject // PhysScene.PostUpdate(this); DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", - LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity); + LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, RawRotationalVelocity); } } } diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs index bb21f0cf78..7c6f213bd7 100755 --- a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs @@ -239,6 +239,8 @@ public abstract class BSPhysObject : PhysicsActor public virtual OMV.Vector3 RawVelocity { get; set; } public abstract OMV.Vector3 ForceVelocity { get; set; } + public OMV.Vector3 RawRotationalVelocity { get; set; } + // RawForce is a constant force applied to object (see Force { set; } ) public OMV.Vector3 RawForce { get; set; } public OMV.Vector3 RawTorque { get; set; } @@ -250,7 +252,48 @@ public abstract class BSPhysObject : PhysicsActor public abstract void AddAngularForce(bool inTaintTime, OMV.Vector3 force); public abstract void AddForce(bool inTaintTime, OMV.Vector3 force); - public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } + // PhysicsActor.SetMomentum + // All the physics engined use this as a way of forcing the velocity to something. + public override void SetMomentum(OMV.Vector3 momentum) + { + // This doesn't just set Velocity=momentum because velocity is ramped up to (see MoveActor) + RawVelocity = momentum; + PhysScene.TaintedObject(LocalID, TypeName + ".SetMomentum", delegate() + { + // DetailLog("{0},BSPrim.SetMomentum,taint,vel={1}", LocalID, RawVelocity); + ForceVelocity = RawVelocity; + }); + } + + public override OMV.Vector3 RotationalVelocity { + get { + return RawRotationalVelocity; + } + set { + RawRotationalVelocity = value; + Util.ClampV(RawRotationalVelocity, BSParam.MaxAngularVelocity); + // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); + PhysScene.TaintedObject(LocalID, TypeName + ".setRotationalVelocity", delegate() + { + ForceRotationalVelocity = RawRotationalVelocity; + }); + } + } + public OMV.Vector3 ForceRotationalVelocity { + get { + return RawRotationalVelocity; + } + set { + RawRotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity); + if (PhysBody.HasPhysicalBody) + { + DetailLog("{0},{1}.ForceRotationalVel,taint,rotvel={2}", LocalID, TypeName, RawRotationalVelocity); + PhysScene.PE.SetAngularVelocity(PhysBody, RawRotationalVelocity); + // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); + ActivateIfPhysical(false); + } + } + } public abstract float ForceBuoyancy { get; set; } diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs index fd9b8344f4..78a617d731 100644 --- a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs @@ -59,7 +59,6 @@ public class BSPrim : BSPhysObject private bool _setAlwaysRun; private bool _throttleUpdates; private bool _floatOnWater; - private OMV.Vector3 _rotationalVelocity; private bool _kinematic; private float _buoyancy; @@ -90,7 +89,7 @@ public class BSPrim : BSPhysObject RawOrientation = rotation; _buoyancy = 0f; RawVelocity = OMV.Vector3.Zero; - _rotationalVelocity = OMV.Vector3.Zero; + RawRotationalVelocity = OMV.Vector3.Zero; BaseShape = pbs; _isPhysical = pisPhysical; _isVolumeDetect = false; @@ -256,7 +255,7 @@ public class BSPrim : BSPhysObject { RawVelocity = OMV.Vector3.Zero; _acceleration = OMV.Vector3.Zero; - _rotationalVelocity = OMV.Vector3.Zero; + RawRotationalVelocity = OMV.Vector3.Zero; // Zero some other properties in the physics engine PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() @@ -267,15 +266,15 @@ public class BSPrim : BSPhysObject } public override void ZeroAngularMotion(bool inTaintTime) { - _rotationalVelocity = OMV.Vector3.Zero; + RawRotationalVelocity = OMV.Vector3.Zero; // Zero some other properties in the physics engine PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() { // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); if (PhysBody.HasPhysicalBody) { - PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); - PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); + PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, RawRotationalVelocity); + PhysScene.PE.SetAngularVelocity(PhysBody, RawRotationalVelocity); } }); } @@ -426,9 +425,9 @@ public class BSPrim : BSPhysObject RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity); ret = true; } - if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared) + if (RawRotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared) { - _rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); + RawRotationalVelocity = Util.ClampV(RawRotationalVelocity, BSParam.MaxAngularVelocity); ret = true; } @@ -1008,7 +1007,7 @@ public class BSPrim : BSPhysObject // For good measure, make sure the transform is set through to the motion state ForcePosition = RawPosition; ForceVelocity = RawVelocity; - ForceRotationalVelocity = _rotationalVelocity; + ForceRotationalVelocity = RawRotationalVelocity; // A dynamic object has mass UpdatePhysicalMassProperties(RawMass, false); @@ -1128,35 +1127,6 @@ public class BSPrim : BSPhysObject }); } } - public override OMV.Vector3 RotationalVelocity { - get { - return _rotationalVelocity; - } - set { - _rotationalVelocity = value; - Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); - // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); - PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate() - { - ForceRotationalVelocity = _rotationalVelocity; - }); - } - } - public override OMV.Vector3 ForceRotationalVelocity { - get { - return _rotationalVelocity; - } - set { - _rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity); - if (PhysBody.HasPhysicalBody) - { - DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); - PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); - // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); - ActivateIfPhysical(false); - } - } - } public override bool Kinematic { get { return _kinematic; } set { _kinematic = value; @@ -1358,9 +1328,6 @@ public class BSPrim : BSPhysObject }); } - public override void SetMomentum(OMV.Vector3 momentum) { - // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); - } #region Mass Calculation private float CalculateMass() @@ -1930,7 +1897,7 @@ public class BSPrim : BSPhysObject if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) RawVelocity = entprop.Velocity; _acceleration = entprop.Acceleration; - _rotationalVelocity = entprop.RotationalVelocity; + RawRotationalVelocity = entprop.RotationalVelocity; // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG @@ -1939,7 +1906,7 @@ public class BSPrim : BSPhysObject { entprop.Position = RawPosition; entprop.Velocity = RawVelocity; - entprop.RotationalVelocity = _rotationalVelocity; + entprop.RotationalVelocity = RawRotationalVelocity; entprop.Acceleration = _acceleration; }