fix llGetCenterOfMass ( checked with ubitODE only)

avinationmerge
UbitUmarov 2012-04-28 21:36:38 +01:00
parent e48fa38ff5
commit dd745f60c2
4 changed files with 101 additions and 9 deletions

View File

@ -4041,6 +4041,39 @@ namespace OpenSim.Region.Framework.Scenes
return retmass;
}
// center of mass of full object
public Vector3 GetCenterOfMass()
{
PhysicsActor pa = RootPart.PhysActor;
if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
{
// physics knows better about center of mass of physical prims
Vector3 tmp = pa.CenterOfMass;
return tmp;
}
Vector3 Ptot = Vector3.Zero;
float totmass = 0f;
float m;
SceneObjectPart[] parts = m_parts.GetArray();
for (int i = 0; i < parts.Length; i++)
{
m = parts[i].GetMass();
Ptot += parts[i].GetPartCenterOfMass() * m;
totmass += m;
}
if (totmass == 0)
totmass = 0;
else
totmass = 1 / totmass;
Ptot *= totmass;
return Ptot;
}
/// <summary>
/// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
/// the physics engine can use it.

View File

@ -1865,7 +1865,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
&& !(Shape.PathCurve == (byte)Extrusion.Flexible))
AddToPhysics(isPhysical, isPhantom, building, true);
AddToPhysics(isPhysical, isPhantom, building, isPhysical);
else
PhysActor = null; // just to be sure
}
@ -2318,6 +2318,40 @@ namespace OpenSim.Region.Framework.Scenes
return 0;
}
public Vector3 GetCenterOfMass()
{
if (ParentGroup.RootPart == this)
{
if (ParentGroup.IsDeleted)
return AbsolutePosition;
return ParentGroup.GetCenterOfMass();
}
PhysicsActor pa = PhysActor;
if (pa != null)
{
Vector3 tmp = pa.CenterOfMass;
return tmp;
}
else
return AbsolutePosition;
}
public Vector3 GetPartCenterOfMass()
{
PhysicsActor pa = PhysActor;
if (pa != null)
{
Vector3 tmp = pa.CenterOfMass;
return tmp;
}
else
return AbsolutePosition;
}
public Vector3 GetForce()
{
return Force;
@ -4802,7 +4836,7 @@ namespace OpenSim.Region.Framework.Scenes
{
Velocity = velocity;
AngularVelocity = rotationalVelocity;
pa.Velocity = velocity;
// pa.Velocity = velocity;
pa.RotationalVelocity = rotationalVelocity;
// if not vehicle and root part apply force and torque

View File

@ -450,7 +450,7 @@ namespace OpenSim.Region.Physics.OdePlugin
get
{
d.Vector3 dtmp;
if (IsPhysical && !childPrim && Body != IntPtr.Zero)
if (!childPrim && Body != IntPtr.Zero)
{
dtmp = d.BodyGetPosition(Body);
return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
@ -465,12 +465,38 @@ namespace OpenSim.Region.Physics.OdePlugin
q.Z = dq.Z;
q.W = dq.W;
Vector3 vtmp = primOOBoffset * q;
Vector3 Ptot = primOOBoffset * q;
dtmp = d.GeomGetPosition(prim_geom);
return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z);
Ptot.X += dtmp.X;
Ptot.Y += dtmp.Y;
Ptot.Z += dtmp.Z;
// if(childPrim) we only know about physical linksets
return Ptot;
/*
float tmass = _mass;
Ptot *= tmass;
float m;
foreach (OdePrim prm in childrenPrim)
{
m = prm._mass;
Ptot += prm.CenterOfMass * m;
tmass += m;
}
if (tmass == 0)
tmass = 0;
else
tmass = 1.0f / tmass;
Ptot *= tmass;
return Ptot;
*/
}
else
return Vector3.Zero;
return _position;
}
}
/*
@ -3490,7 +3516,6 @@ namespace OpenSim.Region.Physics.OdePlugin
{
d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
return;
}
else
{

View File

@ -5370,7 +5370,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_Vector llGetCenterOfMass()
{
m_host.AddScriptLPS(1);
Vector3 center = m_host.GetGeometricCenter();
Vector3 center = m_host.GetCenterOfMass();
return new LSL_Vector(center.X,center.Y,center.Z);
}