Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
e836da5d20
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@ -749,9 +749,10 @@ public sealed class BSCharacter : BSPhysObject
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_buoyancy = value;
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DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
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// Buoyancy is faked by changing the gravity applied to the object
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float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
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float grav = BSParam.Gravity * (1f - _buoyancy);
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Gravity = new OMV.Vector3(0f, 0f, grav);
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if (PhysBody.HasPhysicalBody)
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PhysicsScene.PE.SetGravity(PhysBody, new OMV.Vector3(0f, 0f, grav));
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PhysicsScene.PE.SetGravity(PhysBody, Gravity);
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}
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}
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@ -78,6 +78,10 @@ public abstract class BSPhysObject : PhysicsActor
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Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
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TypeName = typeName;
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// Initialize variables kept in base.
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GravModifier = 1.0f;
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Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
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// We don't have any physical representation yet.
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PhysBody = new BulletBody(localID);
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PhysShape = new BulletShape();
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@ -88,8 +92,8 @@ public abstract class BSPhysObject : PhysicsActor
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LastAssetBuildFailed = false;
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// Default material type
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Material = MaterialAttributes.Material.Wood;
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// Default material type. Also sets Friction, Restitution and Density.
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SetMaterial((int)MaterialAttributes.Material.Wood);
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CollisionCollection = new CollisionEventUpdate();
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CollisionsLastTick = CollisionCollection;
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@ -122,6 +126,8 @@ public abstract class BSPhysObject : PhysicsActor
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// 'inWorld' true if the object has already been added to the dynamic world.
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public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld);
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// The gravity being applied to the object. A function of default grav, GravityModifier and Buoyancy.
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public virtual OMV.Vector3 Gravity { get; set; }
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// The last value calculated for the prim's inertia
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public OMV.Vector3 Inertia { get; set; }
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@ -164,15 +170,18 @@ public abstract class BSPhysObject : PhysicsActor
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public override void SetMaterial(int material)
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{
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Material = (MaterialAttributes.Material)material;
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// Setting the material sets the material attributes also.
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MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
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Friction = matAttrib.friction;
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Restitution = matAttrib.restitution;
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Density = matAttrib.density;
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}
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// Stop all physical motion.
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public abstract void ZeroMotion(bool inTaintTime);
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public abstract void ZeroAngularMotion(bool inTaintTime);
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// Step the vehicle simulation for this object. A NOOP if the vehicle was not configured.
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public virtual void StepVehicle(float timeStep) { }
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// Update the physical location and motion of the object. Called with data from Bullet.
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public abstract void UpdateProperties(EntityProperties entprop);
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@ -55,7 +55,6 @@ public sealed class BSPrim : BSPhysObject
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private OMV.Vector3 _position;
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private float _mass; // the mass of this object
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private float _density;
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private OMV.Vector3 _force;
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private OMV.Vector3 _velocity;
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private OMV.Vector3 _torque;
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@ -64,8 +63,6 @@ public sealed class BSPrim : BSPhysObject
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private int _physicsActorType;
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private bool _isPhysical;
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private bool _flying;
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private float _friction;
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private float _restitution;
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private bool _setAlwaysRun;
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private bool _throttleUpdates;
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private bool _floatOnWater;
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@ -101,12 +98,6 @@ public sealed class BSPrim : BSPhysObject
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_isPhysical = pisPhysical;
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_isVolumeDetect = false;
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// Someday set default attributes based on the material but, for now, we don't know the prim material yet.
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// MaterialAttributes primMat = BSMaterials.GetAttributes(Material, pisPhysical);
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_density = PhysicsScene.Params.defaultDensity;
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_friction = PhysicsScene.Params.defaultFriction;
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_restitution = PhysicsScene.Params.defaultRestitution;
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VehicleController = new BSDynamics(PhysicsScene, this); // add vehicleness
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_mass = CalculateMass();
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@ -432,8 +423,6 @@ public sealed class BSPrim : BSPhysObject
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}
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else
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{
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OMV.Vector3 grav = ComputeGravity(Buoyancy);
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if (inWorld)
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{
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// Changing interesting properties doesn't change proxy and collision cache
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@ -443,25 +432,20 @@ public sealed class BSPrim : BSPhysObject
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}
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// The computation of mass props requires gravity to be set on the object.
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PhysicsScene.PE.SetGravity(PhysBody, grav);
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Gravity = ComputeGravity(Buoyancy);
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PhysicsScene.PE.SetGravity(PhysBody, Gravity);
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Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass);
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PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia);
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PhysicsScene.PE.UpdateInertiaTensor(PhysBody);
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// center of mass is at the zero of the object
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// DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(PhysBody, ForcePosition, ForceOrientation);
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DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", LocalID, physMass, Inertia, grav, inWorld);
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DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}",
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LocalID, physMass, Inertia, Gravity, inWorld);
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if (inWorld)
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{
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AddObjectToPhysicalWorld();
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}
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// Must set gravity after it has been added to the world because, for unknown reasons,
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// adding the object resets the object's gravity to world gravity
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PhysicsScene.PE.SetGravity(PhysBody, grav);
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}
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}
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}
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@ -472,7 +456,10 @@ public sealed class BSPrim : BSPhysObject
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OMV.Vector3 ret = PhysicsScene.DefaultGravity;
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if (!IsStatic)
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{
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ret *= (1f - buoyancy);
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ret *= GravModifier;
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}
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return ret;
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}
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@ -596,6 +583,74 @@ public sealed class BSPrim : BSPhysObject
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}
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return;
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}
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public override void SetMaterial(int material)
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{
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base.SetMaterial(material);
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PhysicsScene.TaintedObject("BSPrim.SetMaterial", delegate()
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{
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UpdatePhysicalParameters();
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});
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}
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public override float Friction
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{
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get { return base.Friction; }
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set
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{
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if (base.Friction != value)
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{
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base.Friction = value;
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PhysicsScene.TaintedObject("BSPrim.setFriction", delegate()
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{
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UpdatePhysicalParameters();
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});
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}
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}
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}
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public override float Restitution
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{
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get { return base.Restitution; }
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set
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{
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if (base.Restitution != value)
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{
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base.Restitution = value;
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PhysicsScene.TaintedObject("BSPrim.setRestitution", delegate()
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{
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UpdatePhysicalParameters();
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});
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}
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}
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}
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public override float Density
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{
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get { return base.Density; }
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set
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{
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if (base.Density != value)
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{
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base.Density = value;
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PhysicsScene.TaintedObject("BSPrim.setDensity", delegate()
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{
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UpdatePhysicalParameters();
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});
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}
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}
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}
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public override float GravModifier
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{
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get { return base.GravModifier; }
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set
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{
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if (base.GravModifier != value)
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{
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base.GravModifier = value;
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PhysicsScene.TaintedObject("BSPrim.setGravityModifier", delegate()
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{
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UpdatePhysicalParameters();
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});
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}
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}
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}
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public override OMV.Vector3 RawVelocity
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{
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get { return _velocity; }
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@ -761,7 +816,12 @@ public sealed class BSPrim : BSPhysObject
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// collisionEvents: whether this object returns collision events
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public void UpdatePhysicalParameters()
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{
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// DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape);
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if (!PhysBody.HasPhysicalBody)
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{
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// This would only happen if updates are called for during initialization when the body is not set up yet.
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DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID);
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return;
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}
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// Mangling all the physical properties requires the object not be in the physical world.
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// This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
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@ -810,8 +870,8 @@ public sealed class BSPrim : BSPhysObject
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// Set various physical properties so other object interact properly
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MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
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PhysicsScene.PE.SetFriction(PhysBody, matAttrib.friction);
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PhysicsScene.PE.SetRestitution(PhysBody, matAttrib.restitution);
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PhysicsScene.PE.SetFriction(PhysBody, Friction);
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PhysicsScene.PE.SetRestitution(PhysBody, Restitution);
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// Mass is zero which disables a bunch of physics stuff in Bullet
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UpdatePhysicalMassProperties(0f, false);
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@ -839,9 +899,9 @@ public sealed class BSPrim : BSPhysObject
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CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
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// Set various physical properties so other object interact properly
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MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, true);
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PhysicsScene.PE.SetFriction(PhysBody, matAttrib.friction);
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PhysicsScene.PE.SetRestitution(PhysBody, matAttrib.restitution);
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PhysicsScene.PE.SetFriction(PhysBody, Friction);
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PhysicsScene.PE.SetRestitution(PhysBody, Restitution);
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// DetailLog("{0},BSPrim.MakeDynamic,frict={1},rest={2}", LocalID, Friction, Restitution);
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// per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
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// Since this can be called multiple times, only zero forces when becoming physical
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@ -944,7 +1004,7 @@ public sealed class BSPrim : BSPhysObject
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else
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{
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m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID);
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DetailLog("{0},BSPrim.UpdatePhysicalParameters,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType);
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DetailLog("{0},BSPrim.AddObjectToPhysicalWorld,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType);
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}
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}
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@ -1581,7 +1641,7 @@ public sealed class BSPrim : BSPhysObject
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profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f;
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volume *= (profileEnd - profileBegin);
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returnMass = _density * volume;
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returnMass = Density * volume;
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/* Comment out code that computes the mass of the linkset. That is done in the Linkset class.
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if (IsRootOfLinkset)
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