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authorJustin Clark-Casey (justincc)2011-10-15 01:20:40 +0100
committerJustin Clark-Casey (justincc)2011-10-15 01:20:40 +0100
commitf2132329a358db2c66c29501d35ef54eae8d6eed (patch)
treed2d5dccec0d5d07e636b4e1d472398cd5096bac6
parentAdd back the missing bin/addon-modules directory that I somehow managed to ac... (diff)
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refactor: make methods that do not need to be public in ODE private or internal to aid code reading/analysis. Remove some unused method arguments
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs1
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs190
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs133
3 files changed, 195 insertions, 129 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index f1cc8e6..07f2612 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -185,7 +185,6 @@ namespace OpenSim.Region.Physics.Manager
185 public virtual Vector3 GetJointAxis(PhysicsJoint joint) 185 public virtual Vector3 GetJointAxis(PhysicsJoint joint)
186 { return Vector3.Zero; } 186 { return Vector3.Zero; }
187 187
188
189 public abstract void AddPhysicsActorTaint(PhysicsActor prim); 188 public abstract void AddPhysicsActorTaint(PhysicsActor prim);
190 189
191 public abstract float Simulate(float timeStep); 190 public abstract float Simulate(float timeStep);
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index ac92b8b..3bc9957 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -326,7 +326,7 @@ namespace OpenSim.Region.Physics.OdePlugin
326 /// Set a new geometry for this prim. 326 /// Set a new geometry for this prim.
327 /// </summary> 327 /// </summary>
328 /// <param name="geom"></param> 328 /// <param name="geom"></param>
329 public void SetGeom(IntPtr geom) 329 private void SetGeom(IntPtr geom)
330 { 330 {
331 prim_geom = geom; 331 prim_geom = geom;
332//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); 332//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
@@ -351,7 +351,7 @@ namespace OpenSim.Region.Physics.OdePlugin
351 //m_log.Warn("Setting Geom to: " + prim_geom); 351 //m_log.Warn("Setting Geom to: " + prim_geom);
352 } 352 }
353 353
354 public void enableBodySoft() 354 private void enableBodySoft()
355 { 355 {
356 if (!childPrim) 356 if (!childPrim)
357 { 357 {
@@ -366,7 +366,7 @@ namespace OpenSim.Region.Physics.OdePlugin
366 } 366 }
367 } 367 }
368 368
369 public void disableBodySoft() 369 private void disableBodySoft()
370 { 370 {
371 m_disabled = true; 371 m_disabled = true;
372 372
@@ -379,7 +379,7 @@ namespace OpenSim.Region.Physics.OdePlugin
379 /// <summary> 379 /// <summary>
380 /// Make a prim subject to physics. 380 /// Make a prim subject to physics.
381 /// </summary> 381 /// </summary>
382 public void enableBody() 382 private void enableBody()
383 { 383 {
384 // Don't enable this body if we're a child prim 384 // Don't enable this body if we're a child prim
385 // this should be taken care of in the parent function not here 385 // this should be taken care of in the parent function not here
@@ -423,7 +423,7 @@ namespace OpenSim.Region.Physics.OdePlugin
423 m_vehicle.Enable(Body, _parent_scene); 423 m_vehicle.Enable(Body, _parent_scene);
424 } 424 }
425 425
426 _parent_scene.addActivePrim(this); 426 _parent_scene.ActivatePrim(this);
427 } 427 }
428 } 428 }
429 429
@@ -741,7 +741,7 @@ namespace OpenSim.Region.Physics.OdePlugin
741 741
742 #endregion 742 #endregion
743 743
744 public void setMass() 744 private void setMass()
745 { 745 {
746 if (Body != (IntPtr) 0) 746 if (Body != (IntPtr) 0)
747 { 747 {
@@ -757,7 +757,7 @@ namespace OpenSim.Region.Physics.OdePlugin
757 /// <summary> 757 /// <summary>
758 /// Stop a prim from being subject to physics. 758 /// Stop a prim from being subject to physics.
759 /// </summary> 759 /// </summary>
760 public void disableBody() 760 internal void disableBody()
761 { 761 {
762 //this kills the body so things like 'mesh' can re-create it. 762 //this kills the body so things like 'mesh' can re-create it.
763 lock (this) 763 lock (this)
@@ -766,7 +766,7 @@ namespace OpenSim.Region.Physics.OdePlugin
766 { 766 {
767 if (Body != IntPtr.Zero) 767 if (Body != IntPtr.Zero)
768 { 768 {
769 _parent_scene.remActivePrim(this); 769 _parent_scene.DeactivatePrim(this);
770 m_collisionCategories &= ~CollisionCategories.Body; 770 m_collisionCategories &= ~CollisionCategories.Body;
771 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); 771 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
772 772
@@ -783,7 +783,7 @@ namespace OpenSim.Region.Physics.OdePlugin
783 { 783 {
784 foreach (OdePrim prm in childrenPrim) 784 foreach (OdePrim prm in childrenPrim)
785 { 785 {
786 _parent_scene.remActivePrim(prm); 786 _parent_scene.DeactivatePrim(prm);
787 prm.Body = IntPtr.Zero; 787 prm.Body = IntPtr.Zero;
788 } 788 }
789 } 789 }
@@ -793,7 +793,7 @@ namespace OpenSim.Region.Physics.OdePlugin
793 } 793 }
794 else 794 else
795 { 795 {
796 _parent_scene.remActivePrim(this); 796 _parent_scene.DeactivatePrim(this);
797 797
798 m_collisionCategories &= ~CollisionCategories.Body; 798 m_collisionCategories &= ~CollisionCategories.Body;
799 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); 799 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
@@ -814,7 +814,7 @@ namespace OpenSim.Region.Physics.OdePlugin
814 814
815 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>(); 815 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
816 816
817 public void setMesh(OdeScene parent_scene, IMesh mesh) 817 private void setMesh(OdeScene parent_scene, IMesh mesh)
818 { 818 {
819// m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh); 819// m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh);
820 820
@@ -884,73 +884,73 @@ namespace OpenSim.Region.Physics.OdePlugin
884 // } 884 // }
885 } 885 }
886 886
887 public void ProcessTaints(float timestep) 887 internal void ProcessTaints()
888 { 888 {
889#if SPAM 889#if SPAM
890Console.WriteLine("ZProcessTaints for " + Name); 890Console.WriteLine("ZProcessTaints for " + Name);
891#endif 891#endif
892 if (m_taintadd) 892 if (m_taintadd)
893 { 893 {
894 changeadd(timestep); 894 changeadd();
895 } 895 }
896 896
897 if (prim_geom != IntPtr.Zero) 897 if (prim_geom != IntPtr.Zero)
898 { 898 {
899 if (!_position.ApproxEquals(m_taintposition, 0f)) 899 if (!_position.ApproxEquals(m_taintposition, 0f))
900 changemove(timestep); 900 changemove();
901 901
902 if (m_taintrot != _orientation) 902 if (m_taintrot != _orientation)
903 { 903 {
904 if (childPrim && IsPhysical) // For physical child prim... 904 if (childPrim && IsPhysical) // For physical child prim...
905 { 905 {
906 rotate(timestep); 906 rotate();
907 // KF: ODE will also rotate the parent prim! 907 // KF: ODE will also rotate the parent prim!
908 // so rotate the root back to where it was 908 // so rotate the root back to where it was
909 OdePrim parent = (OdePrim)_parent; 909 OdePrim parent = (OdePrim)_parent;
910 parent.rotate(timestep); 910 parent.rotate();
911 } 911 }
912 else 912 else
913 { 913 {
914 //Just rotate the prim 914 //Just rotate the prim
915 rotate(timestep); 915 rotate();
916 } 916 }
917 } 917 }
918 918
919 if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent)) 919 if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent))
920 changePhysicsStatus(timestep); 920 changePhysicsStatus();
921 921
922 if (!_size.ApproxEquals(m_taintsize, 0f)) 922 if (!_size.ApproxEquals(m_taintsize, 0f))
923 changesize(timestep); 923 changesize();
924 924
925 if (m_taintshape) 925 if (m_taintshape)
926 changeshape(timestep); 926 changeshape();
927 927
928 if (m_taintforce) 928 if (m_taintforce)
929 changeAddForce(timestep); 929 changeAddForce();
930 930
931 if (m_taintaddangularforce) 931 if (m_taintaddangularforce)
932 changeAddAngularForce(timestep); 932 changeAddAngularForce();
933 933
934 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) 934 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
935 changeSetTorque(timestep); 935 changeSetTorque();
936 936
937 if (m_taintdisable) 937 if (m_taintdisable)
938 changedisable(timestep); 938 changedisable();
939 939
940 if (m_taintselected != m_isSelected) 940 if (m_taintselected != m_isSelected)
941 changeSelectedStatus(timestep); 941 changeSelectedStatus();
942 942
943 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) 943 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
944 changevelocity(timestep); 944 changevelocity();
945 945
946 if (m_taintparent != _parent) 946 if (m_taintparent != _parent)
947 changelink(timestep); 947 changelink();
948 948
949 if (m_taintCollidesWater != m_collidesWater) 949 if (m_taintCollidesWater != m_collidesWater)
950 changefloatonwater(timestep); 950 changefloatonwater();
951 951
952 if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) 952 if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f))
953 changeAngularLock(timestep); 953 changeAngularLock();
954 } 954 }
955 else 955 else
956 { 956 {
@@ -958,7 +958,10 @@ Console.WriteLine("ZProcessTaints for " + Name);
958 } 958 }
959 } 959 }
960 960
961 private void changeAngularLock(float timestep) 961 /// <summary>
962 /// Change prim in response to an angular lock taint.
963 /// </summary>
964 private void changeAngularLock()
962 { 965 {
963 // do we have a Physical object? 966 // do we have a Physical object?
964 if (Body != IntPtr.Zero) 967 if (Body != IntPtr.Zero)
@@ -983,11 +986,15 @@ Console.WriteLine("ZProcessTaints for " + Name);
983 } 986 }
984 } 987 }
985 } 988 }
989
986 // Store this for later in case we get turned into a separate body 990 // Store this for later in case we get turned into a separate body
987 m_angularlock = m_taintAngularLock; 991 m_angularlock = m_taintAngularLock;
988 } 992 }
989 993
990 private void changelink(float timestep) 994 /// <summary>
995 /// Change prim in response to a link taint.
996 /// </summary>
997 private void changelink()
991 { 998 {
992 // If the newly set parent is not null 999 // If the newly set parent is not null
993 // create link 1000 // create link
@@ -1042,7 +1049,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1042 /// Add a child prim to this parent prim. 1049 /// Add a child prim to this parent prim.
1043 /// </summary> 1050 /// </summary>
1044 /// <param name="prim">Child prim</param> 1051 /// <param name="prim">Child prim</param>
1045 public void AddChildPrim(OdePrim prim) 1052 private void AddChildPrim(OdePrim prim)
1046 { 1053 {
1047//Console.WriteLine("AddChildPrim " + Name); 1054//Console.WriteLine("AddChildPrim " + Name);
1048 if (this.m_localID != prim.m_localID) 1055 if (this.m_localID != prim.m_localID)
@@ -1134,7 +1141,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1134 prm.createAMotor(m_angularlock); 1141 prm.createAMotor(m_angularlock);
1135 } 1142 }
1136 prm.Body = Body; 1143 prm.Body = Body;
1137 _parent_scene.addActivePrim(prm); 1144 _parent_scene.ActivatePrim(prm);
1138 } 1145 }
1139 1146
1140 m_collisionCategories |= CollisionCategories.Body; 1147 m_collisionCategories |= CollisionCategories.Body;
@@ -1179,7 +1186,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1179 if (m_vehicle.Type != Vehicle.TYPE_NONE) 1186 if (m_vehicle.Type != Vehicle.TYPE_NONE)
1180 m_vehicle.Enable(Body, _parent_scene); 1187 m_vehicle.Enable(Body, _parent_scene);
1181 1188
1182 _parent_scene.addActivePrim(this); 1189 _parent_scene.ActivatePrim(this);
1183 } 1190 }
1184 } 1191 }
1185 } 1192 }
@@ -1206,7 +1213,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1206 1213
1207 if (Body != IntPtr.Zero) 1214 if (Body != IntPtr.Zero)
1208 { 1215 {
1209 _parent_scene.remActivePrim(this); 1216 _parent_scene.DeactivatePrim(this);
1210 } 1217 }
1211 1218
1212 lock (childrenPrim) 1219 lock (childrenPrim)
@@ -1245,7 +1252,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1245 1252
1246 if (Body != IntPtr.Zero) 1253 if (Body != IntPtr.Zero)
1247 { 1254 {
1248 _parent_scene.remActivePrim(this); 1255 _parent_scene.DeactivatePrim(this);
1249 } 1256 }
1250 1257
1251 lock (childrenPrim) 1258 lock (childrenPrim)
@@ -1258,7 +1265,10 @@ Console.WriteLine("ZProcessTaints for " + Name);
1258 } 1265 }
1259 } 1266 }
1260 1267
1261 private void changeSelectedStatus(float timestep) 1268 /// <summary>
1269 /// Change prim in response to a selection taint.
1270 /// </summary>
1271 private void changeSelectedStatus()
1262 { 1272 {
1263 if (m_taintselected) 1273 if (m_taintselected)
1264 { 1274 {
@@ -1338,7 +1348,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1338 m_isSelected = m_taintselected; 1348 m_isSelected = m_taintselected;
1339 }//end changeSelectedStatus 1349 }//end changeSelectedStatus
1340 1350
1341 public void ResetTaints() 1351 internal void ResetTaints()
1342 { 1352 {
1343 m_taintposition = _position; 1353 m_taintposition = _position;
1344 m_taintrot = _orientation; 1354 m_taintrot = _orientation;
@@ -1356,7 +1366,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1356 /// </summary> 1366 /// </summary>
1357 /// <param name="m_targetSpace"></param> 1367 /// <param name="m_targetSpace"></param>
1358 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param> 1368 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1359 public void CreateGeom(IntPtr m_targetSpace, IMesh mesh) 1369 private void CreateGeom(IntPtr m_targetSpace, IMesh mesh)
1360 { 1370 {
1361#if SPAM 1371#if SPAM
1362Console.WriteLine("CreateGeom:"); 1372Console.WriteLine("CreateGeom:");
@@ -1442,7 +1452,7 @@ Console.WriteLine("CreateGeom:");
1442 /// <param name="m_targetSpace"></param> 1452 /// <param name="m_targetSpace"></param>
1443 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param> 1453 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1444 /// <returns>true if the geom was successfully removed, false if it was already gone or the remove failed.</returns> 1454 /// <returns>true if the geom was successfully removed, false if it was already gone or the remove failed.</returns>
1445 public bool RemoveGeom() 1455 internal bool RemoveGeom()
1446 { 1456 {
1447 if (prim_geom != IntPtr.Zero) 1457 if (prim_geom != IntPtr.Zero)
1448 { 1458 {
@@ -1468,8 +1478,10 @@ Console.WriteLine("CreateGeom:");
1468 return false; 1478 return false;
1469 } 1479 }
1470 } 1480 }
1471 1481 /// <summary>
1472 public void changeadd(float timestep) 1482 /// Add prim in response to an add taint.
1483 /// </summary>
1484 private void changeadd()
1473 { 1485 {
1474 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position); 1486 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1475 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position); 1487 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
@@ -1513,12 +1525,15 @@ Console.WriteLine("changeadd 1");
1513 } 1525 }
1514 } 1526 }
1515 1527
1516 changeSelectedStatus(timestep); 1528 changeSelectedStatus();
1517 1529
1518 m_taintadd = false; 1530 m_taintadd = false;
1519 } 1531 }
1520 1532
1521 public void changemove(float timestep) 1533 /// <summary>
1534 /// Move prim in response to a move taint.
1535 /// </summary>
1536 private void changemove()
1522 { 1537 {
1523 if (IsPhysical) 1538 if (IsPhysical)
1524 { 1539 {
@@ -1589,13 +1604,13 @@ Console.WriteLine(" JointCreateFixed");
1589 } 1604 }
1590 } 1605 }
1591 1606
1592 changeSelectedStatus(timestep); 1607 changeSelectedStatus();
1593 1608
1594 resetCollisionAccounting(); 1609 resetCollisionAccounting();
1595 m_taintposition = _position; 1610 m_taintposition = _position;
1596 } 1611 }
1597 1612
1598 public void Move(float timestep) 1613 internal void Move(float timestep)
1599 { 1614 {
1600 float fx = 0; 1615 float fx = 0;
1601 float fy = 0; 1616 float fy = 0;
@@ -1842,7 +1857,7 @@ Console.WriteLine(" JointCreateFixed");
1842 } 1857 }
1843 } 1858 }
1844 1859
1845 public void rotate(float timestep) 1860 private void rotate()
1846 { 1861 {
1847 d.Quaternion myrot = new d.Quaternion(); 1862 d.Quaternion myrot = new d.Quaternion();
1848 myrot.X = _orientation.X; 1863 myrot.X = _orientation.X;
@@ -1876,7 +1891,10 @@ Console.WriteLine(" JointCreateFixed");
1876 m_disabled = false; 1891 m_disabled = false;
1877 } 1892 }
1878 1893
1879 public void changedisable(float timestep) 1894 /// <summary>
1895 /// Change prim in response to a disable taint.
1896 /// </summary>
1897 private void changedisable()
1880 { 1898 {
1881 m_disabled = true; 1899 m_disabled = true;
1882 if (Body != IntPtr.Zero) 1900 if (Body != IntPtr.Zero)
@@ -1888,7 +1906,10 @@ Console.WriteLine(" JointCreateFixed");
1888 m_taintdisable = false; 1906 m_taintdisable = false;
1889 } 1907 }
1890 1908
1891 public void changePhysicsStatus(float timestep) 1909 /// <summary>
1910 /// Change prim in response to a physics status taint
1911 /// </summary>
1912 private void changePhysicsStatus()
1892 { 1913 {
1893 if (IsPhysical) 1914 if (IsPhysical)
1894 { 1915 {
@@ -1896,7 +1917,7 @@ Console.WriteLine(" JointCreateFixed");
1896 { 1917 {
1897 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) 1918 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
1898 { 1919 {
1899 changeshape(2f); 1920 changeshape();
1900 } 1921 }
1901 else 1922 else
1902 { 1923 {
@@ -1913,7 +1934,7 @@ Console.WriteLine(" JointCreateFixed");
1913 RemoveGeom(); 1934 RemoveGeom();
1914 1935
1915//Console.WriteLine("changePhysicsStatus for " + Name); 1936//Console.WriteLine("changePhysicsStatus for " + Name);
1916 changeadd(2f); 1937 changeadd();
1917 } 1938 }
1918 1939
1919 if (childPrim) 1940 if (childPrim)
@@ -1931,13 +1952,16 @@ Console.WriteLine(" JointCreateFixed");
1931 } 1952 }
1932 } 1953 }
1933 1954
1934 changeSelectedStatus(timestep); 1955 changeSelectedStatus();
1935 1956
1936 resetCollisionAccounting(); 1957 resetCollisionAccounting();
1937 m_taintPhysics = IsPhysical; 1958 m_taintPhysics = IsPhysical;
1938 } 1959 }
1939 1960
1940 public void changesize(float timestamp) 1961 /// <summary>
1962 /// Change prim in response to a size taint.
1963 /// </summary>
1964 private void changesize()
1941 { 1965 {
1942#if SPAM 1966#if SPAM
1943 m_log.DebugFormat("[ODE PRIM]: Called changesize"); 1967 m_log.DebugFormat("[ODE PRIM]: Called changesize");
@@ -2007,7 +2031,8 @@ Console.WriteLine(" JointCreateFixed");
2007 d.BodyEnable(Body); 2031 d.BodyEnable(Body);
2008 } 2032 }
2009 2033
2010 changeSelectedStatus(timestamp); 2034 changeSelectedStatus();
2035
2011 if (childPrim) 2036 if (childPrim)
2012 { 2037 {
2013 if (_parent is OdePrim) 2038 if (_parent is OdePrim)
@@ -2020,7 +2045,11 @@ Console.WriteLine(" JointCreateFixed");
2020 m_taintsize = _size; 2045 m_taintsize = _size;
2021 } 2046 }
2022 2047
2023 public void changefloatonwater(float timestep) 2048 /// <summary>
2049 /// Change prim in response to a float on water taint.
2050 /// </summary>
2051 /// <param name="timestep"></param>
2052 private void changefloatonwater()
2024 { 2053 {
2025 m_collidesWater = m_taintCollidesWater; 2054 m_collidesWater = m_taintCollidesWater;
2026 2055
@@ -2038,7 +2067,10 @@ Console.WriteLine(" JointCreateFixed");
2038 } 2067 }
2039 } 2068 }
2040 2069
2041 public void changeshape(float timestamp) 2070 /// <summary>
2071 /// Change prim in response to a shape taint.
2072 /// </summary>
2073 private void changeshape()
2042 { 2074 {
2043 // Cleanup of old prim geometry and Bodies 2075 // Cleanup of old prim geometry and Bodies
2044 if (IsPhysical && Body != IntPtr.Zero) 2076 if (IsPhysical && Body != IntPtr.Zero)
@@ -2101,7 +2133,8 @@ Console.WriteLine(" JointCreateFixed");
2101 } 2133 }
2102 } 2134 }
2103 2135
2104 changeSelectedStatus(timestamp); 2136 changeSelectedStatus();
2137
2105 if (childPrim) 2138 if (childPrim)
2106 { 2139 {
2107 if (_parent is OdePrim) 2140 if (_parent is OdePrim)
@@ -2115,7 +2148,10 @@ Console.WriteLine(" JointCreateFixed");
2115 m_taintshape = false; 2148 m_taintshape = false;
2116 } 2149 }
2117 2150
2118 public void changeAddForce(float timestamp) 2151 /// <summary>
2152 /// Change prim in response to an add force taint.
2153 /// </summary>
2154 private void changeAddForce()
2119 { 2155 {
2120 if (!m_isSelected) 2156 if (!m_isSelected)
2121 { 2157 {
@@ -2163,7 +2199,10 @@ Console.WriteLine(" JointCreateFixed");
2163 m_taintforce = false; 2199 m_taintforce = false;
2164 } 2200 }
2165 2201
2166 public void changeSetTorque(float timestamp) 2202 /// <summary>
2203 /// Change prim in response to a torque taint.
2204 /// </summary>
2205 private void changeSetTorque()
2167 { 2206 {
2168 if (!m_isSelected) 2207 if (!m_isSelected)
2169 { 2208 {
@@ -2176,7 +2215,10 @@ Console.WriteLine(" JointCreateFixed");
2176 m_taintTorque = Vector3.Zero; 2215 m_taintTorque = Vector3.Zero;
2177 } 2216 }
2178 2217
2179 public void changeAddAngularForce(float timestamp) 2218 /// <summary>
2219 /// Change prim in response to an angular force taint.
2220 /// </summary>
2221 private void changeAddAngularForce()
2180 { 2222 {
2181 if (!m_isSelected) 2223 if (!m_isSelected)
2182 { 2224 {
@@ -2204,7 +2246,10 @@ Console.WriteLine(" JointCreateFixed");
2204 m_taintaddangularforce = false; 2246 m_taintaddangularforce = false;
2205 } 2247 }
2206 2248
2207 private void changevelocity(float timestep) 2249 /// <summary>
2250 /// Change prim in response to a velocity taint.
2251 /// </summary>
2252 private void changevelocity()
2208 { 2253 {
2209 if (!m_isSelected) 2254 if (!m_isSelected)
2210 { 2255 {
@@ -2219,10 +2264,11 @@ Console.WriteLine(" JointCreateFixed");
2219 2264
2220 //resetCollisionAccounting(); 2265 //resetCollisionAccounting();
2221 } 2266 }
2267
2222 m_taintVelocity = Vector3.Zero; 2268 m_taintVelocity = Vector3.Zero;
2223 } 2269 }
2224 2270
2225 public void setPrimForRemoval() 2271 internal void setPrimForRemoval()
2226 { 2272 {
2227 m_taintremove = true; 2273 m_taintremove = true;
2228 } 2274 }
@@ -2438,16 +2484,13 @@ Console.WriteLine(" JointCreateFixed");
2438 set 2484 set
2439 { 2485 {
2440 if (QuaternionIsFinite(value)) 2486 if (QuaternionIsFinite(value))
2441 {
2442 _orientation = value; 2487 _orientation = value;
2443 }
2444 else 2488 else
2445 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name); 2489 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
2446
2447 } 2490 }
2448 } 2491 }
2449 2492
2450 internal static bool QuaternionIsFinite(Quaternion q) 2493 private static bool QuaternionIsFinite(Quaternion q)
2451 { 2494 {
2452 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) 2495 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
2453 return false; 2496 return false;
@@ -2465,12 +2508,6 @@ Console.WriteLine(" JointCreateFixed");
2465 get { return _acceleration; } 2508 get { return _acceleration; }
2466 } 2509 }
2467 2510
2468
2469 public void SetAcceleration(Vector3 accel)
2470 {
2471 _acceleration = accel;
2472 }
2473
2474 public override void AddForce(Vector3 force, bool pushforce) 2511 public override void AddForce(Vector3 force, bool pushforce)
2475 { 2512 {
2476 if (force.IsFinite()) 2513 if (force.IsFinite())
@@ -2574,7 +2611,7 @@ Console.WriteLine(" JointCreateFixed");
2574 } 2611 }
2575 } 2612 }
2576 2613
2577 public void UpdatePositionAndVelocity() 2614 internal void UpdatePositionAndVelocity()
2578 { 2615 {
2579 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! 2616 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
2580 if (_parent == null) 2617 if (_parent == null)
@@ -2943,7 +2980,7 @@ Console.WriteLine(" JointCreateFixed");
2943 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);// 2980 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);//
2944 } 2981 }
2945 2982
2946 public Matrix4 FromDMass(d.Mass pMass) 2983 private Matrix4 FromDMass(d.Mass pMass)
2947 { 2984 {
2948 Matrix4 obj; 2985 Matrix4 obj;
2949 obj.M11 = pMass.I.M00; 2986 obj.M11 = pMass.I.M00;
@@ -2965,7 +3002,7 @@ Console.WriteLine(" JointCreateFixed");
2965 return obj; 3002 return obj;
2966 } 3003 }
2967 3004
2968 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) 3005 private d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2969 { 3006 {
2970 obj.I.M00 = pMat[0, 0]; 3007 obj.I.M00 = pMat[0, 0];
2971 obj.I.M01 = pMat[0, 1]; 3008 obj.I.M01 = pMat[0, 1];
@@ -3153,6 +3190,7 @@ Console.WriteLine(" JointCreateFixed");
3153 break; 3190 break;
3154 } 3191 }
3155 } 3192 }
3193
3156 private static float determinant3x3(Matrix4 pMat) 3194 private static float determinant3x3(Matrix4 pMat)
3157 { 3195 {
3158 float det = 0; 3196 float det = 0;
@@ -3190,4 +3228,4 @@ Console.WriteLine(" JointCreateFixed");
3190 m_material = pMaterial; 3228 m_material = pMaterial;
3191 } 3229 }
3192 } 3230 }
3193} 3231} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index e8689a6..355d30b 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -193,9 +193,30 @@ namespace OpenSim.Region.Physics.OdePlugin
193 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>(); 193 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
194 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>(); 194 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
195 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>(); 195 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
196 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>(); 196
197 /// <summary>
198 /// Used to lock on manipulation of _taintedPrimL and _taintedPrimH
199 /// </summary>
197 private readonly Object _taintedPrimLock = new Object(); 200 private readonly Object _taintedPrimLock = new Object();
201
202 /// <summary>
203 /// List of tainted prims.
204 /// </summary>
205 /// <remarks>
206 /// A tainted prim is one that has taints to process before performing any other operations. The list is
207 /// cleared after processing.
208 /// </remarks>
198 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>(); 209 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
210
211 /// <summary>
212 /// HashSet of tainted prims.
213 /// </summary>
214 /// <remarks>
215 /// A tainted prim is one that has taints to process before performing any other operations. The hashset is
216 /// cleared after processing.
217 /// </remarks>
218 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
219
199 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>(); 220 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
200 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); 221 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
201 222
@@ -257,6 +278,9 @@ namespace OpenSim.Region.Physics.OdePlugin
257 // split static geometry collision handling into spaces of 30 meters 278 // split static geometry collision handling into spaces of 30 meters
258 public IntPtr[,] staticPrimspace; 279 public IntPtr[,] staticPrimspace;
259 280
281 /// <summary>
282 /// Used to lock the entire physics scene. Locked during the main part of Simulate()
283 /// </summary>
260 public Object OdeLock; 284 public Object OdeLock;
261 285
262 public IMesher mesher; 286 public IMesher mesher;
@@ -643,15 +667,15 @@ namespace OpenSim.Region.Physics.OdePlugin
643 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing 667 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
644 } 668 }
645 669
646 /// <summary> 670// /// <summary>
647 /// Debug space message for printing the space that a prim/avatar is in. 671// /// Debug space message for printing the space that a prim/avatar is in.
648 /// </summary> 672// /// </summary>
649 /// <param name="pos"></param> 673// /// <param name="pos"></param>
650 /// <returns>Returns which split up space the given position is in.</returns> 674// /// <returns>Returns which split up space the given position is in.</returns>
651 public string whichspaceamIin(Vector3 pos) 675// public string whichspaceamIin(Vector3 pos)
652 { 676// {
653 return calculateSpaceForGeom(pos).ToString(); 677// return calculateSpaceForGeom(pos).ToString();
654 } 678// }
655 679
656 #region Collision Detection 680 #region Collision Detection
657 681
@@ -1402,7 +1426,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1402 // } 1426 // }
1403 } 1427 }
1404 1428
1405 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount) 1429 private int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1406 { 1430 {
1407 /* String name1 = null; 1431 /* String name1 = null;
1408 String name2 = null; 1432 String name2 = null;
@@ -1421,7 +1445,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1421 return 1; 1445 return 1;
1422 } 1446 }
1423 1447
1424 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex) 1448 private int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1425 { 1449 {
1426// String name1 = null; 1450// String name1 = null;
1427// String name2 = null; 1451// String name2 = null;
@@ -1552,7 +1576,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1552 } 1576 }
1553 1577
1554 // Recovered for use by fly height. Kitto Flora 1578 // Recovered for use by fly height. Kitto Flora
1555 public float GetTerrainHeightAtXY(float x, float y) 1579 internal float GetTerrainHeightAtXY(float x, float y)
1556 { 1580 {
1557 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize; 1581 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1558 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize; 1582 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
@@ -1610,7 +1634,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1610 /// Add actor to the list that should receive collision events in the simulate loop. 1634 /// Add actor to the list that should receive collision events in the simulate loop.
1611 /// </summary> 1635 /// </summary>
1612 /// <param name="obj"></param> 1636 /// <param name="obj"></param>
1613 public void AddCollisionEventReporting(PhysicsActor obj) 1637 internal void AddCollisionEventReporting(PhysicsActor obj)
1614 { 1638 {
1615 lock (_collisionEventPrim) 1639 lock (_collisionEventPrim)
1616 { 1640 {
@@ -1623,7 +1647,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1623 /// Remove actor from the list that should receive collision events in the simulate loop. 1647 /// Remove actor from the list that should receive collision events in the simulate loop.
1624 /// </summary> 1648 /// </summary>
1625 /// <param name="obj"></param> 1649 /// <param name="obj"></param>
1626 public void RemoveCollisionEventReporting(PhysicsActor obj) 1650 internal void RemoveCollisionEventReporting(PhysicsActor obj)
1627 { 1651 {
1628 lock (_collisionEventPrim) 1652 lock (_collisionEventPrim)
1629 { 1653 {
@@ -1647,7 +1671,13 @@ namespace OpenSim.Region.Physics.OdePlugin
1647 return newAv; 1671 return newAv;
1648 } 1672 }
1649 1673
1650 public void AddCharacter(OdeCharacter chr) 1674 public override void RemoveAvatar(PhysicsActor actor)
1675 {
1676 //m_log.Debug("[PHYSICS]:ODELOCK");
1677 ((OdeCharacter) actor).Destroy();
1678 }
1679
1680 internal void AddCharacter(OdeCharacter chr)
1651 { 1681 {
1652 lock (_characters) 1682 lock (_characters)
1653 { 1683 {
@@ -1660,7 +1690,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1660 } 1690 }
1661 } 1691 }
1662 1692
1663 public void RemoveCharacter(OdeCharacter chr) 1693 internal void RemoveCharacter(OdeCharacter chr)
1664 { 1694 {
1665 lock (_characters) 1695 lock (_characters)
1666 { 1696 {
@@ -1671,7 +1701,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1671 } 1701 }
1672 } 1702 }
1673 1703
1674 public void BadCharacter(OdeCharacter chr) 1704 internal void BadCharacter(OdeCharacter chr)
1675 { 1705 {
1676 lock (_badCharacter) 1706 lock (_badCharacter)
1677 { 1707 {
@@ -1680,12 +1710,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1680 } 1710 }
1681 } 1711 }
1682 1712
1683 public override void RemoveAvatar(PhysicsActor actor)
1684 {
1685 //m_log.Debug("[PHYSICS]:ODELOCK");
1686 ((OdeCharacter) actor).Destroy();
1687 }
1688
1689 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, 1713 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1690 PrimitiveBaseShape pbs, bool isphysical, uint localID) 1714 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1691 { 1715 {
@@ -1705,13 +1729,17 @@ namespace OpenSim.Region.Physics.OdePlugin
1705 return newPrim; 1729 return newPrim;
1706 } 1730 }
1707 1731
1708 public void addActivePrim(OdePrim activatePrim) 1732 /// <summary>
1733 /// Make this prim subject to physics.
1734 /// </summary>
1735 /// <param name="prim"></param>
1736 internal void ActivatePrim(OdePrim prim)
1709 { 1737 {
1710 // adds active prim.. (ones that should be iterated over in collisions_optimized 1738 // adds active prim.. (ones that should be iterated over in collisions_optimized
1711 lock (_activeprims) 1739 lock (_activeprims)
1712 { 1740 {
1713 if (!_activeprims.Contains(activatePrim)) 1741 if (!_activeprims.Contains(prim))
1714 _activeprims.Add(activatePrim); 1742 _activeprims.Add(prim);
1715 //else 1743 //else
1716 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent"); 1744 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1717 } 1745 }
@@ -2084,12 +2112,14 @@ namespace OpenSim.Region.Physics.OdePlugin
2084 return new Vector3(axis.X, axis.Y, axis.Z); 2112 return new Vector3(axis.X, axis.Y, axis.Z);
2085 } 2113 }
2086 2114
2087 public void remActivePrim(OdePrim deactivatePrim) 2115 /// <summary>
2116 /// Stop this prim being subject to physics
2117 /// </summary>
2118 /// <param name="prim"></param>
2119 internal void DeactivatePrim(OdePrim prim)
2088 { 2120 {
2089 lock (_activeprims) 2121 lock (_activeprims)
2090 { 2122 _activeprims.Remove(prim);
2091 _activeprims.Remove(deactivatePrim);
2092 }
2093 } 2123 }
2094 2124
2095 public override void RemovePrim(PhysicsActor prim) 2125 public override void RemovePrim(PhysicsActor prim)
@@ -2121,7 +2151,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2121 /// that the space was using. 2151 /// that the space was using.
2122 /// </summary> 2152 /// </summary>
2123 /// <param name="prim"></param> 2153 /// <param name="prim"></param>
2124 public void RemovePrimThreadLocked(OdePrim prim) 2154 internal void RemovePrimThreadLocked(OdePrim prim)
2125 { 2155 {
2126//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); 2156//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2127 lock (prim) 2157 lock (prim)
@@ -2217,7 +2247,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2217 /// Takes a space pointer and zeros out the array we're using to hold the spaces 2247 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2218 /// </summary> 2248 /// </summary>
2219 /// <param name="pSpace"></param> 2249 /// <param name="pSpace"></param>
2220 public void resetSpaceArrayItemToZero(IntPtr pSpace) 2250 private void resetSpaceArrayItemToZero(IntPtr pSpace)
2221 { 2251 {
2222 for (int x = 0; x < staticPrimspace.GetLength(0); x++) 2252 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2223 { 2253 {
@@ -2229,10 +2259,10 @@ namespace OpenSim.Region.Physics.OdePlugin
2229 } 2259 }
2230 } 2260 }
2231 2261
2232 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY) 2262// private void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2233 { 2263// {
2234 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero; 2264// staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2235 } 2265// }
2236 2266
2237 /// <summary> 2267 /// <summary>
2238 /// Called when a static prim moves. Allocates a space for the prim based on its position 2268 /// Called when a static prim moves. Allocates a space for the prim based on its position
@@ -2241,7 +2271,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2241 /// <param name="pos">the position that the geom moved to</param> 2271 /// <param name="pos">the position that the geom moved to</param>
2242 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param> 2272 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2243 /// <returns>a pointer to the new space it's in</returns> 2273 /// <returns>a pointer to the new space it's in</returns>
2244 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace) 2274 internal IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2245 { 2275 {
2246 // Called from setting the Position and Size of an ODEPrim so 2276 // Called from setting the Position and Size of an ODEPrim so
2247 // it's already in locked space. 2277 // it's already in locked space.
@@ -2372,7 +2402,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2372 /// <param name="iprimspaceArrItemX"></param> 2402 /// <param name="iprimspaceArrItemX"></param>
2373 /// <param name="iprimspaceArrItemY"></param> 2403 /// <param name="iprimspaceArrItemY"></param>
2374 /// <returns>A pointer to the created space</returns> 2404 /// <returns>A pointer to the created space</returns>
2375 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY) 2405 internal IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2376 { 2406 {
2377 // creating a new space for prim and inserting it into main space. 2407 // creating a new space for prim and inserting it into main space.
2378 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero); 2408 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
@@ -2388,7 +2418,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2388 /// </summary> 2418 /// </summary>
2389 /// <param name="pos"></param> 2419 /// <param name="pos"></param>
2390 /// <returns>a pointer to the space. This could be a new space or reused space.</returns> 2420 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2391 public IntPtr calculateSpaceForGeom(Vector3 pos) 2421 internal IntPtr calculateSpaceForGeom(Vector3 pos)
2392 { 2422 {
2393 int[] xyspace = calculateSpaceArrayItemFromPos(pos); 2423 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2394 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString()); 2424 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
@@ -2400,7 +2430,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2400 /// </summary> 2430 /// </summary>
2401 /// <param name="pos"></param> 2431 /// <param name="pos"></param>
2402 /// <returns>an array item based on the position</returns> 2432 /// <returns>an array item based on the position</returns>
2403 public int[] calculateSpaceArrayItemFromPos(Vector3 pos) 2433 internal int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2404 { 2434 {
2405 int[] returnint = new int[2]; 2435 int[] returnint = new int[2];
2406 2436
@@ -2427,7 +2457,7 @@ namespace OpenSim.Region.Physics.OdePlugin
2427 /// </summary> 2457 /// </summary>
2428 /// <param name="pbs"></param> 2458 /// <param name="pbs"></param>
2429 /// <returns></returns> 2459 /// <returns></returns>
2430 public bool needsMeshing(PrimitiveBaseShape pbs) 2460 internal bool needsMeshing(PrimitiveBaseShape pbs)
2431 { 2461 {
2432 // most of this is redundant now as the mesher will return null if it cant mesh a prim 2462 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2433 // but we still need to check for sculptie meshing being enabled so this is the most 2463 // but we still need to check for sculptie meshing being enabled so this is the most
@@ -2705,7 +2735,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
2705 else 2735 else
2706 { 2736 {
2707// Console.WriteLine("Simulate calls ProcessTaints for {0}", prim.Name); 2737// Console.WriteLine("Simulate calls ProcessTaints for {0}", prim.Name);
2708 prim.ProcessTaints(timeStep); 2738 prim.ProcessTaints();
2709 } 2739 }
2710 2740
2711 processedtaints = true; 2741 processedtaints = true;
@@ -2910,7 +2940,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
2910 /// <remarks> 2940 /// <remarks>
2911 /// Called by the main Simulate() loop if NINJA joints are active. Should not be called from anywhere else. 2941 /// Called by the main Simulate() loop if NINJA joints are active. Should not be called from anywhere else.
2912 /// </remarks> 2942 /// </remarks>
2913 protected void SimulatePendingNINJAJoints() 2943 private void SimulatePendingNINJAJoints()
2914 { 2944 {
2915 // Create pending joints, if possible 2945 // Create pending joints, if possible
2916 2946
@@ -3101,7 +3131,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
3101 /// Called as part of the Simulate() loop if NINJA physics is active. Must only be called from there. 3131 /// Called as part of the Simulate() loop if NINJA physics is active. Must only be called from there.
3102 /// </remarks> 3132 /// </remarks>
3103 /// <param name="actor"></param> 3133 /// <param name="actor"></param>
3104 protected void SimulateActorPendingJoints(OdePrim actor) 3134 private void SimulateActorPendingJoints(OdePrim actor)
3105 { 3135 {
3106 // If an actor moved, move its joint proxy objects as well. 3136 // If an actor moved, move its joint proxy objects as well.
3107 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used 3137 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
@@ -3138,7 +3168,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
3138 } 3168 }
3139 3169
3140 #region ODE Specific Terrain Fixes 3170 #region ODE Specific Terrain Fixes
3141 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap) 3171 private float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3142 { 3172 {
3143 float[] returnarr = new float[262144]; 3173 float[] returnarr = new float[262144];
3144 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y]; 3174 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
@@ -3251,7 +3281,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
3251 return returnarr; 3281 return returnarr;
3252 } 3282 }
3253 3283
3254 public float[] ResizeTerrain512Interpolation(float[] heightMap) 3284 private float[] ResizeTerrain512Interpolation(float[] heightMap)
3255 { 3285 {
3256 float[] returnarr = new float[262144]; 3286 float[] returnarr = new float[262144];
3257 float[,] resultarr = new float[512,512]; 3287 float[,] resultarr = new float[512,512];
@@ -3419,7 +3449,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
3419 } 3449 }
3420 } 3450 }
3421 3451
3422 public void SetTerrain(float[] heightMap, Vector3 pOffset) 3452 private void SetTerrain(float[] heightMap, Vector3 pOffset)
3423 { 3453 {
3424 // this._heightmap[i] = (double)heightMap[i]; 3454 // this._heightmap[i] = (double)heightMap[i];
3425 // dbm (danx0r) -- creating a buffer zone of one extra sample all around 3455 // dbm (danx0r) -- creating a buffer zone of one extra sample all around
@@ -3548,7 +3578,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
3548 { 3578 {
3549 } 3579 }
3550 3580
3551 public float GetWaterLevel() 3581 internal float GetWaterLevel()
3552 { 3582 {
3553 return waterlevel; 3583 return waterlevel;
3554 } 3584 }
@@ -3623,7 +3653,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
3623 randomizeWater(waterlevel); 3653 randomizeWater(waterlevel);
3624 } 3654 }
3625 3655
3626 public void randomizeWater(float baseheight) 3656 private void randomizeWater(float baseheight)
3627 { 3657 {
3628 const uint heightmapWidth = m_regionWidth + 2; 3658 const uint heightmapWidth = m_regionWidth + 2;
3629 const uint heightmapHeight = m_regionHeight + 2; 3659 const uint heightmapHeight = m_regionHeight + 2;
@@ -3675,9 +3705,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
3675 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle); 3705 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3676 d.GeomSetRotation(WaterGeom, ref R); 3706 d.GeomSetRotation(WaterGeom, ref R);
3677 d.GeomSetPosition(WaterGeom, 128, 128, 0); 3707 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3678
3679 } 3708 }
3680
3681 } 3709 }
3682 3710
3683 public override void Dispose() 3711 public override void Dispose()
@@ -3724,6 +3752,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
3724 } 3752 }
3725 } 3753 }
3726 } 3754 }
3755
3727 return returncolliders; 3756 return returncolliders;
3728 } 3757 }
3729 3758