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authorMelanie2012-08-11 17:32:30 +0100
committerMelanie2012-08-11 17:32:30 +0100
commit93e3ab3ebd81e4a8d588e49d5486903867cf0257 (patch)
tree1f1389187afd43439b8274b16912c2fee5b654b6 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentMerge branch 'master' into careminster (diff)
parentMerge branch 'bulletsim7' (diff)
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Merge branch 'master' into careminster
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs167
1 files changed, 86 insertions, 81 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 11868bc..05cc822 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -42,7 +42,7 @@ public sealed class BSPrim : PhysicsActor
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43 private static readonly string LogHeader = "[BULLETS PRIM]"; 43 private static readonly string LogHeader = "[BULLETS PRIM]";
44 44
45 private void DebugLog(string mm, params Object[] xx) { if (_scene.shouldDebugLog) m_log.DebugFormat(mm, xx); } 45 private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); }
46 46
47 private IMesh _mesh; 47 private IMesh _mesh;
48 private PrimitiveBaseShape _pbs; 48 private PrimitiveBaseShape _pbs;
@@ -138,14 +138,15 @@ public sealed class BSPrim : PhysicsActor
138 _isPhysical = pisPhysical; 138 _isPhysical = pisPhysical;
139 _isVolumeDetect = false; 139 _isVolumeDetect = false;
140 _subscribedEventsMs = 0; 140 _subscribedEventsMs = 0;
141 _friction = _scene.Params.defaultFriction; // TODO: compute based on object material 141 _friction = _scene.Params.defaultFriction; // TODO: compute based on object material
142 _density = _scene.Params.defaultDensity; // TODO: compute based on object material 142 _density = _scene.Params.defaultDensity; // TODO: compute based on object material
143 _restitution = _scene.Params.defaultRestitution; 143 _restitution = _scene.Params.defaultRestitution;
144 _linkset = new BSLinkset(_scene, this); // a linkset of one 144 _linkset = new BSLinkset(_scene, this); // a linkset of one
145 _vehicle = new BSDynamics(this); // add vehicleness 145 _vehicle = new BSDynamics(this); // add vehicleness
146 _mass = CalculateMass(); 146 _mass = CalculateMass();
147 // do the actual object creation at taint time 147 // do the actual object creation at taint time
148 _scene.TaintedObject(delegate() 148 DetailLog("{0},BSPrim.constructor,call", LocalID);
149 _scene.TaintedObject("BSPrim.create", delegate()
149 { 150 {
150 RecreateGeomAndObject(); 151 RecreateGeomAndObject();
151 152
@@ -160,17 +161,22 @@ public sealed class BSPrim : PhysicsActor
160 public void Destroy() 161 public void Destroy()
161 { 162 {
162 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); 163 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
163 // DetailLog("{0},Destroy", LocalID); 164
165 // Undo any links between me and any other object
166 BSPrim parentBefore = _linkset.Root;
167 int childrenBefore = _linkset.NumberOfChildren;
168
169 _linkset = _linkset.RemoveMeFromLinkset(this);
170
171 DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
172 LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
164 173
165 // Undo any vehicle properties 174 // Undo any vehicle properties
166 _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE); 175 this.VehicleType = (int)Vehicle.TYPE_NONE;
167 _scene.RemoveVehiclePrim(this); // just to make sure
168 176
169 _scene.TaintedObject(delegate() 177 _scene.TaintedObject("BSPrim.destroy", delegate()
170 { 178 {
171 // Undo any links between me and any other object 179 DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
172 _linkset = _linkset.RemoveMeFromLinkset(this);
173
174 // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. 180 // everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
175 BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); 181 BulletSimAPI.DestroyObject(_scene.WorldID, LocalID);
176 }); 182 });
@@ -183,11 +189,11 @@ public sealed class BSPrim : PhysicsActor
183 get { return _size; } 189 get { return _size; }
184 set { 190 set {
185 _size = value; 191 _size = value;
186 _scene.TaintedObject(delegate() 192 _scene.TaintedObject("BSPrim.setSize", delegate()
187 { 193 {
188 _mass = CalculateMass(); // changing size changes the mass 194 _mass = CalculateMass(); // changing size changes the mass
189 BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); 195 BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
190 // DetailLog("{0}: setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); 196 // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
191 RecreateGeomAndObject(); 197 RecreateGeomAndObject();
192 }); 198 });
193 } 199 }
@@ -195,7 +201,7 @@ public sealed class BSPrim : PhysicsActor
195 public override PrimitiveBaseShape Shape { 201 public override PrimitiveBaseShape Shape {
196 set { 202 set {
197 _pbs = value; 203 _pbs = value;
198 _scene.TaintedObject(delegate() 204 _scene.TaintedObject("BSPrim.setShape", delegate()
199 { 205 {
200 _mass = CalculateMass(); // changing the shape changes the mass 206 _mass = CalculateMass(); // changing the shape changes the mass
201 RecreateGeomAndObject(); 207 RecreateGeomAndObject();
@@ -213,7 +219,7 @@ public sealed class BSPrim : PhysicsActor
213 public override bool Selected { 219 public override bool Selected {
214 set { 220 set {
215 _isSelected = value; 221 _isSelected = value;
216 _scene.TaintedObject(delegate() 222 _scene.TaintedObject("BSPrim.setSelected", delegate()
217 { 223 {
218 SetObjectDynamic(); 224 SetObjectDynamic();
219 }); 225 });
@@ -224,10 +230,17 @@ public sealed class BSPrim : PhysicsActor
224 // link me to the specified parent 230 // link me to the specified parent
225 public override void link(PhysicsActor obj) { 231 public override void link(PhysicsActor obj) {
226 BSPrim parent = obj as BSPrim; 232 BSPrim parent = obj as BSPrim;
227 DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID); 233 if (parent != null)
228 DetailLog("{0},link,parent={1}", LocalID, obj.LocalID); 234 {
235 DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID);
236 BSPrim parentBefore = _linkset.Root;
237 int childrenBefore = _linkset.NumberOfChildren;
229 238
230 _linkset = _linkset.AddMeToLinkset(this, parent); 239 _linkset = parent.Linkset.AddMeToLinkset(this);
240
241 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
242 LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
243 }
231 return; 244 return;
232 } 245 }
233 246
@@ -237,9 +250,14 @@ public sealed class BSPrim : PhysicsActor
237 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen 250 // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
238 DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, 251 DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
239 _linkset.Root._avName+"/"+_linkset.Root.LocalID.ToString()); 252 _linkset.Root._avName+"/"+_linkset.Root.LocalID.ToString());
240 DetailLog("{0},delink,parent={1}", LocalID, _linkset.Root.LocalID.ToString());
241 253
242 _linkset.RemoveMeFromLinkset(this); 254 BSPrim parentBefore = _linkset.Root;
255 int childrenBefore = _linkset.NumberOfChildren;
256
257 _linkset = _linkset.RemoveMeFromLinkset(this);
258
259 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
260 LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
243 return; 261 return;
244 } 262 }
245 263
@@ -262,7 +280,7 @@ public sealed class BSPrim : PhysicsActor
262 280
263 public override void LockAngularMotion(OMV.Vector3 axis) 281 public override void LockAngularMotion(OMV.Vector3 axis)
264 { 282 {
265 DetailLog("{0},LockAngularMotion,call,axis={1}", LocalID, axis); 283 DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
266 return; 284 return;
267 } 285 }
268 286
@@ -279,9 +297,9 @@ public sealed class BSPrim : PhysicsActor
279 set { 297 set {
280 _position = value; 298 _position = value;
281 // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? 299 // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
282 _scene.TaintedObject(delegate() 300 _scene.TaintedObject("BSPrim.setPosition", delegate()
283 { 301 {
284 DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 302 DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
285 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 303 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
286 }); 304 });
287 } 305 }
@@ -316,9 +334,9 @@ public sealed class BSPrim : PhysicsActor
316 get { return _force; } 334 get { return _force; }
317 set { 335 set {
318 _force = value; 336 _force = value;
319 _scene.TaintedObject(delegate() 337 _scene.TaintedObject("BSPrim.setForce", delegate()
320 { 338 {
321 DetailLog("{0},setForce,taint,force={1}", LocalID, _force); 339 DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
322 // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); 340 // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
323 BulletSimAPI.SetObjectForce2(Body.Ptr, _force); 341 BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
324 }); 342 });
@@ -331,53 +349,41 @@ public sealed class BSPrim : PhysicsActor
331 } 349 }
332 set { 350 set {
333 Vehicle type = (Vehicle)value; 351 Vehicle type = (Vehicle)value;
334 _scene.TaintedObject(delegate() 352 BSPrim vehiclePrim = this;
353 _scene.TaintedObject("setVehicleType", delegate()
335 { 354 {
336 DetailLog("{0},SetVehicleType,taint,type={1}", LocalID, type); 355 // Done at taint time so we're sure the physics engine is not using the variables
356 // Vehicle code changes the parameters for this vehicle type.
337 _vehicle.ProcessTypeChange(type); 357 _vehicle.ProcessTypeChange(type);
338 if (type == Vehicle.TYPE_NONE) 358 // Tell the scene about the vehicle so it will get processing each frame.
339 { 359 _scene.VehicleInSceneTypeChanged(this, type);
340 _scene.RemoveVehiclePrim(this);
341 }
342 else
343 {
344 _scene.TaintedObject(delegate()
345 {
346 // Tell the physics engine to clear state
347 BulletSimAPI.ClearForces2(this.Body.Ptr);
348 });
349
350 // make it so the scene will call us each tick to do vehicle things
351 _scene.AddVehiclePrim(this);
352 }
353 return;
354 }); 360 });
355 } 361 }
356 } 362 }
357 public override void VehicleFloatParam(int param, float value) 363 public override void VehicleFloatParam(int param, float value)
358 { 364 {
359 _scene.TaintedObject(delegate() 365 _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
360 { 366 {
361 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); 367 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
362 }); 368 });
363 } 369 }
364 public override void VehicleVectorParam(int param, OMV.Vector3 value) 370 public override void VehicleVectorParam(int param, OMV.Vector3 value)
365 { 371 {
366 _scene.TaintedObject(delegate() 372 _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
367 { 373 {
368 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); 374 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep);
369 }); 375 });
370 } 376 }
371 public override void VehicleRotationParam(int param, OMV.Quaternion rotation) 377 public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
372 { 378 {
373 _scene.TaintedObject(delegate() 379 _scene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
374 { 380 {
375 _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); 381 _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
376 }); 382 });
377 } 383 }
378 public override void VehicleFlags(int param, bool remove) 384 public override void VehicleFlags(int param, bool remove)
379 { 385 {
380 _scene.TaintedObject(delegate() 386 _scene.TaintedObject("BSPrim.VehicleFlags", delegate()
381 { 387 {
382 _vehicle.ProcessVehicleFlags(param, remove); 388 _vehicle.ProcessVehicleFlags(param, remove);
383 }); 389 });
@@ -395,7 +401,7 @@ public sealed class BSPrim : PhysicsActor
395 public override void SetVolumeDetect(int param) { 401 public override void SetVolumeDetect(int param) {
396 bool newValue = (param != 0); 402 bool newValue = (param != 0);
397 _isVolumeDetect = newValue; 403 _isVolumeDetect = newValue;
398 _scene.TaintedObject(delegate() 404 _scene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
399 { 405 {
400 SetObjectDynamic(); 406 SetObjectDynamic();
401 }); 407 });
@@ -406,9 +412,9 @@ public sealed class BSPrim : PhysicsActor
406 get { return _velocity; } 412 get { return _velocity; }
407 set { 413 set {
408 _velocity = value; 414 _velocity = value;
409 _scene.TaintedObject(delegate() 415 _scene.TaintedObject("BSPrim.setVelocity", delegate()
410 { 416 {
411 DetailLog("{0},SetVelocity,taint,vel={1}", LocalID, _velocity); 417 DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
412 BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); 418 BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity);
413 }); 419 });
414 } 420 }
@@ -416,7 +422,7 @@ public sealed class BSPrim : PhysicsActor
416 public override OMV.Vector3 Torque { 422 public override OMV.Vector3 Torque {
417 get { return _torque; } 423 get { return _torque; }
418 set { _torque = value; 424 set { _torque = value;
419 DetailLog("{0},SetTorque,call,torque={1}", LocalID, _torque); 425 DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
420 } 426 }
421 } 427 }
422 public override float CollisionScore { 428 public override float CollisionScore {
@@ -440,10 +446,10 @@ public sealed class BSPrim : PhysicsActor
440 set { 446 set {
441 _orientation = value; 447 _orientation = value;
442 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? 448 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
443 _scene.TaintedObject(delegate() 449 _scene.TaintedObject("BSPrim.setOrientation", delegate()
444 { 450 {
445 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 451 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
446 DetailLog("{0},setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); 452 DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
447 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 453 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
448 }); 454 });
449 } 455 }
@@ -457,7 +463,7 @@ public sealed class BSPrim : PhysicsActor
457 get { return _isPhysical; } 463 get { return _isPhysical; }
458 set { 464 set {
459 _isPhysical = value; 465 _isPhysical = value;
460 _scene.TaintedObject(delegate() 466 _scene.TaintedObject("BSPrim.setIsPhysical", delegate()
461 { 467 {
462 SetObjectDynamic(); 468 SetObjectDynamic();
463 }); 469 });
@@ -478,7 +484,6 @@ public sealed class BSPrim : PhysicsActor
478 484
479 // Make gravity work if the object is physical and not selected 485 // Make gravity work if the object is physical and not selected
480 // No locking here because only called when it is safe 486 // No locking here because only called when it is safe
481 // Only called at taint time so it is save to call into Bullet.
482 private void SetObjectDynamic() 487 private void SetObjectDynamic()
483 { 488 {
484 // RA: remove this for the moment. 489 // RA: remove this for the moment.
@@ -490,8 +495,10 @@ public sealed class BSPrim : PhysicsActor
490 // Bullet wants static objects to have a mass of zero 495 // Bullet wants static objects to have a mass of zero
491 float mass = IsStatic ? 0f : _mass; 496 float mass = IsStatic ? 0f : _mass;
492 497
493 DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass);
494 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); 498 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
499
500 CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
501 DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
495 } 502 }
496 503
497 // prims don't fly 504 // prims don't fly
@@ -546,9 +553,9 @@ public sealed class BSPrim : PhysicsActor
546 set { 553 set {
547 _rotationalVelocity = value; 554 _rotationalVelocity = value;
548 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); 555 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
549 _scene.TaintedObject(delegate() 556 _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
550 { 557 {
551 DetailLog("{0},SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); 558 DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
552 BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); 559 BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
553 }); 560 });
554 } 561 }
@@ -563,9 +570,9 @@ public sealed class BSPrim : PhysicsActor
563 get { return _buoyancy; } 570 get { return _buoyancy; }
564 set { 571 set {
565 _buoyancy = value; 572 _buoyancy = value;
566 _scene.TaintedObject(delegate() 573 _scene.TaintedObject("BSPrim.setBuoyancy", delegate()
567 { 574 {
568 DetailLog("{0},SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 575 DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
569 BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); 576 BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
570 }); 577 });
571 } 578 }
@@ -617,7 +624,7 @@ public sealed class BSPrim : PhysicsActor
617 m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); 624 m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
618 return; 625 return;
619 } 626 }
620 _scene.TaintedObject(delegate() 627 _scene.TaintedObject("BSPrim.AddForce", delegate()
621 { 628 {
622 OMV.Vector3 fSum = OMV.Vector3.Zero; 629 OMV.Vector3 fSum = OMV.Vector3.Zero;
623 lock (m_accumulatedForces) 630 lock (m_accumulatedForces)
@@ -628,17 +635,17 @@ public sealed class BSPrim : PhysicsActor
628 } 635 }
629 m_accumulatedForces.Clear(); 636 m_accumulatedForces.Clear();
630 } 637 }
631 DetailLog("{0},AddObjectForce,taint,force={1}", LocalID, _force); 638 DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
632 BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); 639 BulletSimAPI.AddObjectForce2(Body.Ptr, fSum);
633 }); 640 });
634 } 641 }
635 642
636 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { 643 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
637 DetailLog("{0},AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); 644 DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
638 // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); 645 // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
639 } 646 }
640 public override void SetMomentum(OMV.Vector3 momentum) { 647 public override void SetMomentum(OMV.Vector3 momentum) {
641 DetailLog("{0},SetMomentum,call,mom={1}", LocalID, momentum); 648 DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
642 } 649 }
643 public override void SubscribeEvents(int ms) { 650 public override void SubscribeEvents(int ms) {
644 _subscribedEventsMs = ms; 651 _subscribedEventsMs = ms;
@@ -647,7 +654,7 @@ public sealed class BSPrim : PhysicsActor
647 // make sure first collision happens 654 // make sure first collision happens
648 _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; 655 _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
649 656
650 Scene.TaintedObject(delegate() 657 Scene.TaintedObject("BSPrim.SubscribeEvents", delegate()
651 { 658 {
652 BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 659 BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
653 }); 660 });
@@ -655,7 +662,7 @@ public sealed class BSPrim : PhysicsActor
655 } 662 }
656 public override void UnSubscribeEvents() { 663 public override void UnSubscribeEvents() {
657 _subscribedEventsMs = 0; 664 _subscribedEventsMs = 0;
658 Scene.TaintedObject(delegate() 665 Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate()
659 { 666 {
660 BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 667 BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
661 }); 668 });
@@ -982,7 +989,7 @@ public sealed class BSPrim : PhysicsActor
982 // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); 989 // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
983 if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) 990 if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
984 { 991 {
985 DetailLog("{0},CreateGeom,sphere", LocalID); 992 DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild);
986 _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; 993 _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
987 // Bullet native objects are scaled by the Bullet engine so pass the size in 994 // Bullet native objects are scaled by the Bullet engine so pass the size in
988 _scale = _size; 995 _scale = _size;
@@ -996,7 +1003,7 @@ public sealed class BSPrim : PhysicsActor
996 // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); 1003 // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
997 if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) 1004 if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX))
998 { 1005 {
999 DetailLog("{0},CreateGeom,box", LocalID); 1006 DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild);
1000 _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; 1007 _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
1001 _scale = _size; 1008 _scale = _size;
1002 // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? 1009 // TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
@@ -1039,12 +1046,12 @@ public sealed class BSPrim : PhysicsActor
1039 // if this new shape is the same as last time, don't recreate the mesh 1046 // if this new shape is the same as last time, don't recreate the mesh
1040 if (_meshKey == newMeshKey) return; 1047 if (_meshKey == newMeshKey) return;
1041 1048
1042 DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, newMeshKey); 1049 DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
1043 // Since we're recreating new, get rid of any previously generated shape 1050 // Since we're recreating new, get rid of any previously generated shape
1044 if (_meshKey != 0) 1051 if (_meshKey != 0)
1045 { 1052 {
1046 // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); 1053 // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey);
1047 DetailLog("{0},CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); 1054 DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
1048 BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); 1055 BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
1049 _mesh = null; 1056 _mesh = null;
1050 _meshKey = 0; 1057 _meshKey = 0;
@@ -1074,7 +1081,7 @@ public sealed class BSPrim : PhysicsActor
1074 _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; 1081 _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
1075 // meshes are already scaled by the meshmerizer 1082 // meshes are already scaled by the meshmerizer
1076 _scale = new OMV.Vector3(1f, 1f, 1f); 1083 _scale = new OMV.Vector3(1f, 1f, 1f);
1077 DetailLog("{0},CreateGeomMesh,done", LocalID); 1084 DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID);
1078 return; 1085 return;
1079 } 1086 }
1080 1087
@@ -1088,17 +1095,17 @@ public sealed class BSPrim : PhysicsActor
1088 // if the hull hasn't changed, don't rebuild it 1095 // if the hull hasn't changed, don't rebuild it
1089 if (newHullKey == _hullKey) return; 1096 if (newHullKey == _hullKey) return;
1090 1097
1091 DetailLog("{0},CreateGeomHull,create,key={1}", LocalID, _meshKey); 1098 DetailLog("{0},BSPrim.CreateGeomHull,create,key={1}", LocalID, _meshKey);
1092 1099
1093 // Since we're recreating new, get rid of any previously generated shape 1100 // Since we're recreating new, get rid of any previously generated shape
1094 if (_hullKey != 0) 1101 if (_hullKey != 0)
1095 { 1102 {
1096 // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); 1103 // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
1097 DetailLog("{0},CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey); 1104 DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey);
1098 BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); 1105 BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
1099 _hullKey = 0; 1106 _hullKey = 0;
1100 _hulls.Clear(); 1107 _hulls.Clear();
1101 DetailLog("{0},CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey); 1108 DetailLog("{0},BSPrim.CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
1102 BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); 1109 BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
1103 _mesh = null; // the mesh cannot match either 1110 _mesh = null; // the mesh cannot match either
1104 _meshKey = 0; 1111 _meshKey = 0;
@@ -1195,7 +1202,7 @@ public sealed class BSPrim : PhysicsActor
1195 _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; 1202 _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
1196 // meshes are already scaled by the meshmerizer 1203 // meshes are already scaled by the meshmerizer
1197 _scale = new OMV.Vector3(1f, 1f, 1f); 1204 _scale = new OMV.Vector3(1f, 1f, 1f);
1198 DetailLog("{0},CreateGeomHull,done", LocalID); 1205 DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID);
1199 return; 1206 return;
1200 } 1207 }
1201 1208
@@ -1221,7 +1228,7 @@ public sealed class BSPrim : PhysicsActor
1221 bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); 1228 bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
1222 1229
1223 // the CreateObject() may have recreated the rigid body. Make sure we have the latest. 1230 // the CreateObject() may have recreated the rigid body. Make sure we have the latest.
1224 m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID); 1231 Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
1225 1232
1226 return ret; 1233 return ret;
1227 } 1234 }
@@ -1333,20 +1340,18 @@ public sealed class BSPrim : PhysicsActor
1333 1340
1334 // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", 1341 // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
1335 // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); 1342 // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
1336 DetailLog("{0},UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 1343 DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
1337 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); 1344 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
1338 1345
1339 base.RequestPhysicsterseUpdate(); 1346 base.RequestPhysicsterseUpdate();
1340 } 1347 }
1341 /*
1342 else 1348 else
1343 { 1349 {
1344 // For debugging, we also report the movement of children 1350 // For debugging, we also report the movement of children
1345 DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 1351 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
1346 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, 1352 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
1347 entprop.Acceleration, entprop.RotationalVelocity); 1353 entprop.Acceleration, entprop.RotationalVelocity);
1348 } 1354 }
1349 */
1350 } 1355 }
1351 1356
1352 // I've collided with something 1357 // I've collided with something