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authorRobert Adams2012-09-27 09:31:33 -0700
committerRobert Adams2012-09-27 22:02:03 -0700
commit7b65985047bdf0789fe3eccf8f515279f362abf1 (patch)
treee29509c2e8fc094d50dda62d841dbaa9cf91cfeb /OpenSim/Region/Physics/BulletSPlugin
parentBulletSim: remove the unused body management code from BSPrim. There is no go... (diff)
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BulletSim: remove the trailing spaces from lines to make git happier
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs185
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs14
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs30
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs2
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs4
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs212
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs26
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs42
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs32
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs4
10 files changed, 275 insertions, 276 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 961bcde..b88ec3c 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -122,7 +122,6 @@ public class BSCharacter : BSPhysObject
122 BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, 122 BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr,
123 (uint)CollisionFilterGroups.AvatarFilter, (uint)CollisionFilterGroups.AvatarMask); 123 (uint)CollisionFilterGroups.AvatarFilter, (uint)CollisionFilterGroups.AvatarMask);
124 }); 124 });
125
126 return; 125 return;
127 } 126 }
128 127
@@ -141,8 +140,8 @@ public class BSCharacter : BSPhysObject
141 base.RequestPhysicsterseUpdate(); 140 base.RequestPhysicsterseUpdate();
142 } 141 }
143 // No one calls this method so I don't know what it could possibly mean 142 // No one calls this method so I don't know what it could possibly mean
144 public override bool Stopped { 143 public override bool Stopped {
145 get { return false; } 144 get { return false; }
146 } 145 }
147 public override OMV.Vector3 Size { 146 public override OMV.Vector3 Size {
148 get 147 get
@@ -151,7 +150,7 @@ public class BSCharacter : BSPhysObject
151 return new OMV.Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); 150 return new OMV.Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z);
152 } 151 }
153 152
154 set { 153 set {
155 // When an avatar's size is set, only the height is changed 154 // When an avatar's size is set, only the height is changed
156 // and that really only depends on the radius. 155 // and that really only depends on the radius.
157 _size = value; 156 _size = value;
@@ -166,19 +165,19 @@ public class BSCharacter : BSPhysObject
166 BulletSimAPI.SetObjectScaleMass(PhysicsScene.WorldID, LocalID, _scale, _mass, true); 165 BulletSimAPI.SetObjectScaleMass(PhysicsScene.WorldID, LocalID, _scale, _mass, true);
167 }); 166 });
168 167
169 } 168 }
170 } 169 }
171 public override PrimitiveBaseShape Shape { 170 public override PrimitiveBaseShape Shape {
172 set { _pbs = value; 171 set { _pbs = value;
173 } 172 }
174 } 173 }
175 public override bool Grabbed { 174 public override bool Grabbed {
176 set { _grabbed = value; 175 set { _grabbed = value;
177 } 176 }
178 } 177 }
179 public override bool Selected { 178 public override bool Selected {
180 set { _selected = value; 179 set { _selected = value;
181 } 180 }
182 } 181 }
183 public override void CrossingFailure() { return; } 182 public override void CrossingFailure() { return; }
184 public override void link(PhysicsActor obj) { return; } 183 public override void link(PhysicsActor obj) { return; }
@@ -203,11 +202,11 @@ public class BSCharacter : BSPhysObject
203 202
204 public override void LockAngularMotion(OMV.Vector3 axis) { return; } 203 public override void LockAngularMotion(OMV.Vector3 axis) { return; }
205 204
206 public override OMV.Vector3 Position { 205 public override OMV.Vector3 Position {
207 get { 206 get {
208 // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); 207 // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID);
209 return _position; 208 return _position;
210 } 209 }
211 set { 210 set {
212 _position = value; 211 _position = value;
213 PositionSanityCheck(); 212 PositionSanityCheck();
@@ -217,7 +216,7 @@ public class BSCharacter : BSPhysObject
217 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 216 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
218 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); 217 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation);
219 }); 218 });
220 } 219 }
221 } 220 }
222 221
223 // Check that the current position is sane and, if not, modify the position to make it so. 222 // Check that the current position is sane and, if not, modify the position to make it so.
@@ -226,7 +225,7 @@ public class BSCharacter : BSPhysObject
226 private bool PositionSanityCheck() 225 private bool PositionSanityCheck()
227 { 226 {
228 bool ret = false; 227 bool ret = false;
229 228
230 // If below the ground, move the avatar up 229 // If below the ground, move the avatar up
231 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); 230 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
232 if (Position.Z < terrainHeight) 231 if (Position.Z < terrainHeight)
@@ -260,17 +259,17 @@ public class BSCharacter : BSPhysObject
260 return ret; 259 return ret;
261 } 260 }
262 261
263 public override float Mass { 262 public override float Mass {
264 get { 263 get {
265 return _mass; 264 return _mass;
266 } 265 }
267 } 266 }
268 267
269 // used when we only want this prim's mass and not the linkset thing 268 // used when we only want this prim's mass and not the linkset thing
270 public override float MassRaw { get {return _mass; } } 269 public override float MassRaw { get {return _mass; } }
271 270
272 public override OMV.Vector3 Force { 271 public override OMV.Vector3 Force {
273 get { return _force; } 272 get { return _force; }
274 set { 273 set {
275 _force = value; 274 _force = value;
276 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); 275 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
@@ -279,12 +278,12 @@ public class BSCharacter : BSPhysObject
279 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); 278 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
280 BulletSimAPI.SetObjectForce(PhysicsScene.WorldID, LocalID, _force); 279 BulletSimAPI.SetObjectForce(PhysicsScene.WorldID, LocalID, _force);
281 }); 280 });
282 } 281 }
283 } 282 }
284 283
285 public override int VehicleType { 284 public override int VehicleType {
286 get { return 0; } 285 get { return 0; }
287 set { return; } 286 set { return; }
288 } 287 }
289 public override void VehicleFloatParam(int param, float value) { } 288 public override void VehicleFloatParam(int param, float value) { }
290 public override void VehicleVectorParam(int param, OMV.Vector3 value) {} 289 public override void VehicleVectorParam(int param, OMV.Vector3 value) {}
@@ -296,8 +295,8 @@ public class BSCharacter : BSPhysObject
296 295
297 public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } 296 public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
298 public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } 297 public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
299 public override OMV.Vector3 Velocity { 298 public override OMV.Vector3 Velocity {
300 get { return _velocity; } 299 get { return _velocity; }
301 set { 300 set {
302 _velocity = value; 301 _velocity = value;
303 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); 302 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
@@ -306,24 +305,24 @@ public class BSCharacter : BSPhysObject
306 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); 305 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
307 BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity); 306 BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity);
308 }); 307 });
309 } 308 }
310 } 309 }
311 public override OMV.Vector3 Torque { 310 public override OMV.Vector3 Torque {
312 get { return _torque; } 311 get { return _torque; }
313 set { _torque = value; 312 set { _torque = value;
314 } 313 }
315 } 314 }
316 public override float CollisionScore { 315 public override float CollisionScore {
317 get { return _collisionScore; } 316 get { return _collisionScore; }
318 set { _collisionScore = value; 317 set { _collisionScore = value;
319 } 318 }
320 } 319 }
321 public override OMV.Vector3 Acceleration { 320 public override OMV.Vector3 Acceleration {
322 get { return _acceleration; } 321 get { return _acceleration; }
323 set { _acceleration = value; } 322 set { _acceleration = value; }
324 } 323 }
325 public override OMV.Quaternion Orientation { 324 public override OMV.Quaternion Orientation {
326 get { return _orientation; } 325 get { return _orientation; }
327 set { 326 set {
328 _orientation = value; 327 _orientation = value;
329 // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); 328 // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
@@ -332,98 +331,98 @@ public class BSCharacter : BSPhysObject
332 // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); 331 // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID);
333 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); 332 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation);
334 }); 333 });
335 } 334 }
336 } 335 }
337 public override int PhysicsActorType { 336 public override int PhysicsActorType {
338 get { return _physicsActorType; } 337 get { return _physicsActorType; }
339 set { _physicsActorType = value; 338 set { _physicsActorType = value;
340 } 339 }
341 } 340 }
342 public override bool IsPhysical { 341 public override bool IsPhysical {
343 get { return _isPhysical; } 342 get { return _isPhysical; }
344 set { _isPhysical = value; 343 set { _isPhysical = value;
345 } 344 }
346 } 345 }
347 public override bool Flying { 346 public override bool Flying {
348 get { return _flying; } 347 get { return _flying; }
349 set { 348 set {
350 _flying = value; 349 _flying = value;
351 // simulate flying by changing the effect of gravity 350 // simulate flying by changing the effect of gravity
352 this.Buoyancy = ComputeBuoyancyFromFlying(_flying); 351 this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
353 } 352 }
354 } 353 }
355 // Flying is implimented by changing the avatar's buoyancy. 354 // Flying is implimented by changing the avatar's buoyancy.
356 // Would this be done better with a vehicle type? 355 // Would this be done better with a vehicle type?
357 private float ComputeBuoyancyFromFlying(bool ifFlying) { 356 private float ComputeBuoyancyFromFlying(bool ifFlying) {
358 return ifFlying ? 1f : 0f; 357 return ifFlying ? 1f : 0f;
359 } 358 }
360 public override bool 359 public override bool
361 SetAlwaysRun { 360 SetAlwaysRun {
362 get { return _setAlwaysRun; } 361 get { return _setAlwaysRun; }
363 set { _setAlwaysRun = value; } 362 set { _setAlwaysRun = value; }
364 } 363 }
365 public override bool ThrottleUpdates { 364 public override bool ThrottleUpdates {
366 get { return _throttleUpdates; } 365 get { return _throttleUpdates; }
367 set { _throttleUpdates = value; } 366 set { _throttleUpdates = value; }
368 } 367 }
369 public override bool IsColliding { 368 public override bool IsColliding {
370 get { return (CollidingStep == PhysicsScene.SimulationStep); } 369 get { return (CollidingStep == PhysicsScene.SimulationStep); }
371 set { _isColliding = value; } 370 set { _isColliding = value; }
372 } 371 }
373 public override bool CollidingGround { 372 public override bool CollidingGround {
374 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } 373 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
375 set { CollidingGround = value; } 374 set { CollidingGround = value; }
376 } 375 }
377 public override bool CollidingObj { 376 public override bool CollidingObj {
378 get { return _collidingObj; } 377 get { return _collidingObj; }
379 set { _collidingObj = value; } 378 set { _collidingObj = value; }
380 } 379 }
381 public override bool FloatOnWater { 380 public override bool FloatOnWater {
382 set { _floatOnWater = value; } 381 set { _floatOnWater = value; }
383 } 382 }
384 public override OMV.Vector3 RotationalVelocity { 383 public override OMV.Vector3 RotationalVelocity {
385 get { return _rotationalVelocity; } 384 get { return _rotationalVelocity; }
386 set { _rotationalVelocity = value; } 385 set { _rotationalVelocity = value; }
387 } 386 }
388 public override bool Kinematic { 387 public override bool Kinematic {
389 get { return _kinematic; } 388 get { return _kinematic; }
390 set { _kinematic = value; } 389 set { _kinematic = value; }
391 } 390 }
392 // neg=fall quickly, 0=1g, 1=0g, pos=float up 391 // neg=fall quickly, 0=1g, 1=0g, pos=float up
393 public override float Buoyancy { 392 public override float Buoyancy {
394 get { return _buoyancy; } 393 get { return _buoyancy; }
395 set { _buoyancy = value; 394 set { _buoyancy = value;
396 PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() 395 PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate()
397 { 396 {
398 DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 397 DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
399 BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); 398 BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy);
400 }); 399 });
401 } 400 }
402 } 401 }
403 402
404 // Used for MoveTo 403 // Used for MoveTo
405 public override OMV.Vector3 PIDTarget { 404 public override OMV.Vector3 PIDTarget {
406 set { _PIDTarget = value; } 405 set { _PIDTarget = value; }
407 } 406 }
408 public override bool PIDActive { 407 public override bool PIDActive {
409 set { _usePID = value; } 408 set { _usePID = value; }
410 } 409 }
411 public override float PIDTau { 410 public override float PIDTau {
412 set { _PIDTau = value; } 411 set { _PIDTau = value; }
413 } 412 }
414 413
415 // Used for llSetHoverHeight and maybe vehicle height 414 // Used for llSetHoverHeight and maybe vehicle height
416 // Hover Height will override MoveTo target's Z 415 // Hover Height will override MoveTo target's Z
417 public override bool PIDHoverActive { 416 public override bool PIDHoverActive {
418 set { _useHoverPID = value; } 417 set { _useHoverPID = value; }
419 } 418 }
420 public override float PIDHoverHeight { 419 public override float PIDHoverHeight {
421 set { _PIDHoverHeight = value; } 420 set { _PIDHoverHeight = value; }
422 } 421 }
423 public override PIDHoverType PIDHoverType { 422 public override PIDHoverType PIDHoverType {
424 set { _PIDHoverType = value; } 423 set { _PIDHoverType = value; }
425 } 424 }
426 public override float PIDHoverTau { 425 public override float PIDHoverTau {
427 set { _PIDHoverTao = value; } 426 set { _PIDHoverTao = value; }
428 } 427 }
429 428
@@ -433,7 +432,7 @@ public class BSCharacter : BSPhysObject
433 public override float APIDStrength { set { return; } } 432 public override float APIDStrength { set { return; } }
434 public override float APIDDamping { set { return; } } 433 public override float APIDDamping { set { return; } }
435 434
436 public override void AddForce(OMV.Vector3 force, bool pushforce) { 435 public override void AddForce(OMV.Vector3 force, bool pushforce) {
437 if (force.IsFinite()) 436 if (force.IsFinite())
438 { 437 {
439 _force.X += force.X; 438 _force.X += force.X;
@@ -453,9 +452,9 @@ public class BSCharacter : BSPhysObject
453 //m_lastUpdateSent = false; 452 //m_lastUpdateSent = false;
454 } 453 }
455 454
456 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { 455 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
457 } 456 }
458 public override void SetMomentum(OMV.Vector3 momentum) { 457 public override void SetMomentum(OMV.Vector3 momentum) {
459 } 458 }
460 459
461 private void ComputeAvatarScale(OMV.Vector3 size) 460 private void ComputeAvatarScale(OMV.Vector3 size)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index cf33d0e..65b38d6 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -491,7 +491,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
491 // remember the position so next step we can limit absolute movement effects 491 // remember the position so next step we can limit absolute movement effects
492 m_lastPositionVector = Prim.Position; 492 m_lastPositionVector = Prim.Position;
493 493
494 VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", 494 VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
495 Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity); 495 Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity);
496 }// end Step 496 }// end Step
497 497
@@ -511,8 +511,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
511 Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); 511 Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep);
512 // lastLinearVelocityVector is the current body velocity vector 512 // lastLinearVelocityVector is the current body velocity vector
513 // RA: Not sure what the *10 is for. A correction for pTimestep? 513 // RA: Not sure what the *10 is for. A correction for pTimestep?
514 // m_lastLinearVelocityVector += (addAmount*10); 514 // m_lastLinearVelocityVector += (addAmount*10);
515 m_lastLinearVelocityVector += addAmount; 515 m_lastLinearVelocityVector += addAmount;
516 516
517 // Limit the velocity vector to less than the last set linear motor direction 517 // Limit the velocity vector to less than the last set linear motor direction
518 if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) 518 if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
@@ -695,7 +695,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
695 Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); 695 Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep));
696 m_lastLinearVelocityVector *= keepFraction; 696 m_lastLinearVelocityVector *= keepFraction;
697 697
698 VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", 698 VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}",
699 Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); 699 Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction);
700 700
701 } // end MoveLinear() 701 } // end MoveLinear()
@@ -728,7 +728,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
728 m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); 728 m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
729 m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); 729 m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
730 730
731 VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", 731 VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}",
732 Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); 732 Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity);
733 733
734 // This is done so that if script request rate is less than phys frame rate the expected 734 // This is done so that if script request rate is less than phys frame rate the expected
@@ -779,7 +779,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
779 vertattr.X += bounce * angularVelocity.X; 779 vertattr.X += bounce * angularVelocity.X;
780 vertattr.Y += bounce * angularVelocity.Y; 780 vertattr.Y += bounce * angularVelocity.Y;
781 781
782 VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", 782 VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}",
783 Prim.LocalID, verterr, bounce, vertattr); 783 Prim.LocalID, verterr, bounce, vertattr);
784 784
785 } // else vertical attractor is off 785 } // else vertical attractor is off
@@ -792,7 +792,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
792 792
793 // Sum velocities 793 // Sum velocities
794 m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection 794 m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection
795 795
796 if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) 796 if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
797 { 797 {
798 m_lastAngularVelocity.X = 0; 798 m_lastAngularVelocity.X = 0;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 6967108..b0cc63c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -53,9 +53,9 @@ public class BSLinkset
53 53
54 // We keep the prim's mass in the linkset structure since it could be dependent on other prims 54 // We keep the prim's mass in the linkset structure since it could be dependent on other prims
55 private float m_mass; 55 private float m_mass;
56 public float LinksetMass 56 public float LinksetMass
57 { 57 {
58 get 58 get
59 { 59 {
60 m_mass = ComputeLinksetMass(); 60 m_mass = ComputeLinksetMass();
61 return m_mass; 61 return m_mass;
@@ -77,7 +77,7 @@ public class BSLinkset
77 // A simple linkset of one (no children) 77 // A simple linkset of one (no children)
78 LinksetID = m_nextLinksetID++; 78 LinksetID = m_nextLinksetID++;
79 // We create LOTS of linksets. 79 // We create LOTS of linksets.
80 if (m_nextLinksetID <= 0) 80 if (m_nextLinksetID <= 0)
81 m_nextLinksetID = 1; 81 m_nextLinksetID = 1;
82 PhysicsScene = scene; 82 PhysicsScene = scene;
83 LinksetRoot = parent; 83 LinksetRoot = parent;
@@ -276,7 +276,7 @@ public class BSLinkset
276 BSConstraint constrain; 276 BSConstraint constrain;
277 if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) 277 if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
278 { 278 {
279 // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", 279 // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
280 // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); 280 // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
281 constrain.RecomputeConstraintVariables(linksetMass); 281 constrain.RecomputeConstraintVariables(linksetMass);
282 } 282 }
@@ -392,14 +392,14 @@ public class BSLinkset
392 392
393 // create a constraint that allows no freedom of movement between the two objects 393 // create a constraint that allows no freedom of movement between the two objects
394 // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 394 // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
395 DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", 395 DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
396 rootPrim.LocalID, 396 rootPrim.LocalID,
397 rootPrim.LocalID, rootBody.ptr.ToString("X"), 397 rootPrim.LocalID, rootBody.ptr.ToString("X"),
398 childPrim.LocalID, childBody.ptr.ToString("X"), 398 childPrim.LocalID, childBody.ptr.ToString("X"),
399 rootPrim.Position, childPrim.Position, midPoint); 399 rootPrim.Position, childPrim.Position, midPoint);
400 400
401 // There is great subtlty in these paramters. Notice the check for a ptr of zero. 401 // There is great subtlty in these paramters. Notice the check for a ptr of zero.
402 // We pass the BulletBody structure into the taint in order to capture the pointer 402 // We pass the BulletBody structure into the taint in order to capture the pointer
403 // of the body at the time of constraint creation. This doesn't work for the very first 403 // of the body at the time of constraint creation. This doesn't work for the very first
404 // construction because there is no body yet. The body 404 // construction because there is no body yet. The body
405 // is constructed later at taint time. Thus we use the body address at time of the 405 // is constructed later at taint time. Thus we use the body address at time of the
@@ -409,8 +409,8 @@ public class BSLinkset
409 // to only change BSShape at taint time thus syncronizing these operations at 409 // to only change BSShape at taint time thus syncronizing these operations at
410 // the cost of efficiency and lag. 410 // the cost of efficiency and lag.
411 BS6DofConstraint constrain = new BS6DofConstraint( 411 BS6DofConstraint constrain = new BS6DofConstraint(
412 PhysicsScene.World, 412 PhysicsScene.World,
413 rootBody.ptr == IntPtr.Zero ? rootPrim.BSBody : rootBody, 413 rootBody.ptr == IntPtr.Zero ? rootPrim.BSBody : rootBody,
414 childBody.ptr == IntPtr.Zero ? childPrim.BSBody : childBody, 414 childBody.ptr == IntPtr.Zero ? childPrim.BSBody : childBody,
415 midPoint, 415 midPoint,
416 true, 416 true,
@@ -473,11 +473,11 @@ public class BSLinkset
473 // The root and child bodies are passed in because we need to remove the constraint between 473 // The root and child bodies are passed in because we need to remove the constraint between
474 // the bodies that were at unlink time. 474 // the bodies that were at unlink time.
475 // Called at taint time! 475 // Called at taint time!
476 private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BulletBody rootBody, 476 private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BulletBody rootBody,
477 BSPhysObject childPrim, BulletBody childBody) 477 BSPhysObject childPrim, BulletBody childBody)
478 { 478 {
479 DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", 479 DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
480 rootPrim.LocalID, 480 rootPrim.LocalID,
481 rootPrim.LocalID, rootBody.ptr.ToString("X"), 481 rootPrim.LocalID, rootBody.ptr.ToString("X"),
482 childPrim.LocalID, childBody.ptr.ToString("X")); 482 childPrim.LocalID, childBody.ptr.ToString("X"));
483 483
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index df95625..d9b738b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -100,7 +100,7 @@ public abstract class BSPhysObject : PhysicsActor
100 // The simulation step is telling this object about a collision. 100 // The simulation step is telling this object about a collision.
101 // Return 'true' if a collision was processed and should be sent up. 101 // Return 'true' if a collision was processed and should be sent up.
102 // Called at taint time from within the Step() function 102 // Called at taint time from within the Step() function
103 public virtual bool Collide(uint collidingWith, BSPhysObject collidee, 103 public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
104 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) 104 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
105 { 105 {
106 bool ret = false; 106 bool ret = false;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs
index 0f027b8..20f5180 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs
@@ -33,7 +33,7 @@ using OpenMetaverse;
33namespace OpenSim.Region.Physics.BulletSPlugin 33namespace OpenSim.Region.Physics.BulletSPlugin
34{ 34{
35 /// <summary> 35 /// <summary>
36 /// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim. 36 /// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim.
37 /// This module interfaces to an unmanaged C++ library which makes the 37 /// This module interfaces to an unmanaged C++ library which makes the
38 /// actual calls into the Bullet physics engine. 38 /// actual calls into the Bullet physics engine.
39 /// The unmanaged library is found in opensim-libs::trunk/unmanaged/BulletSim/. 39 /// The unmanaged library is found in opensim-libs::trunk/unmanaged/BulletSim/.
@@ -62,7 +62,7 @@ public class BSPlugin : IPhysicsPlugin
62 if (Util.IsWindows()) 62 if (Util.IsWindows())
63 Util.LoadArchSpecificWindowsDll("BulletSim.dll"); 63 Util.LoadArchSpecificWindowsDll("BulletSim.dll");
64 // If not Windows, loading is performed by the 64 // If not Windows, loading is performed by the
65 // Mono loader as specified in 65 // Mono loader as specified in
66 // "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config". 66 // "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config".
67 67
68 _mScene = new BSScene(sceneIdentifier); 68 _mScene = new BSScene(sceneIdentifier);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index e65e42b..8688485 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -158,12 +158,12 @@ public sealed class BSPrim : BSPhysObject
158 BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); 158 BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID);
159 }); 159 });
160 } 160 }
161 161
162 public override bool Stopped { 162 public override bool Stopped {
163 get { return _stopped; } 163 get { return _stopped; }
164 } 164 }
165 public override OMV.Vector3 Size { 165 public override OMV.Vector3 Size {
166 get { return _size; } 166 get { return _size; }
167 set { 167 set {
168 _size = value; 168 _size = value;
169 PhysicsScene.TaintedObject("BSPrim.setSize", delegate() 169 PhysicsScene.TaintedObject("BSPrim.setSize", delegate()
@@ -174,7 +174,7 @@ public sealed class BSPrim : BSPhysObject
174 CreateGeomAndObject(true); 174 CreateGeomAndObject(true);
175 // DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, _scale, _mass, IsPhysical); 175 // DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, _scale, _mass, IsPhysical);
176 }); 176 });
177 } 177 }
178 } 178 }
179 // Scale is what we set in the physics engine. It is different than 'size' in that 179 // Scale is what we set in the physics engine. It is different than 'size' in that
180 // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. 180 // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>.
@@ -183,7 +183,7 @@ public sealed class BSPrim : BSPhysObject
183 get { return _scale; } 183 get { return _scale; }
184 set { _scale = value; } 184 set { _scale = value; }
185 } 185 }
186 public override PrimitiveBaseShape Shape { 186 public override PrimitiveBaseShape Shape {
187 set { 187 set {
188 _pbs = value; 188 _pbs = value;
189 PhysicsScene.TaintedObject("BSPrim.setShape", delegate() 189 PhysicsScene.TaintedObject("BSPrim.setShape", delegate()
@@ -191,13 +191,13 @@ public sealed class BSPrim : BSPhysObject
191 _mass = CalculateMass(); // changing the shape changes the mass 191 _mass = CalculateMass(); // changing the shape changes the mass
192 CreateGeomAndObject(true); 192 CreateGeomAndObject(true);
193 }); 193 });
194 } 194 }
195 } 195 }
196 public override bool Grabbed { 196 public override bool Grabbed {
197 set { _grabbed = value; 197 set { _grabbed = value;
198 } 198 }
199 } 199 }
200 public override bool Selected { 200 public override bool Selected {
201 set { 201 set {
202 _isSelected = value; 202 _isSelected = value;
203 PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() 203 PhysicsScene.TaintedObject("BSPrim.setSelected", delegate()
@@ -205,7 +205,7 @@ public sealed class BSPrim : BSPhysObject
205 // DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); 205 // DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected);
206 SetObjectDynamic(false); 206 SetObjectDynamic(false);
207 }); 207 });
208 } 208 }
209 } 209 }
210 public override void CrossingFailure() { return; } 210 public override void CrossingFailure() { return; }
211 211
@@ -219,10 +219,10 @@ public sealed class BSPrim : BSPhysObject
219 219
220 Linkset = parent.Linkset.AddMeToLinkset(this); 220 Linkset = parent.Linkset.AddMeToLinkset(this);
221 221
222 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", 222 DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
223 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); 223 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
224 } 224 }
225 return; 225 return;
226 } 226 }
227 227
228 // delink me from my linkset 228 // delink me from my linkset
@@ -232,12 +232,12 @@ public sealed class BSPrim : BSPhysObject
232 232
233 BSPhysObject parentBefore = Linkset.LinksetRoot; 233 BSPhysObject parentBefore = Linkset.LinksetRoot;
234 int childrenBefore = Linkset.NumberOfChildren; 234 int childrenBefore = Linkset.NumberOfChildren;
235 235
236 Linkset = Linkset.RemoveMeFromLinkset(this); 236 Linkset = Linkset.RemoveMeFromLinkset(this);
237 237
238 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", 238 DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
239 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); 239 LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
240 return; 240 return;
241 } 241 }
242 242
243 // Set motion values to zero. 243 // Set motion values to zero.
@@ -258,21 +258,21 @@ public sealed class BSPrim : BSPhysObject
258 } 258 }
259 259
260 public override void LockAngularMotion(OMV.Vector3 axis) 260 public override void LockAngularMotion(OMV.Vector3 axis)
261 { 261 {
262 DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); 262 DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
263 return; 263 return;
264 } 264 }
265 265
266 public override OMV.Vector3 Position { 266 public override OMV.Vector3 Position {
267 get { 267 get {
268 if (!Linkset.IsRoot(this)) 268 if (!Linkset.IsRoot(this))
269 // child prims move around based on their parent. Need to get the latest location 269 // child prims move around based on their parent. Need to get the latest location
270 _position = BulletSimAPI.GetPosition2(BSBody.ptr); 270 _position = BulletSimAPI.GetPosition2(BSBody.ptr);
271 271
272 // don't do the GetObjectPosition for root elements because this function is called a zillion times 272 // don't do the GetObjectPosition for root elements because this function is called a zillion times
273 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); 273 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
274 return _position; 274 return _position;
275 } 275 }
276 set { 276 set {
277 _position = value; 277 _position = value;
278 // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? 278 // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
@@ -281,13 +281,13 @@ public sealed class BSPrim : BSPhysObject
281 // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 281 // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
282 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); 282 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
283 }); 283 });
284 } 284 }
285 } 285 }
286 286
287 // Return the effective mass of the object. 287 // Return the effective mass of the object.
288 // If there are multiple items in the linkset, add them together for the root 288 // If there are multiple items in the linkset, add them together for the root
289 public override float Mass 289 public override float Mass
290 { 290 {
291 get 291 get
292 { 292 {
293 // return Linkset.LinksetMass; 293 // return Linkset.LinksetMass;
@@ -310,8 +310,8 @@ public sealed class BSPrim : BSPhysObject
310 get { return Linkset.GeometricCenter; } 310 get { return Linkset.GeometricCenter; }
311 } 311 }
312 312
313 public override OMV.Vector3 Force { 313 public override OMV.Vector3 Force {
314 get { return _force; } 314 get { return _force; }
315 set { 315 set {
316 _force = value; 316 _force = value;
317 PhysicsScene.TaintedObject("BSPrim.setForce", delegate() 317 PhysicsScene.TaintedObject("BSPrim.setForce", delegate()
@@ -319,13 +319,13 @@ public sealed class BSPrim : BSPhysObject
319 // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); 319 // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
320 BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); 320 BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
321 }); 321 });
322 } 322 }
323 } 323 }
324 324
325 public override int VehicleType { 325 public override int VehicleType {
326 get { 326 get {
327 return (int)_vehicle.Type; // if we are a vehicle, return that type 327 return (int)_vehicle.Type; // if we are a vehicle, return that type
328 } 328 }
329 set { 329 set {
330 Vehicle type = (Vehicle)value; 330 Vehicle type = (Vehicle)value;
331 BSPrim vehiclePrim = this; 331 BSPrim vehiclePrim = this;
@@ -337,30 +337,30 @@ public sealed class BSPrim : BSPhysObject
337 // Tell the scene about the vehicle so it will get processing each frame. 337 // Tell the scene about the vehicle so it will get processing each frame.
338 PhysicsScene.VehicleInSceneTypeChanged(this, type); 338 PhysicsScene.VehicleInSceneTypeChanged(this, type);
339 }); 339 });
340 } 340 }
341 } 341 }
342 public override void VehicleFloatParam(int param, float value) 342 public override void VehicleFloatParam(int param, float value)
343 { 343 {
344 PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() 344 PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
345 { 345 {
346 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); 346 _vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
347 }); 347 });
348 } 348 }
349 public override void VehicleVectorParam(int param, OMV.Vector3 value) 349 public override void VehicleVectorParam(int param, OMV.Vector3 value)
350 { 350 {
351 PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() 351 PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
352 { 352 {
353 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); 353 _vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
354 }); 354 });
355 } 355 }
356 public override void VehicleRotationParam(int param, OMV.Quaternion rotation) 356 public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
357 { 357 {
358 PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() 358 PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
359 { 359 {
360 _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); 360 _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
361 }); 361 });
362 } 362 }
363 public override void VehicleFlags(int param, bool remove) 363 public override void VehicleFlags(int param, bool remove)
364 { 364 {
365 PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() 365 PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate()
366 { 366 {
@@ -388,11 +388,11 @@ public sealed class BSPrim : BSPhysObject
388 SetObjectDynamic(true); 388 SetObjectDynamic(true);
389 }); 389 });
390 } 390 }
391 return; 391 return;
392 } 392 }
393 393
394 public override OMV.Vector3 Velocity { 394 public override OMV.Vector3 Velocity {
395 get { return _velocity; } 395 get { return _velocity; }
396 set { 396 set {
397 _velocity = value; 397 _velocity = value;
398 PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() 398 PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
@@ -400,24 +400,24 @@ public sealed class BSPrim : BSPhysObject
400 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); 400 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
401 BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); 401 BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
402 }); 402 });
403 } 403 }
404 } 404 }
405 public override OMV.Vector3 Torque { 405 public override OMV.Vector3 Torque {
406 get { return _torque; } 406 get { return _torque; }
407 set { _torque = value; 407 set { _torque = value;
408 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); 408 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
409 } 409 }
410 } 410 }
411 public override float CollisionScore { 411 public override float CollisionScore {
412 get { return _collisionScore; } 412 get { return _collisionScore; }
413 set { _collisionScore = value; 413 set { _collisionScore = value;
414 } 414 }
415 } 415 }
416 public override OMV.Vector3 Acceleration { 416 public override OMV.Vector3 Acceleration {
417 get { return _acceleration; } 417 get { return _acceleration; }
418 set { _acceleration = value; } 418 set { _acceleration = value; }
419 } 419 }
420 public override OMV.Quaternion Orientation { 420 public override OMV.Quaternion Orientation {
421 get { 421 get {
422 if (!Linkset.IsRoot(this)) 422 if (!Linkset.IsRoot(this))
423 { 423 {
@@ -425,7 +425,7 @@ public sealed class BSPrim : BSPhysObject
425 _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); 425 _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
426 } 426 }
427 return _orientation; 427 return _orientation;
428 } 428 }
429 set { 429 set {
430 _orientation = value; 430 _orientation = value;
431 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? 431 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
@@ -435,14 +435,14 @@ public sealed class BSPrim : BSPhysObject
435 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); 435 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
436 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); 436 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
437 }); 437 });
438 } 438 }
439 } 439 }
440 public override int PhysicsActorType { 440 public override int PhysicsActorType {
441 get { return _physicsActorType; } 441 get { return _physicsActorType; }
442 set { _physicsActorType = value; } 442 set { _physicsActorType = value; }
443 } 443 }
444 public override bool IsPhysical { 444 public override bool IsPhysical {
445 get { return _isPhysical; } 445 get { return _isPhysical; }
446 set { 446 set {
447 if (_isPhysical != value) 447 if (_isPhysical != value)
448 { 448 {
@@ -453,7 +453,7 @@ public sealed class BSPrim : BSPhysObject
453 SetObjectDynamic(true); 453 SetObjectDynamic(true);
454 }); 454 });
455 } 455 }
456 } 456 }
457 } 457 }
458 458
459 // An object is static (does not move) if selected or not physical 459 // An object is static (does not move) if selected or not physical
@@ -519,7 +519,7 @@ public sealed class BSPrim : BSPhysObject
519 // had been automatically disabled when the mass was set to zero. 519 // had been automatically disabled when the mass was set to zero.
520 Linkset.Refresh(this); 520 Linkset.Refresh(this);
521 521
522 DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", 522 DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}",
523 LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape); 523 LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape);
524 } 524 }
525 525
@@ -630,31 +630,31 @@ public sealed class BSPrim : BSPhysObject
630 } 630 }
631 631
632 // prims don't fly 632 // prims don't fly
633 public override bool Flying { 633 public override bool Flying {
634 get { return _flying; } 634 get { return _flying; }
635 set { 635 set {
636 _flying = value; 636 _flying = value;
637 } 637 }
638 } 638 }
639 public override bool SetAlwaysRun { 639 public override bool SetAlwaysRun {
640 get { return _setAlwaysRun; } 640 get { return _setAlwaysRun; }
641 set { _setAlwaysRun = value; } 641 set { _setAlwaysRun = value; }
642 } 642 }
643 public override bool ThrottleUpdates { 643 public override bool ThrottleUpdates {
644 get { return _throttleUpdates; } 644 get { return _throttleUpdates; }
645 set { _throttleUpdates = value; } 645 set { _throttleUpdates = value; }
646 } 646 }
647 public override bool IsColliding { 647 public override bool IsColliding {
648 get { return (CollidingStep == PhysicsScene.SimulationStep); } 648 get { return (CollidingStep == PhysicsScene.SimulationStep); }
649 set { _isColliding = value; } 649 set { _isColliding = value; }
650 } 650 }
651 public override bool CollidingGround { 651 public override bool CollidingGround {
652 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } 652 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
653 set { _collidingGround = value; } 653 set { _collidingGround = value; }
654 } 654 }
655 public override bool CollidingObj { 655 public override bool CollidingObj {
656 get { return _collidingObj; } 656 get { return _collidingObj; }
657 set { _collidingObj = value; } 657 set { _collidingObj = value; }
658 } 658 }
659 public bool IsPhantom { 659 public bool IsPhantom {
660 get { 660 get {
@@ -664,10 +664,10 @@ public sealed class BSPrim : BSPhysObject
664 return false; 664 return false;
665 } 665 }
666 } 666 }
667 public override bool FloatOnWater { 667 public override bool FloatOnWater {
668 set { _floatOnWater = value; } 668 set { _floatOnWater = value; }
669 } 669 }
670 public override OMV.Vector3 RotationalVelocity { 670 public override OMV.Vector3 RotationalVelocity {
671 get { 671 get {
672 /* 672 /*
673 OMV.Vector3 pv = OMV.Vector3.Zero; 673 OMV.Vector3 pv = OMV.Vector3.Zero;
@@ -679,7 +679,7 @@ public sealed class BSPrim : BSPhysObject
679 */ 679 */
680 680
681 return _rotationalVelocity; 681 return _rotationalVelocity;
682 } 682 }
683 set { 683 set {
684 _rotationalVelocity = value; 684 _rotationalVelocity = value;
685 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); 685 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
@@ -688,16 +688,16 @@ public sealed class BSPrim : BSPhysObject
688 // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); 688 // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
689 BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); 689 BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity);
690 }); 690 });
691 } 691 }
692 } 692 }
693 public override bool Kinematic { 693 public override bool Kinematic {
694 get { return _kinematic; } 694 get { return _kinematic; }
695 set { _kinematic = value; 695 set { _kinematic = value;
696 // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); 696 // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic);
697 } 697 }
698 } 698 }
699 public override float Buoyancy { 699 public override float Buoyancy {
700 get { return _buoyancy; } 700 get { return _buoyancy; }
701 set { 701 set {
702 _buoyancy = value; 702 _buoyancy = value;
703 PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() 703 PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate()
@@ -707,32 +707,32 @@ public sealed class BSPrim : BSPhysObject
707 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); 707 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
708 BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); 708 BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav));
709 }); 709 });
710 } 710 }
711 } 711 }
712 712
713 // Used for MoveTo 713 // Used for MoveTo
714 public override OMV.Vector3 PIDTarget { 714 public override OMV.Vector3 PIDTarget {
715 set { _PIDTarget = value; } 715 set { _PIDTarget = value; }
716 } 716 }
717 public override bool PIDActive { 717 public override bool PIDActive {
718 set { _usePID = value; } 718 set { _usePID = value; }
719 } 719 }
720 public override float PIDTau { 720 public override float PIDTau {
721 set { _PIDTau = value; } 721 set { _PIDTau = value; }
722 } 722 }
723 723
724 // Used for llSetHoverHeight and maybe vehicle height 724 // Used for llSetHoverHeight and maybe vehicle height
725 // Hover Height will override MoveTo target's Z 725 // Hover Height will override MoveTo target's Z
726 public override bool PIDHoverActive { 726 public override bool PIDHoverActive {
727 set { _useHoverPID = value; } 727 set { _useHoverPID = value; }
728 } 728 }
729 public override float PIDHoverHeight { 729 public override float PIDHoverHeight {
730 set { _PIDHoverHeight = value; } 730 set { _PIDHoverHeight = value; }
731 } 731 }
732 public override PIDHoverType PIDHoverType { 732 public override PIDHoverType PIDHoverType {
733 set { _PIDHoverType = value; } 733 set { _PIDHoverType = value; }
734 } 734 }
735 public override float PIDHoverTau { 735 public override float PIDHoverTau {
736 set { _PIDHoverTao = value; } 736 set { _PIDHoverTao = value; }
737 } 737 }
738 738
@@ -773,11 +773,11 @@ public sealed class BSPrim : BSPhysObject
773 }); 773 });
774 } 774 }
775 775
776 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { 776 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
777 // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); 777 // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
778 // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); 778 // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
779 } 779 }
780 public override void SetMomentum(OMV.Vector3 momentum) { 780 public override void SetMomentum(OMV.Vector3 momentum) {
781 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); 781 // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
782 } 782 }
783 #region Mass Calculation 783 #region Mass Calculation
@@ -789,8 +789,8 @@ public sealed class BSPrim : BSPhysObject
789 789
790 float returnMass = 0; 790 float returnMass = 0;
791 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; 791 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
792 float hollowVolume = hollowAmount * hollowAmount; 792 float hollowVolume = hollowAmount * hollowAmount;
793 793
794 switch (_pbs.ProfileShape) 794 switch (_pbs.ProfileShape)
795 { 795 {
796 case ProfileShape.Square: 796 case ProfileShape.Square:
@@ -826,16 +826,16 @@ public sealed class BSPrim : BSPhysObject
826 826
827 else if (_pbs.PathCurve == (byte)Extrusion.Curve1) 827 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
828 { 828 {
829 //a tube 829 //a tube
830 830
831 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); 831 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
832 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); 832 tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY);
833 volume -= volume*tmp*tmp; 833 volume -= volume*tmp*tmp;
834 834
835 if (hollowAmount > 0.0) 835 if (hollowAmount > 0.0)
836 { 836 {
837 hollowVolume *= hollowAmount; 837 hollowVolume *= hollowAmount;
838 838
839 switch (_pbs.HollowShape) 839 switch (_pbs.HollowShape)
840 { 840 {
841 case HollowShape.Square: 841 case HollowShape.Square:
@@ -894,7 +894,7 @@ public sealed class BSPrim : BSPhysObject
894 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); 894 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
895 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); 895 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
896 volume *= (1.0f - tmp * tmp); 896 volume *= (1.0f - tmp * tmp);
897 897
898 if (hollowAmount > 0.0) 898 if (hollowAmount > 0.0)
899 { 899 {
900 900
@@ -1118,7 +1118,7 @@ public sealed class BSPrim : BSPhysObject
1118 PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs); 1118 PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs);
1119 1119
1120 Linkset = Linkset.AddMeToLinkset(this); 1120 Linkset = Linkset.AddMeToLinkset(this);
1121 1121
1122 // Make sure the properties are set on the new object 1122 // Make sure the properties are set on the new object
1123 UpdatePhysicalParameters(); 1123 UpdatePhysicalParameters();
1124 return; 1124 return;
@@ -1210,7 +1210,7 @@ public sealed class BSPrim : BSPhysObject
1210 { 1210 {
1211 // For debugging, we can also report the movement of children 1211 // For debugging, we can also report the movement of children
1212 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 1212 DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
1213 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, 1213 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
1214 entprop.Acceleration, entprop.RotationalVelocity); 1214 entprop.Acceleration, entprop.RotationalVelocity);
1215 } 1215 }
1216 */ 1216 */
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 44a249c..0cf8c91 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -49,7 +49,7 @@ using OpenMetaverse;
49// At the moment, physical and phantom causes object to drop through the terrain 49// At the moment, physical and phantom causes object to drop through the terrain
50// Physical phantom objects and related typing (collision options ) 50// Physical phantom objects and related typing (collision options )
51// Check out llVolumeDetect. Must do something for that. 51// Check out llVolumeDetect. Must do something for that.
52// Use collision masks for collision with terrain and phantom objects 52// Use collision masks for collision with terrain and phantom objects
53// More efficient memory usage when passing hull information from BSPrim to BulletSim 53// More efficient memory usage when passing hull information from BSPrim to BulletSim
54// Should prim.link() and prim.delink() membership checking happen at taint time? 54// Should prim.link() and prim.delink() membership checking happen at taint time?
55// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once. 55// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once.
@@ -60,7 +60,7 @@ using OpenMetaverse;
60// Add PID movement operations. What does ScenePresence.MoveToTarget do? 60// Add PID movement operations. What does ScenePresence.MoveToTarget do?
61// Check terrain size. 128 or 127? 61// Check terrain size. 128 or 127?
62// Raycast 62// Raycast
63// 63//
64namespace OpenSim.Region.Physics.BulletSPlugin 64namespace OpenSim.Region.Physics.BulletSPlugin
65{ 65{
66public class BSScene : PhysicsScene, IPhysicsParameters 66public class BSScene : PhysicsScene, IPhysicsParameters
@@ -327,7 +327,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
327 { 327 {
328 m_log.Debug("[BULLETS UNMANAGED]:" + msg); 328 m_log.Debug("[BULLETS UNMANAGED]:" + msg);
329 } 329 }
330 330
331 // Called directly from unmanaged code so don't do much 331 // Called directly from unmanaged code so don't do much
332 private void BulletLoggerPhysLog(string msg) 332 private void BulletLoggerPhysLog(string msg)
333 { 333 {
@@ -460,7 +460,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
460 } 460 }
461 461
462 // This is a call from the simulator saying that some physical property has been updated. 462 // This is a call from the simulator saying that some physical property has been updated.
463 // The BulletSim driver senses the changing of relevant properties so this taint 463 // The BulletSim driver senses the changing of relevant properties so this taint
464 // information call is not needed. 464 // information call is not needed.
465 public override void AddPhysicsActorTaint(PhysicsActor prim) { } 465 public override void AddPhysicsActorTaint(PhysicsActor prim) { }
466 466
@@ -501,14 +501,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters
501 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); 501 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
502 502
503 if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); 503 if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
504 DetailLog("{0},Simulate,call, nTaints={1}, simTime={2}, substeps={3}, updates={4}, colliders={5}", 504 DetailLog("{0},Simulate,call, nTaints={1}, simTime={2}, substeps={3}, updates={4}, colliders={5}",
505 DetailLogZero, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); 505 DetailLogZero, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount);
506 } 506 }
507 catch (Exception e) 507 catch (Exception e)
508 { 508 {
509 m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", 509 m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}",
510 LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); 510 LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e);
511 DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", 511 DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}",
512 DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); 512 DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
513 updatedEntityCount = 0; 513 updatedEntityCount = 0;
514 collidersCount = 0; 514 collidersCount = 0;
@@ -535,7 +535,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
535 } 535 }
536 } 536 }
537 537
538 // This is a kludge to get avatar movement updates. 538 // This is a kludge to get avatar movement updates.
539 // ODE sends collisions for avatars even if there are have been no collisions. This updates 539 // ODE sends collisions for avatars even if there are have been no collisions. This updates
540 // avatar animations and stuff. 540 // avatar animations and stuff.
541 // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. 541 // If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
@@ -634,7 +634,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
634 TerrainManager.SetTerrain(heightMap); 634 TerrainManager.SetTerrain(heightMap);
635 } 635 }
636 636
637 public override void SetWaterLevel(float baseheight) 637 public override void SetWaterLevel(float baseheight)
638 { 638 {
639 m_waterLevel = baseheight; 639 m_waterLevel = baseheight;
640 } 640 }
@@ -644,7 +644,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
644 return m_waterLevel; 644 return m_waterLevel;
645 } 645 }
646 646
647 public override void DeleteTerrain() 647 public override void DeleteTerrain()
648 { 648 {
649 // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); 649 // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
650 } 650 }
@@ -806,7 +806,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
806 // getters and setters. 806 // getters and setters.
807 // It is easiest to find an existing definition and copy it. 807 // It is easiest to find an existing definition and copy it.
808 // Parameter values are floats. Booleans are converted to a floating value. 808 // Parameter values are floats. Booleans are converted to a floating value.
809 // 809 //
810 // A ParameterDefn() takes the following parameters: 810 // A ParameterDefn() takes the following parameters:
811 // -- the text name of the parameter. This is used for console input and ini file. 811 // -- the text name of the parameter. This is used for console input and ini file.
812 // -- a short text description of the parameter. This shows up in the console listing. 812 // -- a short text description of the parameter. This shows up in the console listing.
@@ -1228,7 +1228,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1228 } 1228 }
1229 }); 1229 });
1230 break; 1230 break;
1231 default: 1231 default:
1232 // setting only one localID 1232 // setting only one localID
1233 TaintedUpdateParameter(parm, localID, val); 1233 TaintedUpdateParameter(parm, localID, val);
1234 break; 1234 break;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 72c6df5..b428ba3 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -102,7 +102,7 @@ public class BSShapeCollection : IDisposable
102 bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData); 102 bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData);
103 ret = newGeom || newBody; 103 ret = newGeom || newBody;
104 } 104 }
105 DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}", 105 DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}",
106 prim.LocalID, forceRebuild, ret, prim.BSBody, prim.BSShape); 106 prim.LocalID, forceRebuild, ret, prim.BSBody, prim.BSShape);
107 107
108 return ret; 108 return ret;
@@ -149,14 +149,14 @@ public class BSShapeCollection : IDisposable
149 bodyDesc.lastReferenced = System.DateTime.Now; 149 bodyDesc.lastReferenced = System.DateTime.Now;
150 Bodies[shape.ID] = bodyDesc; 150 Bodies[shape.ID] = bodyDesc;
151 DetailLog("{0},BSShapeCollection.DereferenceBody,ref={1}", shape.ID, bodyDesc.referenceCount); 151 DetailLog("{0},BSShapeCollection.DereferenceBody,ref={1}", shape.ID, bodyDesc.referenceCount);
152 152
153 // If body is no longer being used, free it -- bodies are never shared. 153 // If body is no longer being used, free it -- bodies are never shared.
154 if (bodyDesc.referenceCount == 0) 154 if (bodyDesc.referenceCount == 0)
155 { 155 {
156 Bodies.Remove(shape.ID); 156 Bodies.Remove(shape.ID);
157 BSScene.TaintCallback removeOperation = delegate() 157 BSScene.TaintCallback removeOperation = delegate()
158 { 158 {
159 DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}", 159 DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}",
160 shape.ID, shape.ptr.ToString("X")); 160 shape.ID, shape.ptr.ToString("X"));
161 // Zero any reference to the shape so it is not freed when the body is deleted. 161 // Zero any reference to the shape so it is not freed when the body is deleted.
162 BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, shape.ptr, IntPtr.Zero); 162 BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, shape.ptr, IntPtr.Zero);
@@ -344,28 +344,28 @@ public class BSShapeCollection : IDisposable
344 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) 344 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
345 { 345 {
346 haveShape = true; 346 haveShape = true;
347 if (forceRebuild 347 if (forceRebuild
348 || prim.Scale != shapeData.Size 348 || prim.Scale != shapeData.Size
349 || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE 349 || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
350 ) 350 )
351 { 351 {
352 ret = GetReferenceToNativeShape(prim, shapeData, 352 ret = GetReferenceToNativeShape(prim, shapeData,
353 ShapeData.PhysicsShapeType.SHAPE_SPHERE, ShapeData.FixedShapeKey.KEY_SPHERE); 353 ShapeData.PhysicsShapeType.SHAPE_SPHERE, ShapeData.FixedShapeKey.KEY_SPHERE);
354 DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", 354 DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
355 prim.LocalID, forceRebuild, prim.BSShape); 355 prim.LocalID, forceRebuild, prim.BSShape);
356 } 356 }
357 } 357 }
358 else 358 else
359 { 359 {
360 haveShape = true; 360 haveShape = true;
361 if (forceRebuild 361 if (forceRebuild
362 || prim.Scale != shapeData.Size 362 || prim.Scale != shapeData.Size
363 || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX 363 || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
364 ) 364 )
365 { 365 {
366 ret = GetReferenceToNativeShape( 366 ret = GetReferenceToNativeShape(
367 prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX); 367 prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX);
368 DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", 368 DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
369 prim.LocalID, forceRebuild, prim.BSShape); 369 prim.LocalID, forceRebuild, prim.BSShape);
370 } 370 }
371 } 371 }
@@ -379,13 +379,13 @@ public class BSShapeCollection : IDisposable
379 { 379 {
380 // Update prim.BSShape to reference a hull of this shape. 380 // Update prim.BSShape to reference a hull of this shape.
381 ret = GetReferenceToHull(prim, shapeData, pbs); 381 ret = GetReferenceToHull(prim, shapeData, pbs);
382 DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", 382 DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
383 shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); 383 shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
384 } 384 }
385 else 385 else
386 { 386 {
387 ret = GetReferenceToMesh(prim, shapeData, pbs); 387 ret = GetReferenceToMesh(prim, shapeData, pbs);
388 DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", 388 DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
389 shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); 389 shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
390 } 390 }
391 } 391 }
@@ -393,7 +393,7 @@ public class BSShapeCollection : IDisposable
393 } 393 }
394 394
395 // Creates a native shape and assignes it to prim.BSShape 395 // Creates a native shape and assignes it to prim.BSShape
396 private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData, 396 private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData,
397 ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) 397 ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
398 { 398 {
399 BulletShape newShape; 399 BulletShape newShape;
@@ -432,7 +432,7 @@ public class BSShapeCollection : IDisposable
432 // if this new shape is the same as last time, don't recreate the mesh 432 // if this new shape is the same as last time, don't recreate the mesh
433 if (prim.BSShape.shapeKey == newMeshKey) return false; 433 if (prim.BSShape.shapeKey == newMeshKey) return false;
434 434
435 DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}", 435 DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}",
436 prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); 436 prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X"));
437 437
438 // Since we're recreating new, get rid of the reference to the previous shape 438 // Since we're recreating new, get rid of the reference to the previous shape
@@ -476,10 +476,10 @@ public class BSShapeCollection : IDisposable
476 verticesAsFloats[vi++] = vv.Z; 476 verticesAsFloats[vi++] = vv.Z;
477 } 477 }
478 478
479 // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", 479 // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
480 // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); 480 // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count);
481 481
482 meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, 482 meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
483 indices.GetLength(0), indices, vertices.Count, verticesAsFloats); 483 indices.GetLength(0), indices, vertices.Count, verticesAsFloats);
484 } 484 }
485 BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH); 485 BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH);
@@ -501,14 +501,14 @@ public class BSShapeCollection : IDisposable
501 if (newHullKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) 501 if (newHullKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL)
502 return false; 502 return false;
503 503
504 DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}", 504 DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}",
505 prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X")); 505 prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X"));
506 506
507 // Remove usage of the previous shape. Also removes reference to underlying mesh if it is a hull. 507 // Remove usage of the previous shape. Also removes reference to underlying mesh if it is a hull.
508 DereferenceShape(prim.BSShape, true); 508 DereferenceShape(prim.BSShape, true);
509 509
510 newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod); 510 newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod);
511 511
512 ReferenceShape(newShape); 512 ReferenceShape(newShape);
513 513
514 // hulls are already scaled by the meshmerizer 514 // hulls are already scaled by the meshmerizer
@@ -559,7 +559,7 @@ public class BSShapeCollection : IDisposable
559 convexBuilder.process(dcomp); 559 convexBuilder.process(dcomp);
560 560
561 // Convert the vertices and indices for passing to unmanaged. 561 // Convert the vertices and indices for passing to unmanaged.
562 // The hull information is passed as a large floating point array. 562 // The hull information is passed as a large floating point array.
563 // The format is: 563 // The format is:
564 // convHulls[0] = number of hulls 564 // convHulls[0] = number of hulls
565 // convHulls[1] = number of vertices in first hull 565 // convHulls[1] = number of vertices in first hull
@@ -635,11 +635,11 @@ public class BSShapeCollection : IDisposable
635 { 635 {
636 // level of detail based on size and type of the object 636 // level of detail based on size and type of the object
637 float lod = PhysicsScene.MeshLOD; 637 float lod = PhysicsScene.MeshLOD;
638 if (pbs.SculptEntry) 638 if (pbs.SculptEntry)
639 lod = PhysicsScene.SculptLOD; 639 lod = PhysicsScene.SculptLOD;
640 640
641 float maxAxis = Math.Max(shapeData.Size.X, Math.Max(shapeData.Size.Y, shapeData.Size.Z)); 641 float maxAxis = Math.Max(shapeData.Size.X, Math.Max(shapeData.Size.Y, shapeData.Size.Z));
642 if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) 642 if (maxAxis > PhysicsScene.MeshMegaPrimThreshold)
643 lod = PhysicsScene.MeshMegaPrimLOD; 643 lod = PhysicsScene.MeshMegaPrimLOD;
644 644
645 retLod = lod; 645 retLod = lod;
@@ -685,13 +685,13 @@ public class BSShapeCollection : IDisposable
685 IntPtr bodyPtr = IntPtr.Zero; 685 IntPtr bodyPtr = IntPtr.Zero;
686 if (prim.IsSolid) 686 if (prim.IsSolid)
687 { 687 {
688 bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, 688 bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr,
689 shapeData.ID, shapeData.Position, shapeData.Rotation); 689 shapeData.ID, shapeData.Position, shapeData.Rotation);
690 // DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); 690 // DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
691 } 691 }
692 else 692 else
693 { 693 {
694 bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, 694 bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr,
695 shapeData.ID, shapeData.Position, shapeData.Rotation); 695 shapeData.ID, shapeData.Position, shapeData.Rotation);
696 // DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); 696 // DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
697 } 697 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 269c3d5..70aa429 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -64,7 +64,7 @@ public class BSTerrainManager
64 64
65 // The ground plane created to keep thing from falling to infinity. 65 // The ground plane created to keep thing from falling to infinity.
66 private BulletBody m_groundPlane; 66 private BulletBody m_groundPlane;
67 67
68 // If doing mega-regions, if we're region zero we will be managing multiple 68 // If doing mega-regions, if we're region zero we will be managing multiple
69 // region terrains since region zero does the physics for the whole mega-region. 69 // region terrains since region zero does the physics for the whole mega-region.
70 private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps; 70 private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps;
@@ -110,8 +110,8 @@ public class BSTerrainManager
110 BulletShape groundPlaneShape = new BulletShape( 110 BulletShape groundPlaneShape = new BulletShape(
111 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), 111 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
112 ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE); 112 ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE);
113 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, 113 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
114 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, 114 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
115 Vector3.Zero, Quaternion.Identity)); 115 Vector3.Zero, Quaternion.Identity));
116 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr); 116 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr);
117 // Everything collides with the ground plane. 117 // Everything collides with the ground plane.
@@ -182,7 +182,7 @@ public class BSTerrainManager
182 // If not doing the mega-prim thing, just change the terrain 182 // If not doing the mega-prim thing, just change the terrain
183 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); 183 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
184 184
185 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, 185 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap,
186 m_worldOffset, m_worldOffset + DefaultRegionSize, true); 186 m_worldOffset, m_worldOffset + DefaultRegionSize, true);
187 } 187 }
188 }); 188 });
@@ -234,7 +234,7 @@ public class BSTerrainManager
234 mapInfo.maxZ = maxZ; 234 mapInfo.maxZ = maxZ;
235 mapInfo.sizeX = maxCoords.X - minCoords.X; 235 mapInfo.sizeX = maxCoords.X - minCoords.X;
236 mapInfo.sizeY = maxCoords.Y - minCoords.Y; 236 mapInfo.sizeY = maxCoords.Y - minCoords.Y;
237 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", 237 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
238 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); 238 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
239 239
240 BSScene.TaintCallback rebuildOperation = delegate() 240 BSScene.TaintCallback rebuildOperation = delegate()
@@ -255,7 +255,7 @@ public class BSTerrainManager
255 if (mapInfo.terrainBody.ptr != IntPtr.Zero) 255 if (mapInfo.terrainBody.ptr != IntPtr.Zero)
256 { 256 {
257 // Updating an existing terrain. 257 // Updating an existing terrain.
258 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", 258 DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
259 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); 259 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
260 260
261 // Remove from the dynamics world because we're going to mangle this object 261 // Remove from the dynamics world because we're going to mangle this object
@@ -289,7 +289,7 @@ public class BSTerrainManager
289 // else 289 // else
290 { 290 {
291 // Creating a new terrain. 291 // Creating a new terrain.
292 DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}", 292 DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
293 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); 293 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
294 294
295 mapInfo.ID = id; 295 mapInfo.ID = id;
@@ -306,9 +306,9 @@ public class BSTerrainManager
306 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr), 306 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
307 ShapeData.PhysicsShapeType.SHAPE_TERRAIN); 307 ShapeData.PhysicsShapeType.SHAPE_TERRAIN);
308 308
309 mapInfo.terrainBody = new BulletBody(mapInfo.ID, 309 mapInfo.terrainBody = new BulletBody(mapInfo.ID,
310 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr, 310 BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr,
311 id, centerPos, Quaternion.Identity)); 311 id, centerPos, Quaternion.Identity));
312 } 312 }
313 313
314 // Make sure the entry is in the heightmap table 314 // Make sure the entry is in the heightmap table
@@ -329,7 +329,7 @@ public class BSTerrainManager
329 // redo its bounding box now that it is in the world 329 // redo its bounding box now that it is in the world
330 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); 330 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
331 331
332 BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr, 332 BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr,
333 (uint)CollisionFilterGroups.TerrainFilter, 333 (uint)CollisionFilterGroups.TerrainFilter,
334 (uint)CollisionFilterGroups.TerrainMask); 334 (uint)CollisionFilterGroups.TerrainMask);
335 335
@@ -361,7 +361,7 @@ public class BSTerrainManager
361 Vector3 minCoordsX = minCoords; 361 Vector3 minCoordsX = minCoords;
362 Vector3 maxCoordsX = maxCoords; 362 Vector3 maxCoordsX = maxCoords;
363 363
364 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", 364 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
365 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); 365 BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
366 366
367 // Code that must happen at taint-time 367 // Code that must happen at taint-time
@@ -370,7 +370,7 @@ public class BSTerrainManager
370 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); 370 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
371 // Create a new mapInfo that will be filled with the new info 371 // Create a new mapInfo that will be filled with the new info
372 mapInfo = new BulletHeightMapInfo(id, heightMapX, 372 mapInfo = new BulletHeightMapInfo(id, heightMapX,
373 BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID, 373 BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID,
374 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); 374 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
375 // Put the unfilled heightmap info into the collection of same 375 // Put the unfilled heightmap info into the collection of same
376 m_heightMaps.Add(terrainRegionBase, mapInfo); 376 m_heightMaps.Add(terrainRegionBase, mapInfo);
@@ -454,7 +454,7 @@ public class BSTerrainManager
454 { 454 {
455 return true; 455 return true;
456 } 456 }
457 457
458 // This routine is called two ways: 458 // This routine is called two ways:
459 // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum 459 // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum
460 // extent of the combined regions. This is to inform the parent of the size 460 // extent of the combined regions. This is to inform the parent of the size
@@ -469,11 +469,11 @@ public class BSTerrainManager
469 MegaRegionParentPhysicsScene = pScene; 469 MegaRegionParentPhysicsScene = pScene;
470 if (pScene != null) 470 if (pScene != null)
471 { 471 {
472 // We are a child. 472 // We are a child.
473 // We want m_worldMax to be the highest coordinate of our piece of terrain. 473 // We want m_worldMax to be the highest coordinate of our piece of terrain.
474 m_worldMax = offset + DefaultRegionSize; 474 m_worldMax = offset + DefaultRegionSize;
475 } 475 }
476 DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}", 476 DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}",
477 BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax); 477 BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax);
478 } 478 }
479 479
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 2d65a35..544c53d 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -41,8 +41,8 @@ public struct BulletSim
41 public BulletSim(uint worldId, BSScene bss, IntPtr xx) 41 public BulletSim(uint worldId, BSScene bss, IntPtr xx)
42 { 42 {
43 ptr = xx; 43 ptr = xx;
44 worldID = worldId; 44 worldID = worldId;
45 scene = bss; 45 scene = bss;
46 } 46 }
47 public IntPtr ptr; 47 public IntPtr ptr;
48 public uint worldID; 48 public uint worldID;