diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 0bdfbe3..13c2539 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -558,30 +558,30 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
558 | 558 | ||
559 | // Friction affects are handled by this vehicle code | 559 | // Friction affects are handled by this vehicle code |
560 | float friction = 0f; | 560 | float friction = 0f; |
561 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction); | 561 | PhysicsScene.PE.SetFriction(Prim.PhysBody, friction); |
562 | 562 | ||
563 | // Moderate angular movement introduced by Bullet. | 563 | // Moderate angular movement introduced by Bullet. |
564 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | 564 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. |
565 | // Maybe compute linear and angular factor and damping from params. | 565 | // Maybe compute linear and angular factor and damping from params. |
566 | float angularDamping = BSParam.VehicleAngularDamping; | 566 | float angularDamping = BSParam.VehicleAngularDamping; |
567 | BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); | 567 | PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping); |
568 | 568 | ||
569 | // Vehicles report collision events so we know when it's on the ground | 569 | // Vehicles report collision events so we know when it's on the ground |
570 | BulletSimAPI.AddToCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); | 570 | PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
571 | 571 | ||
572 | Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(Prim.PhysShape.ptr, m_vehicleMass); | 572 | Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass); |
573 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); | 573 | PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, localInertia); |
574 | BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr); | 574 | PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody); |
575 | 575 | ||
576 | Vector3 grav = PhysicsScene.DefaultGravity * (1f - Prim.Buoyancy); | 576 | Vector3 grav = PhysicsScene.DefaultGravity * (1f - Prim.Buoyancy); |
577 | BulletSimAPI.SetGravity2(Prim.PhysBody.ptr, grav); | 577 | PhysicsScene.PE.SetGravity(Prim.PhysBody, grav); |
578 | 578 | ||
579 | VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}", | 579 | VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}", |
580 | Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping); | 580 | Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping); |
581 | } | 581 | } |
582 | else | 582 | else |
583 | { | 583 | { |
584 | BulletSimAPI.RemoveFromCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); | 584 | PhysicsScene.PE.RemoveFromCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
585 | } | 585 | } |
586 | } | 586 | } |
587 | 587 | ||
@@ -651,7 +651,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
651 | if ((m_knownChanged & m_knownChangedVelocity) != 0) | 651 | if ((m_knownChanged & m_knownChangedVelocity) != 0) |
652 | { | 652 | { |
653 | Prim.ForceVelocity = m_knownVelocity; | 653 | Prim.ForceVelocity = m_knownVelocity; |
654 | BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity); | 654 | PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, VehicleVelocity); |
655 | } | 655 | } |
656 | 656 | ||
657 | if ((m_knownChanged & m_knownChangedForce) != 0) | 657 | if ((m_knownChanged & m_knownChangedForce) != 0) |
@@ -661,7 +661,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
661 | { | 661 | { |
662 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; | 662 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; |
663 | // Fake out Bullet by making it think the velocity is the same as last time. | 663 | // Fake out Bullet by making it think the velocity is the same as last time. |
664 | BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, m_knownRotationalVelocity); | 664 | PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); |
665 | } | 665 | } |
666 | 666 | ||
667 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) | 667 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) |
@@ -669,7 +669,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
669 | 669 | ||
670 | // If we set one of the values (ie, the physics engine didn't do it) we must force | 670 | // If we set one of the values (ie, the physics engine didn't do it) we must force |
671 | // an UpdateProperties event to send the changes up to the simulator. | 671 | // an UpdateProperties event to send the changes up to the simulator. |
672 | BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr); | 672 | PhysicsScene.PE.PushUpdate(Prim.PhysBody); |
673 | } | 673 | } |
674 | m_knownChanged = 0; | 674 | m_knownChanged = 0; |
675 | } | 675 | } |
@@ -823,7 +823,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
823 | if (!IsActive) return; | 823 | if (!IsActive) return; |
824 | 824 | ||
825 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | 825 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) |
826 | BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, Prim.PhysBody.ptr); | 826 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); |
827 | 827 | ||
828 | ForgetKnownVehicleProperties(); | 828 | ForgetKnownVehicleProperties(); |
829 | 829 | ||
@@ -840,7 +840,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
840 | PushKnownChanged(); | 840 | PushKnownChanged(); |
841 | 841 | ||
842 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | 842 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) |
843 | BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, Prim.PhysBody.ptr); | 843 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); |
844 | 844 | ||
845 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 845 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
846 | Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); | 846 | Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); |