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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs58
1 files changed, 31 insertions, 27 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 4193d22..05cc822 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -138,13 +138,14 @@ 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 DetailLog("{0},BSPrim.constructor,call", LocalID);
148 _scene.TaintedObject("BSPrim.create", delegate() 149 _scene.TaintedObject("BSPrim.create", delegate()
149 { 150 {
150 RecreateGeomAndObject(); 151 RecreateGeomAndObject();
@@ -160,19 +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},BSPrim.Destroy", LocalID);
164
165 // Undo any vehicle properties
166 _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
167 _scene.RemoveVehiclePrim(this); // just to make sure
168 164
169 // Undo any links between me and any other object 165 // Undo any links between me and any other object
166 BSPrim parentBefore = _linkset.Root;
167 int childrenBefore = _linkset.NumberOfChildren;
168
170 _linkset = _linkset.RemoveMeFromLinkset(this); 169 _linkset = _linkset.RemoveMeFromLinkset(this);
171 170
171 DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
172 LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
173
174 // Undo any vehicle properties
175 this.VehicleType = (int)Vehicle.TYPE_NONE;
176
172 _scene.TaintedObject("BSPrim.destroy", delegate() 177 _scene.TaintedObject("BSPrim.destroy", delegate()
173 { 178 {
174 DetailLog("{0},BSPrim.Destroy,taint,", LocalID); 179 DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
175
176 // 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.
177 BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); 181 BulletSimAPI.DestroyObject(_scene.WorldID, LocalID);
178 }); 182 });
@@ -229,8 +233,13 @@ public sealed class BSPrim : PhysicsActor
229 if (parent != null) 233 if (parent != null)
230 { 234 {
231 DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); 235 DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID);
232 DetailLog("{0},BSPrim.link,parent={1}", LocalID, parent.LocalID); 236 BSPrim parentBefore = _linkset.Root;
233 _linkset = _linkset.AddMeToLinkset(this, parent); 237 int childrenBefore = _linkset.NumberOfChildren;
238
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);
234 } 243 }
235 return; 244 return;
236 } 245 }
@@ -340,21 +349,14 @@ public sealed class BSPrim : PhysicsActor
340 } 349 }
341 set { 350 set {
342 Vehicle type = (Vehicle)value; 351 Vehicle type = (Vehicle)value;
343 _scene.TaintedObject("BSPrim.setVehicleType", delegate() 352 BSPrim vehiclePrim = this;
353 _scene.TaintedObject("setVehicleType", delegate()
344 { 354 {
345 DetailLog("{0},BSPrim.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.
346 _vehicle.ProcessTypeChange(type); 357 _vehicle.ProcessTypeChange(type);
347 if (type == Vehicle.TYPE_NONE) 358 // Tell the scene about the vehicle so it will get processing each frame.
348 { 359 _scene.VehicleInSceneTypeChanged(this, type);
349 _scene.RemoveVehiclePrim(this);
350 }
351 else
352 {
353 BulletSimAPI.ClearForces2(this.Body.Ptr);
354 // make it so the scene will call us each tick to do vehicle things
355 _scene.AddVehiclePrim(this);
356 }
357 return;
358 }); 360 });
359 } 361 }
360 } 362 }
@@ -493,8 +495,10 @@ public sealed class BSPrim : PhysicsActor
493 // Bullet wants static objects to have a mass of zero 495 // Bullet wants static objects to have a mass of zero
494 float mass = IsStatic ? 0f : _mass; 496 float mass = IsStatic ? 0f : _mass;
495 497
496 DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass);
497 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);
498 } 502 }
499 503
500 // prims don't fly 504 // prims don't fly
@@ -1224,7 +1228,7 @@ public sealed class BSPrim : PhysicsActor
1224 bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); 1228 bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
1225 1229
1226 // 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.
1227 m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID); 1231 Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
1228 1232
1229 return ret; 1233 return ret;
1230 } 1234 }
@@ -1344,7 +1348,7 @@ public sealed class BSPrim : PhysicsActor
1344 else 1348 else
1345 { 1349 {
1346 // For debugging, we also report the movement of children 1350 // For debugging, we also report the movement of children
1347 DetailLog("{0},BSPrim.BSPrim.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}",
1348 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, 1352 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
1349 entprop.Acceleration, entprop.RotationalVelocity); 1353 entprop.Acceleration, entprop.RotationalVelocity);
1350 } 1354 }