aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs139
1 files changed, 65 insertions, 74 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 5f3f0d1..826261c 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -111,10 +111,7 @@ public sealed class BSPrim : BSPhysObject
111 111
112 _mass = CalculateMass(); 112 _mass = CalculateMass();
113 113
114 // No body or shape yet 114 // Cause linkset variables to be initialized (like mass)
115 PhysBody = new BulletBody(LocalID);
116 PhysShape = new BulletShape();
117
118 Linkset.Refresh(this); 115 Linkset.Refresh(this);
119 116
120 DetailLog("{0},BSPrim.constructor,call", LocalID); 117 DetailLog("{0},BSPrim.constructor,call", LocalID);
@@ -123,7 +120,7 @@ public sealed class BSPrim : BSPhysObject
123 { 120 {
124 CreateGeomAndObject(true); 121 CreateGeomAndObject(true);
125 122
126 CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr); 123 CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody);
127 }); 124 });
128 } 125 }
129 126
@@ -256,7 +253,7 @@ public sealed class BSPrim : BSPhysObject
256 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() 253 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
257 { 254 {
258 if (PhysBody.HasPhysicalBody) 255 if (PhysBody.HasPhysicalBody)
259 BulletSimAPI.ClearAllForces2(PhysBody.ptr); 256 PhysicsScene.PE.ClearAllForces(PhysBody);
260 }); 257 });
261 } 258 }
262 public override void ZeroAngularMotion(bool inTaintTime) 259 public override void ZeroAngularMotion(bool inTaintTime)
@@ -268,8 +265,8 @@ public sealed class BSPrim : BSPhysObject
268 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); 265 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
269 if (PhysBody.HasPhysicalBody) 266 if (PhysBody.HasPhysicalBody)
270 { 267 {
271 BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, _rotationalVelocity); 268 PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
272 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); 269 PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
273 } 270 }
274 }); 271 });
275 } 272 }
@@ -295,7 +292,7 @@ public sealed class BSPrim : BSPhysObject
295 */ 292 */
296 293
297 // don't do the GetObjectPosition for root elements because this function is called a zillion times. 294 // don't do the GetObjectPosition for root elements because this function is called a zillion times.
298 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); 295 // _position = PhysicsScene.PE.GetObjectPosition2(PhysicsScene.World, BSBody);
299 return _position; 296 return _position;
300 } 297 }
301 set { 298 set {
@@ -303,7 +300,7 @@ public sealed class BSPrim : BSPhysObject
303 // All positions are given in world positions. 300 // All positions are given in world positions.
304 if (_position == value) 301 if (_position == value)
305 { 302 {
306 DetailLog("{0},BSPrim.setPosition,taint,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation); 303 DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation);
307 return; 304 return;
308 } 305 }
309 _position = value; 306 _position = value;
@@ -321,14 +318,14 @@ public sealed class BSPrim : BSPhysObject
321 } 318 }
322 public override OMV.Vector3 ForcePosition { 319 public override OMV.Vector3 ForcePosition {
323 get { 320 get {
324 _position = BulletSimAPI.GetPosition2(PhysBody.ptr); 321 _position = PhysicsScene.PE.GetPosition(PhysBody);
325 return _position; 322 return _position;
326 } 323 }
327 set { 324 set {
328 _position = value; 325 _position = value;
329 if (PhysBody.HasPhysicalBody) 326 if (PhysBody.HasPhysicalBody)
330 { 327 {
331 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 328 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
332 ActivateIfPhysical(false); 329 ActivateIfPhysical(false);
333 } 330 }
334 } 331 }
@@ -408,10 +405,10 @@ public sealed class BSPrim : BSPhysObject
408 { 405 {
409 if (IsStatic) 406 if (IsStatic)
410 { 407 {
411 BulletSimAPI.SetGravity2(PhysBody.ptr, PhysicsScene.DefaultGravity); 408 PhysicsScene.PE.SetGravity(PhysBody, PhysicsScene.DefaultGravity);
412 Inertia = OMV.Vector3.Zero; 409 Inertia = OMV.Vector3.Zero;
413 BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, Inertia); 410 PhysicsScene.PE.SetMassProps(PhysBody, 0f, Inertia);
414 BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); 411 PhysicsScene.PE.UpdateInertiaTensor(PhysBody);
415 } 412 }
416 else 413 else
417 { 414 {
@@ -422,18 +419,18 @@ public sealed class BSPrim : BSPhysObject
422 // Changing interesting properties doesn't change proxy and collision cache 419 // Changing interesting properties doesn't change proxy and collision cache
423 // information. The Bullet solution is to re-add the object to the world 420 // information. The Bullet solution is to re-add the object to the world
424 // after parameters are changed. 421 // after parameters are changed.
425 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 422 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
426 } 423 }
427 424
428 // The computation of mass props requires gravity to be set on the object. 425 // The computation of mass props requires gravity to be set on the object.
429 BulletSimAPI.SetGravity2(PhysBody.ptr, grav); 426 PhysicsScene.PE.SetGravity(PhysBody, grav);
430 427
431 Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); 428 Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass);
432 BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia); 429 PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia);
433 BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); 430 PhysicsScene.PE.UpdateInertiaTensor(PhysBody);
434 431
435 // center of mass is at the zero of the object 432 // center of mass is at the zero of the object
436 // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation); 433 // DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(PhysBody, ForcePosition, ForceOrientation);
437 DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", LocalID, physMass, Inertia, grav, inWorld); 434 DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", LocalID, physMass, Inertia, grav, inWorld);
438 435
439 if (inWorld) 436 if (inWorld)
@@ -443,7 +440,7 @@ public sealed class BSPrim : BSPhysObject
443 440
444 // Must set gravity after it has been added to the world because, for unknown reasons, 441 // Must set gravity after it has been added to the world because, for unknown reasons,
445 // adding the object resets the object's gravity to world gravity 442 // adding the object resets the object's gravity to world gravity
446 BulletSimAPI.SetGravity2(PhysBody.ptr, grav); 443 PhysicsScene.PE.SetGravity(PhysBody, grav);
447 444
448 } 445 }
449 } 446 }
@@ -486,7 +483,7 @@ public sealed class BSPrim : BSPhysObject
486 DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force); 483 DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force);
487 if (PhysBody.HasPhysicalBody) 484 if (PhysBody.HasPhysicalBody)
488 { 485 {
489 BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, _force); 486 PhysicsScene.PE.ApplyCentralForce(PhysBody, _force);
490 ActivateIfPhysical(false); 487 ActivateIfPhysical(false);
491 } 488 }
492 } 489 }
@@ -586,7 +583,7 @@ public sealed class BSPrim : BSPhysObject
586 _velocity = value; 583 _velocity = value;
587 if (PhysBody.HasPhysicalBody) 584 if (PhysBody.HasPhysicalBody)
588 { 585 {
589 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); 586 PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity);
590 ActivateIfPhysical(false); 587 ActivateIfPhysical(false);
591 } 588 }
592 } 589 }
@@ -652,9 +649,9 @@ public sealed class BSPrim : BSPhysObject
652 { 649 {
653 if (PhysBody.HasPhysicalBody) 650 if (PhysBody.HasPhysicalBody)
654 { 651 {
655 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); 652 // _position = PhysicsScene.PE.GetObjectPosition(PhysicsScene.World, BSBody);
656 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); 653 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
657 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 654 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
658 } 655 }
659 }); 656 });
660 } 657 }
@@ -664,13 +661,13 @@ public sealed class BSPrim : BSPhysObject
664 { 661 {
665 get 662 get
666 { 663 {
667 _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); 664 _orientation = PhysicsScene.PE.GetOrientation(PhysBody);
668 return _orientation; 665 return _orientation;
669 } 666 }
670 set 667 set
671 { 668 {
672 _orientation = value; 669 _orientation = value;
673 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 670 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
674 } 671 }
675 } 672 }
676 public override int PhysicsActorType { 673 public override int PhysicsActorType {
@@ -726,7 +723,7 @@ public sealed class BSPrim : BSPhysObject
726 723
727 // Mangling all the physical properties requires the object not be in the physical world. 724 // Mangling all the physical properties requires the object not be in the physical world.
728 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). 725 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
729 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 726 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
730 727
731 // Set up the object physicalness (does gravity and collisions move this object) 728 // Set up the object physicalness (does gravity and collisions move this object)
732 MakeDynamic(IsStatic); 729 MakeDynamic(IsStatic);
@@ -743,7 +740,7 @@ public sealed class BSPrim : BSPhysObject
743 AddObjectToPhysicalWorld(); 740 AddObjectToPhysicalWorld();
744 741
745 // Rebuild its shape 742 // Rebuild its shape
746 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); 743 PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody);
747 744
748 // Recompute any linkset parameters. 745 // Recompute any linkset parameters.
749 // When going from non-physical to physical, this re-enables the constraints that 746 // When going from non-physical to physical, this re-enables the constraints that
@@ -765,28 +762,28 @@ public sealed class BSPrim : BSPhysObject
765 if (makeStatic) 762 if (makeStatic)
766 { 763 {
767 // Become a Bullet 'static' object type 764 // Become a Bullet 'static' object type
768 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); 765 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
769 // Stop all movement 766 // Stop all movement
770 ZeroMotion(true); 767 ZeroMotion(true);
771 768
772 // Set various physical properties so other object interact properly 769 // Set various physical properties so other object interact properly
773 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); 770 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
774 BulletSimAPI.SetFriction2(PhysBody.ptr, matAttrib.friction); 771 PhysicsScene.PE.SetFriction(PhysBody, matAttrib.friction);
775 BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution); 772 PhysicsScene.PE.SetRestitution(PhysBody, matAttrib.restitution);
776 773
777 // Mass is zero which disables a bunch of physics stuff in Bullet 774 // Mass is zero which disables a bunch of physics stuff in Bullet
778 UpdatePhysicalMassProperties(0f, false); 775 UpdatePhysicalMassProperties(0f, false);
779 // Set collision detection parameters 776 // Set collision detection parameters
780 if (BSParam.CcdMotionThreshold > 0f) 777 if (BSParam.CcdMotionThreshold > 0f)
781 { 778 {
782 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); 779 PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
783 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); 780 PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
784 } 781 }
785 782
786 // The activation state is 'disabled' so Bullet will not try to act on it. 783 // The activation state is 'disabled' so Bullet will not try to act on it.
787 // BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION); 784 // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION);
788 // Start it out sleeping and physical actions could wake it up. 785 // Start it out sleeping and physical actions could wake it up.
789 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING); 786 PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING);
790 787
791 // This collides like a static object 788 // This collides like a static object
792 PhysBody.collisionType = CollisionType.Static; 789 PhysBody.collisionType = CollisionType.Static;
@@ -797,22 +794,22 @@ public sealed class BSPrim : BSPhysObject
797 else 794 else
798 { 795 {
799 // Not a Bullet static object 796 // Not a Bullet static object
800 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); 797 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
801 798
802 // Set various physical properties so other object interact properly 799 // Set various physical properties so other object interact properly
803 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, true); 800 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, true);
804 BulletSimAPI.SetFriction2(PhysBody.ptr, matAttrib.friction); 801 PhysicsScene.PE.SetFriction(PhysBody, matAttrib.friction);
805 BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution); 802 PhysicsScene.PE.SetRestitution(PhysBody, matAttrib.restitution);
806 803
807 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 804 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
808 // Since this can be called multiple times, only zero forces when becoming physical 805 // Since this can be called multiple times, only zero forces when becoming physical
809 // BulletSimAPI.ClearAllForces2(BSBody.ptr); 806 // PhysicsScene.PE.ClearAllForces(BSBody);
810 807
811 // For good measure, make sure the transform is set through to the motion state 808 // For good measure, make sure the transform is set through to the motion state
812 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 809 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
813 810
814 // Center of mass is at the center of the object 811 // Center of mass is at the center of the object
815 // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); 812 // DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(Linkset.LinksetRoot.PhysBody, _position, _orientation);
816 813
817 // A dynamic object has mass 814 // A dynamic object has mass
818 UpdatePhysicalMassProperties(RawMass, false); 815 UpdatePhysicalMassProperties(RawMass, false);
@@ -820,22 +817,22 @@ public sealed class BSPrim : BSPhysObject
820 // Set collision detection parameters 817 // Set collision detection parameters
821 if (BSParam.CcdMotionThreshold > 0f) 818 if (BSParam.CcdMotionThreshold > 0f)
822 { 819 {
823 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); 820 PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
824 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); 821 PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
825 } 822 }
826 823
827 // Various values for simulation limits 824 // Various values for simulation limits
828 BulletSimAPI.SetDamping2(PhysBody.ptr, BSParam.LinearDamping, BSParam.AngularDamping); 825 PhysicsScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping);
829 BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, BSParam.DeactivationTime); 826 PhysicsScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime);
830 BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); 827 PhysicsScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold);
831 BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); 828 PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
832 829
833 // This collides like an object. 830 // This collides like an object.
834 PhysBody.collisionType = CollisionType.Dynamic; 831 PhysBody.collisionType = CollisionType.Dynamic;
835 832
836 // Force activation of the object so Bullet will act on it. 833 // Force activation of the object so Bullet will act on it.
837 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. 834 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
838 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG); 835 PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
839 836
840 // There might be special things needed for implementing linksets. 837 // There might be special things needed for implementing linksets.
841 Linkset.MakeDynamic(this); 838 Linkset.MakeDynamic(this);
@@ -848,7 +845,7 @@ public sealed class BSPrim : BSPhysObject
848 // the functions after this one set up the state of a possibly newly created collision body. 845 // the functions after this one set up the state of a possibly newly created collision body.
849 private void MakeSolid(bool makeSolid) 846 private void MakeSolid(bool makeSolid)
850 { 847 {
851 CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr); 848 CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(PhysBody);
852 if (makeSolid) 849 if (makeSolid)
853 { 850 {
854 // Verify the previous code created the correct shape for this type of thing. 851 // Verify the previous code created the correct shape for this type of thing.
@@ -856,7 +853,7 @@ public sealed class BSPrim : BSPhysObject
856 { 853 {
857 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); 854 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
858 } 855 }
859 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 856 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
860 } 857 }
861 else 858 else
862 { 859 {
@@ -864,7 +861,7 @@ public sealed class BSPrim : BSPhysObject
864 { 861 {
865 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); 862 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
866 } 863 }
867 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 864 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
868 865
869 // Change collision info from a static object to a ghosty collision object 866 // Change collision info from a static object to a ghosty collision object
870 PhysBody.collisionType = CollisionType.VolumeDetect; 867 PhysBody.collisionType = CollisionType.VolumeDetect;
@@ -877,7 +874,7 @@ public sealed class BSPrim : BSPhysObject
877 private void ActivateIfPhysical(bool forceIt) 874 private void ActivateIfPhysical(bool forceIt)
878 { 875 {
879 if (IsPhysical && PhysBody.HasPhysicalBody) 876 if (IsPhysical && PhysBody.HasPhysicalBody)
880 BulletSimAPI.Activate2(PhysBody.ptr, forceIt); 877 PhysicsScene.PE.Activate(PhysBody, forceIt);
881 } 878 }
882 879
883 // Turn on or off the flag controlling whether collision events are returned to the simulator. 880 // Turn on or off the flag controlling whether collision events are returned to the simulator.
@@ -885,11 +882,11 @@ public sealed class BSPrim : BSPhysObject
885 { 882 {
886 if (wantsCollisionEvents) 883 if (wantsCollisionEvents)
887 { 884 {
888 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 885 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
889 } 886 }
890 else 887 else
891 { 888 {
892 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 889 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
893 } 890 }
894 } 891 }
895 892
@@ -900,18 +897,12 @@ public sealed class BSPrim : BSPhysObject
900 { 897 {
901 if (PhysBody.HasPhysicalBody) 898 if (PhysBody.HasPhysicalBody)
902 { 899 {
903 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 900 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
904 901 }
905 // TODO: Fix this. Total kludge because adding object to world resets its gravity to default. 902 else
906 // Replace this when the new AddObjectToWorld function is complete. 903 {
907 BulletSimAPI.SetGravity2(PhysBody.ptr, ComputeGravity()); 904 m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID);
908 905 DetailLog("{0},BSPrim.UpdatePhysicalParameters,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType);
909 // Collision filter can be set only when the object is in the world
910 if (!PhysBody.ApplyCollisionMask())
911 {
912 m_log.ErrorFormat("{0} Failed setting object collision mask: id={1}", LogHeader, LocalID);
913 DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType);
914 }
915 } 906 }
916 } 907 }
917 908
@@ -944,9 +935,9 @@ public sealed class BSPrim : BSPhysObject
944 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() 935 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
945 { 936 {
946 if (_floatOnWater) 937 if (_floatOnWater)
947 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); 938 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
948 else 939 else
949 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); 940 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
950 }); 941 });
951 } 942 }
952 } 943 }
@@ -972,7 +963,7 @@ public sealed class BSPrim : BSPhysObject
972 _rotationalVelocity = value; 963 _rotationalVelocity = value;
973 if (PhysBody.HasPhysicalBody) 964 if (PhysBody.HasPhysicalBody)
974 { 965 {
975 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); 966 PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
976 ActivateIfPhysical(false); 967 ActivateIfPhysical(false);
977 } 968 }
978 } 969 }
@@ -1064,7 +1055,7 @@ public sealed class BSPrim : BSPhysObject
1064 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); 1055 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
1065 if (PhysBody.HasPhysicalBody) 1056 if (PhysBody.HasPhysicalBody)
1066 { 1057 {
1067 BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce); 1058 PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce);
1068 ActivateIfPhysical(false); 1059 ActivateIfPhysical(false);
1069 } 1060 }
1070 }); 1061 });
@@ -1088,7 +1079,7 @@ public sealed class BSPrim : BSPhysObject
1088 { 1079 {
1089 if (PhysBody.HasPhysicalBody) 1080 if (PhysBody.HasPhysicalBody)
1090 { 1081 {
1091 BulletSimAPI.ApplyTorque2(PhysBody.ptr, angForce); 1082 PhysicsScene.PE.ApplyTorque(PhysBody, angForce);
1092 ActivateIfPhysical(false); 1083 ActivateIfPhysical(false);
1093 } 1084 }
1094 }); 1085 });
@@ -1111,7 +1102,7 @@ public sealed class BSPrim : BSPhysObject
1111 { 1102 {
1112 if (PhysBody.HasPhysicalBody) 1103 if (PhysBody.HasPhysicalBody)
1113 { 1104 {
1114 BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); 1105 PhysicsScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse);
1115 ActivateIfPhysical(false); 1106 ActivateIfPhysical(false);
1116 } 1107 }
1117 }); 1108 });