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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs128
1 files changed, 64 insertions, 64 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 9ced61fa..8dd48ca 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -111,8 +111,8 @@ public sealed class BSPrim : BSPhysObject
111 _mass = CalculateMass(); 111 _mass = CalculateMass();
112 112
113 // No body or shape yet 113 // No body or shape yet
114 BSBody = new BulletBody(LocalID, IntPtr.Zero); 114 PhysBody = new BulletBody(LocalID, IntPtr.Zero);
115 BSShape = new BulletShape(IntPtr.Zero); 115 PhysShape = new BulletShape(IntPtr.Zero);
116 116
117 DetailLog("{0},BSPrim.constructor,call", LocalID); 117 DetailLog("{0},BSPrim.constructor,call", LocalID);
118 // do the actual object creation at taint time 118 // do the actual object creation at taint time
@@ -120,7 +120,7 @@ public sealed class BSPrim : BSPhysObject
120 { 120 {
121 CreateGeomAndObject(true); 121 CreateGeomAndObject(true);
122 122
123 CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.ptr); 123 CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr);
124 }); 124 });
125 } 125 }
126 126
@@ -145,8 +145,8 @@ public sealed class BSPrim : BSPhysObject
145 { 145 {
146 DetailLog("{0},BSPrim.Destroy,taint,", LocalID); 146 DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
147 // If there are physical body and shape, release my use of same. 147 // If there are physical body and shape, release my use of same.
148 PhysicsScene.Shapes.DereferenceBody(BSBody, true, null); 148 PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null);
149 PhysicsScene.Shapes.DereferenceShape(BSShape, true, null); 149 PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null);
150 }); 150 });
151 } 151 }
152 152
@@ -243,7 +243,7 @@ public sealed class BSPrim : BSPhysObject
243 _rotationalVelocity = OMV.Vector3.Zero; 243 _rotationalVelocity = OMV.Vector3.Zero;
244 244
245 // Zero some other properties in the physics engine 245 // Zero some other properties in the physics engine
246 BulletSimAPI.ClearAllForces2(BSBody.ptr); 246 BulletSimAPI.ClearAllForces2(PhysBody.ptr);
247 } 247 }
248 248
249 public override void LockAngularMotion(OMV.Vector3 axis) 249 public override void LockAngularMotion(OMV.Vector3 axis)
@@ -256,7 +256,7 @@ public sealed class BSPrim : BSPhysObject
256 get { 256 get {
257 if (!Linkset.IsRoot(this)) 257 if (!Linkset.IsRoot(this))
258 // child prims move around based on their parent. Need to get the latest location 258 // child prims move around based on their parent. Need to get the latest location
259 _position = BulletSimAPI.GetPosition2(BSBody.ptr); 259 _position = BulletSimAPI.GetPosition2(PhysBody.ptr);
260 260
261 // don't do the GetObjectPosition for root elements because this function is called a zillion times 261 // don't do the GetObjectPosition for root elements because this function is called a zillion times
262 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); 262 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
@@ -274,20 +274,20 @@ public sealed class BSPrim : BSPhysObject
274 PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() 274 PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
275 { 275 {
276 // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 276 // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
277 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); 277 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
278 ActivateIfPhysical(false); 278 ActivateIfPhysical(false);
279 }); 279 });
280 } 280 }
281 } 281 }
282 public override OMV.Vector3 ForcePosition { 282 public override OMV.Vector3 ForcePosition {
283 get { 283 get {
284 _position = BulletSimAPI.GetPosition2(BSBody.ptr); 284 _position = BulletSimAPI.GetPosition2(PhysBody.ptr);
285 return _position; 285 return _position;
286 } 286 }
287 set { 287 set {
288 _position = value; 288 _position = value;
289 PositionSanityCheck(); 289 PositionSanityCheck();
290 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); 290 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
291 ActivateIfPhysical(false); 291 ActivateIfPhysical(false);
292 } 292 }
293 } 293 }
@@ -371,15 +371,15 @@ public sealed class BSPrim : BSPhysObject
371 { 371 {
372 if (IsStatic) 372 if (IsStatic)
373 { 373 {
374 BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero); 374 BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, OMV.Vector3.Zero);
375 BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); 375 BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr);
376 } 376 }
377 else 377 else
378 { 378 {
379 OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, physMass); 379 OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
380 BulletSimAPI.SetMassProps2(BSBody.ptr, physMass, localInertia); 380 BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia);
381 // center of mass is at the zero of the object 381 // center of mass is at the zero of the object
382 BulletSimAPI.SetCenterOfMassByPosRot2(BSBody.ptr, ForcePosition, ForceOrientation); 382 BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation);
383 // BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); 383 // BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
384 DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, localInertia); 384 DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, localInertia);
385 } 385 }
@@ -404,7 +404,7 @@ public sealed class BSPrim : BSPhysObject
404 PhysicsScene.TaintedObject("BSPrim.setForce", delegate() 404 PhysicsScene.TaintedObject("BSPrim.setForce", delegate()
405 { 405 {
406 // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); 406 // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
407 BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); 407 BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
408 }); 408 });
409 } 409 }
410 } 410 }
@@ -498,7 +498,7 @@ public sealed class BSPrim : BSPhysObject
498 PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() 498 PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
499 { 499 {
500 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); 500 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
501 BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); 501 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
502 }); 502 });
503 } 503 }
504 } 504 }
@@ -506,7 +506,7 @@ public sealed class BSPrim : BSPhysObject
506 get { return _velocity; } 506 get { return _velocity; }
507 set { 507 set {
508 _velocity = value; 508 _velocity = value;
509 BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); 509 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
510 } 510 }
511 } 511 }
512 public override OMV.Vector3 Torque { 512 public override OMV.Vector3 Torque {
@@ -531,7 +531,7 @@ public sealed class BSPrim : BSPhysObject
531 if (!Linkset.IsRoot(this)) 531 if (!Linkset.IsRoot(this))
532 { 532 {
533 // Children move around because tied to parent. Get a fresh value. 533 // Children move around because tied to parent. Get a fresh value.
534 _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); 534 _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
535 } 535 }
536 return _orientation; 536 return _orientation;
537 } 537 }
@@ -544,7 +544,7 @@ public sealed class BSPrim : BSPhysObject
544 { 544 {
545 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); 545 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
546 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); 546 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
547 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); 547 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
548 }); 548 });
549 } 549 }
550 } 550 }
@@ -553,13 +553,13 @@ public sealed class BSPrim : BSPhysObject
553 { 553 {
554 get 554 get
555 { 555 {
556 _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); 556 _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
557 return _orientation; 557 return _orientation;
558 } 558 }
559 set 559 set
560 { 560 {
561 _orientation = value; 561 _orientation = value;
562 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); 562 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
563 } 563 }
564 } 564 }
565 public override int PhysicsActorType { 565 public override int PhysicsActorType {
@@ -615,7 +615,7 @@ public sealed class BSPrim : BSPhysObject
615 615
616 // Mangling all the physical properties requires the object not be in the physical world. 616 // Mangling all the physical properties requires the object not be in the physical world.
617 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). 617 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
618 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); 618 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
619 619
620 // Set up the object physicalness (does gravity and collisions move this object) 620 // Set up the object physicalness (does gravity and collisions move this object)
621 MakeDynamic(IsStatic); 621 MakeDynamic(IsStatic);
@@ -629,15 +629,15 @@ public sealed class BSPrim : BSPhysObject
629 // Make solid or not (do things bounce off or pass through this object). 629 // Make solid or not (do things bounce off or pass through this object).
630 MakeSolid(IsSolid); 630 MakeSolid(IsSolid);
631 631
632 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); 632 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
633 633
634 // Rebuild its shape 634 // Rebuild its shape
635 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr); 635 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
636 636
637 // Collision filter can be set only when the object is in the world 637 // Collision filter can be set only when the object is in the world
638 if (BSBody.collisionFilter != 0 || BSBody.collisionMask != 0) 638 if (PhysBody.collisionFilter != 0 || PhysBody.collisionMask != 0)
639 { 639 {
640 BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, (uint)BSBody.collisionFilter, (uint)BSBody.collisionMask); 640 BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, (uint)PhysBody.collisionFilter, (uint)PhysBody.collisionMask);
641 } 641 }
642 642
643 // Recompute any linkset parameters. 643 // Recompute any linkset parameters.
@@ -646,7 +646,7 @@ public sealed class BSPrim : BSPhysObject
646 Linkset.Refresh(this); 646 Linkset.Refresh(this);
647 647
648 DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", 648 DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}",
649 LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape); 649 LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape);
650 } 650 }
651 651
652 // "Making dynamic" means changing to and from static. 652 // "Making dynamic" means changing to and from static.
@@ -659,44 +659,44 @@ public sealed class BSPrim : BSPhysObject
659 if (makeStatic) 659 if (makeStatic)
660 { 660 {
661 // Become a Bullet 'static' object type 661 // Become a Bullet 'static' object type
662 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT); 662 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
663 // Stop all movement 663 // Stop all movement
664 ZeroMotion(); 664 ZeroMotion();
665 // Center of mass is at the center of the object 665 // Center of mass is at the center of the object
666 BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.ptr, _position, _orientation); 666 BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation);
667 // Mass is zero which disables a bunch of physics stuff in Bullet 667 // Mass is zero which disables a bunch of physics stuff in Bullet
668 UpdatePhysicalMassProperties(0f); 668 UpdatePhysicalMassProperties(0f);
669 // Set collision detection parameters 669 // Set collision detection parameters
670 if (PhysicsScene.Params.ccdMotionThreshold > 0f) 670 if (PhysicsScene.Params.ccdMotionThreshold > 0f)
671 { 671 {
672 BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); 672 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
673 BulletSimAPI.SetCcdSweptSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); 673 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
674 } 674 }
675 // There can be special things needed for implementing linksets 675 // There can be special things needed for implementing linksets
676 Linkset.MakeStatic(this); 676 Linkset.MakeStatic(this);
677 // The activation state is 'disabled' so Bullet will not try to act on it. 677 // The activation state is 'disabled' so Bullet will not try to act on it.
678 BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION); 678 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
679 // Start it out sleeping and physical actions could wake it up. 679 // Start it out sleeping and physical actions could wake it up.
680 // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); 680 // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING);
681 681
682 BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; 682 PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter;
683 BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask; 683 PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
684 } 684 }
685 else 685 else
686 { 686 {
687 // Not a Bullet static object 687 // Not a Bullet static object
688 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT); 688 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
689 689
690 // Set various physical properties so internal dynamic properties will get computed correctly as they are set 690 // Set various physical properties so internal dynamic properties will get computed correctly as they are set
691 BulletSimAPI.SetFriction2(BSBody.ptr, PhysicsScene.Params.defaultFriction); 691 BulletSimAPI.SetFriction2(PhysBody.ptr, PhysicsScene.Params.defaultFriction);
692 BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.defaultRestitution); 692 BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.defaultRestitution);
693 693
694 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 694 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
695 // Since this can be called multiple times, only zero forces when becoming physical 695 // Since this can be called multiple times, only zero forces when becoming physical
696 // BulletSimAPI.ClearAllForces2(BSBody.ptr); 696 // BulletSimAPI.ClearAllForces2(BSBody.ptr);
697 697
698 // For good measure, make sure the transform is set through to the motion state 698 // For good measure, make sure the transform is set through to the motion state
699 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); 699 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
700 700
701 // A dynamic object has mass 701 // A dynamic object has mass
702 UpdatePhysicalMassProperties(MassRaw); 702 UpdatePhysicalMassProperties(MassRaw);
@@ -704,26 +704,26 @@ public sealed class BSPrim : BSPhysObject
704 // Set collision detection parameters 704 // Set collision detection parameters
705 if (PhysicsScene.Params.ccdMotionThreshold > 0f) 705 if (PhysicsScene.Params.ccdMotionThreshold > 0f)
706 { 706 {
707 BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); 707 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
708 BulletSimAPI.SetCcdSweptSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); 708 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
709 } 709 }
710 710
711 // Various values for simulation limits 711 // Various values for simulation limits
712 BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); 712 BulletSimAPI.SetDamping2(PhysBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping);
713 BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime); 713 BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, PhysicsScene.Params.deactivationTime);
714 BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); 714 BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
715 BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); 715 BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
716 716
717 // There might be special things needed for implementing linksets. 717 // There might be special things needed for implementing linksets.
718 Linkset.MakeDynamic(this); 718 Linkset.MakeDynamic(this);
719 719
720 // Force activation of the object so Bullet will act on it. 720 // Force activation of the object so Bullet will act on it.
721 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. 721 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
722 BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); 722 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG);
723 // BulletSimAPI.Activate2(BSBody.ptr, true); 723 // BulletSimAPI.Activate2(BSBody.ptr, true);
724 724
725 BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter; 725 PhysBody.collisionFilter = CollisionFilterGroups.ObjectFilter;
726 BSBody.collisionMask = CollisionFilterGroups.ObjectMask; 726 PhysBody.collisionMask = CollisionFilterGroups.ObjectMask;
727 } 727 }
728 } 728 }
729 729
@@ -733,7 +733,7 @@ public sealed class BSPrim : BSPhysObject
733 // the functions after this one set up the state of a possibly newly created collision body. 733 // the functions after this one set up the state of a possibly newly created collision body.
734 private void MakeSolid(bool makeSolid) 734 private void MakeSolid(bool makeSolid)
735 { 735 {
736 CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr); 736 CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr);
737 if (makeSolid) 737 if (makeSolid)
738 { 738 {
739 // Verify the previous code created the correct shape for this type of thing. 739 // Verify the previous code created the correct shape for this type of thing.
@@ -741,7 +741,7 @@ public sealed class BSPrim : BSPhysObject
741 { 741 {
742 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); 742 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
743 } 743 }
744 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 744 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
745 } 745 }
746 else 746 else
747 { 747 {
@@ -749,9 +749,9 @@ public sealed class BSPrim : BSPhysObject
749 { 749 {
750 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); 750 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
751 } 751 }
752 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 752 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
753 BSBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; 753 PhysBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter;
754 BSBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; 754 PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask;
755 } 755 }
756 } 756 }
757 757
@@ -761,7 +761,7 @@ public sealed class BSPrim : BSPhysObject
761 private void ActivateIfPhysical(bool forceIt) 761 private void ActivateIfPhysical(bool forceIt)
762 { 762 {
763 if (IsPhysical) 763 if (IsPhysical)
764 BulletSimAPI.Activate2(BSBody.ptr, forceIt); 764 BulletSimAPI.Activate2(PhysBody.ptr, forceIt);
765 } 765 }
766 766
767 // Turn on or off the flag controlling whether collision events are returned to the simulator. 767 // Turn on or off the flag controlling whether collision events are returned to the simulator.
@@ -769,11 +769,11 @@ public sealed class BSPrim : BSPhysObject
769 { 769 {
770 if (wantsCollisionEvents) 770 if (wantsCollisionEvents)
771 { 771 {
772 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 772 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
773 } 773 }
774 else 774 else
775 { 775 {
776 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 776 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
777 } 777 }
778 } 778 }
779 779
@@ -818,9 +818,9 @@ public sealed class BSPrim : BSPhysObject
818 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() 818 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
819 { 819 {
820 if (_floatOnWater) 820 if (_floatOnWater)
821 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); 821 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
822 else 822 else
823 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); 823 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
824 }); 824 });
825 } 825 }
826 } 826 }
@@ -843,7 +843,7 @@ public sealed class BSPrim : BSPhysObject
843 PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() 843 PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
844 { 844 {
845 DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); 845 DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
846 BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); 846 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
847 }); 847 });
848 } 848 }
849 } 849 }
@@ -853,7 +853,7 @@ public sealed class BSPrim : BSPhysObject
853 } 853 }
854 set { 854 set {
855 _rotationalVelocity = value; 855 _rotationalVelocity = value;
856 BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); 856 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
857 } 857 }
858 } 858 }
859 public override bool Kinematic { 859 public override bool Kinematic {
@@ -879,7 +879,7 @@ public sealed class BSPrim : BSPhysObject
879 // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 879 // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
880 // Buoyancy is faked by changing the gravity applied to the object 880 // Buoyancy is faked by changing the gravity applied to the object
881 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); 881 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
882 BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); 882 BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
883 } 883 }
884 } 884 }
885 885
@@ -946,7 +946,7 @@ public sealed class BSPrim : BSPhysObject
946 } 946 }
947 DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum); 947 DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum);
948 if (fSum != OMV.Vector3.Zero) 948 if (fSum != OMV.Vector3.Zero)
949 BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum); 949 BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum);
950 }; 950 };
951 if (inTaintTime) 951 if (inTaintTime)
952 addForceOperation(); 952 addForceOperation();
@@ -986,7 +986,7 @@ public sealed class BSPrim : BSPhysObject
986 DetailLog("{0},BSPrim.AddAngularForce,taint,aForce={1}", LocalID, fSum); 986 DetailLog("{0},BSPrim.AddAngularForce,taint,aForce={1}", LocalID, fSum);
987 if (fSum != OMV.Vector3.Zero) 987 if (fSum != OMV.Vector3.Zero)
988 { 988 {
989 BulletSimAPI.ApplyTorque2(BSBody.ptr, fSum); 989 BulletSimAPI.ApplyTorque2(PhysBody.ptr, fSum);
990 _torque = fSum; 990 _torque = fSum;
991 } 991 }
992 }; 992 };
@@ -1002,7 +1002,7 @@ public sealed class BSPrim : BSPhysObject
1002 BSScene.TaintCallback applyTorqueImpulseOperation = delegate() 1002 BSScene.TaintCallback applyTorqueImpulseOperation = delegate()
1003 { 1003 {
1004 DetailLog("{0},BSPrim.ApplyTorqueImpulse,taint,tImpulse={1}", LocalID, applyImpulse); 1004 DetailLog("{0},BSPrim.ApplyTorqueImpulse,taint,tImpulse={1}", LocalID, applyImpulse);
1005 BulletSimAPI.ApplyTorqueImpulse2(BSBody.ptr, applyImpulse); 1005 BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse);
1006 }; 1006 };
1007 if (inTaintTime) 1007 if (inTaintTime)
1008 applyTorqueImpulseOperation(); 1008 applyTorqueImpulseOperation();