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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs216
1 files changed, 103 insertions, 113 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 4bc266b..7e2af78 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -101,21 +101,21 @@ public class BSPrim : BSPhysObject
101 _isVolumeDetect = false; 101 _isVolumeDetect = false;
102 102
103 // We keep a handle to the vehicle actor so we can set vehicle parameters later. 103 // We keep a handle to the vehicle actor so we can set vehicle parameters later.
104 VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName); 104 VehicleActor = new BSDynamics(PhysScene, this, VehicleActorName);
105 PhysicalActors.Add(VehicleActorName, VehicleActor); 105 PhysicalActors.Add(VehicleActorName, VehicleActor);
106 106
107 _mass = CalculateMass(); 107 _mass = CalculateMass();
108 108
109 // DetailLog("{0},BSPrim.constructor,call", LocalID); 109 // DetailLog("{0},BSPrim.constructor,call", LocalID);
110 // do the actual object creation at taint time 110 // do the actual object creation at taint time
111 PhysicsScene.TaintedObject("BSPrim.create", delegate() 111 PhysScene.TaintedObject("BSPrim.create", delegate()
112 { 112 {
113 // Make sure the object is being created with some sanity. 113 // Make sure the object is being created with some sanity.
114 ExtremeSanityCheck(true /* inTaintTime */); 114 ExtremeSanityCheck(true /* inTaintTime */);
115 115
116 CreateGeomAndObject(true); 116 CreateGeomAndObject(true);
117 117
118 CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody); 118 CurrentCollisionFlags = PhysScene.PE.GetCollisionFlags(PhysBody);
119 }); 119 });
120 } 120 }
121 121
@@ -128,14 +128,14 @@ public class BSPrim : BSPhysObject
128 // Undo any vehicle properties 128 // Undo any vehicle properties
129 this.VehicleType = (int)Vehicle.TYPE_NONE; 129 this.VehicleType = (int)Vehicle.TYPE_NONE;
130 130
131 PhysicsScene.TaintedObject("BSPrim.Destroy", delegate() 131 PhysScene.TaintedObject("BSPrim.Destroy", delegate()
132 { 132 {
133 DetailLog("{0},BSPrim.Destroy,taint,", LocalID); 133 DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
134 // If there are physical body and shape, release my use of same. 134 // If there are physical body and shape, release my use of same.
135 PhysicsScene.Shapes.DereferenceBody(PhysBody, null); 135 PhysScene.Shapes.DereferenceBody(PhysBody, null);
136 PhysBody.Clear(); 136 PhysBody.Clear();
137 PhysicsScene.Shapes.DereferenceShape(PhysShape, null); 137 PhysShape.Dereference(PhysScene);
138 PhysShape.Clear(); 138 PhysShape = new BSShapeNull();
139 }); 139 });
140 } 140 }
141 141
@@ -161,25 +161,13 @@ public class BSPrim : BSPhysObject
161 ForceBodyShapeRebuild(false); 161 ForceBodyShapeRebuild(false);
162 } 162 }
163 } 163 }
164 // 'unknown' says to choose the best type
165 public override BSPhysicsShapeType PreferredPhysicalShape
166 { get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } }
167
168 public override bool ForceBodyShapeRebuild(bool inTaintTime) 164 public override bool ForceBodyShapeRebuild(bool inTaintTime)
169 { 165 {
170 if (inTaintTime) 166 PhysScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate()
171 { 167 {
172 _mass = CalculateMass(); // changing the shape changes the mass 168 _mass = CalculateMass(); // changing the shape changes the mass
173 CreateGeomAndObject(true); 169 CreateGeomAndObject(true);
174 } 170 });
175 else
176 {
177 PhysicsScene.TaintedObject("BSPrim.ForceBodyShapeRebuild", delegate()
178 {
179 _mass = CalculateMass(); // changing the shape changes the mass
180 CreateGeomAndObject(true);
181 });
182 }
183 return true; 171 return true;
184 } 172 }
185 public override bool Grabbed { 173 public override bool Grabbed {
@@ -192,7 +180,7 @@ public class BSPrim : BSPhysObject
192 if (value != _isSelected) 180 if (value != _isSelected)
193 { 181 {
194 _isSelected = value; 182 _isSelected = value;
195 PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() 183 PhysScene.TaintedObject("BSPrim.setSelected", delegate()
196 { 184 {
197 DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); 185 DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected);
198 SetObjectDynamic(false); 186 SetObjectDynamic(false);
@@ -238,23 +226,23 @@ public class BSPrim : BSPhysObject
238 _rotationalVelocity = OMV.Vector3.Zero; 226 _rotationalVelocity = OMV.Vector3.Zero;
239 227
240 // Zero some other properties in the physics engine 228 // Zero some other properties in the physics engine
241 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() 229 PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
242 { 230 {
243 if (PhysBody.HasPhysicalBody) 231 if (PhysBody.HasPhysicalBody)
244 PhysicsScene.PE.ClearAllForces(PhysBody); 232 PhysScene.PE.ClearAllForces(PhysBody);
245 }); 233 });
246 } 234 }
247 public override void ZeroAngularMotion(bool inTaintTime) 235 public override void ZeroAngularMotion(bool inTaintTime)
248 { 236 {
249 _rotationalVelocity = OMV.Vector3.Zero; 237 _rotationalVelocity = OMV.Vector3.Zero;
250 // Zero some other properties in the physics engine 238 // Zero some other properties in the physics engine
251 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() 239 PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
252 { 240 {
253 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); 241 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
254 if (PhysBody.HasPhysicalBody) 242 if (PhysBody.HasPhysicalBody)
255 { 243 {
256 PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); 244 PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
257 PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); 245 PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
258 } 246 }
259 }); 247 });
260 } 248 }
@@ -272,11 +260,11 @@ public class BSPrim : BSPhysObject
272 260
273 EnableActor(LockedAxis != LockedAxisFree, LockedAxisActorName, delegate() 261 EnableActor(LockedAxis != LockedAxisFree, LockedAxisActorName, delegate()
274 { 262 {
275 return new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName); 263 return new BSActorLockAxis(PhysScene, this, LockedAxisActorName);
276 }); 264 });
277 265
278 // Update parameters so the new actor's Refresh() action is called at the right time. 266 // Update parameters so the new actor's Refresh() action is called at the right time.
279 PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() 267 PhysScene.TaintedObject("BSPrim.LockAngularMotion", delegate()
280 { 268 {
281 UpdatePhysicalParameters(); 269 UpdatePhysicalParameters();
282 }); 270 });
@@ -306,7 +294,7 @@ public class BSPrim : BSPhysObject
306 _position = value; 294 _position = value;
307 PositionSanityCheck(false); 295 PositionSanityCheck(false);
308 296
309 PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() 297 PhysScene.TaintedObject("BSPrim.setPosition", delegate()
310 { 298 {
311 DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 299 DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
312 ForcePosition = _position; 300 ForcePosition = _position;
@@ -316,14 +304,14 @@ public class BSPrim : BSPhysObject
316 304
317 public override OMV.Vector3 ForcePosition { 305 public override OMV.Vector3 ForcePosition {
318 get { 306 get {
319 _position = PhysicsScene.PE.GetPosition(PhysBody); 307 _position = PhysScene.PE.GetPosition(PhysBody);
320 return _position; 308 return _position;
321 } 309 }
322 set { 310 set {
323 _position = value; 311 _position = value;
324 if (PhysBody.HasPhysicalBody) 312 if (PhysBody.HasPhysicalBody)
325 { 313 {
326 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); 314 PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
327 ActivateIfPhysical(false); 315 ActivateIfPhysical(false);
328 } 316 }
329 } 317 }
@@ -340,7 +328,7 @@ public class BSPrim : BSPhysObject
340 if (!IsPhysicallyActive) 328 if (!IsPhysicallyActive)
341 return ret; 329 return ret;
342 330
343 if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) 331 if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
344 { 332 {
345 // The physical object is out of the known/simulated area. 333 // The physical object is out of the known/simulated area.
346 // Upper levels of code will handle the transition to other areas so, for 334 // Upper levels of code will handle the transition to other areas so, for
@@ -348,7 +336,7 @@ public class BSPrim : BSPhysObject
348 return ret; 336 return ret;
349 } 337 }
350 338
351 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); 339 float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
352 OMV.Vector3 upForce = OMV.Vector3.Zero; 340 OMV.Vector3 upForce = OMV.Vector3.Zero;
353 float approxSize = Math.Max(Size.X, Math.Max(Size.Y, Size.Z)); 341 float approxSize = Math.Max(Size.X, Math.Max(Size.Y, Size.Z));
354 if ((RawPosition.Z + approxSize / 2f) < terrainHeight) 342 if ((RawPosition.Z + approxSize / 2f) < terrainHeight)
@@ -369,7 +357,7 @@ public class BSPrim : BSPhysObject
369 357
370 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) 358 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
371 { 359 {
372 float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); 360 float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position);
373 // TODO: a floating motor so object will bob in the water 361 // TODO: a floating motor so object will bob in the water
374 if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) 362 if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f)
375 { 363 {
@@ -377,7 +365,7 @@ public class BSPrim : BSPhysObject
377 upForce.Z = (waterHeight - RawPosition.Z) * 1f; 365 upForce.Z = (waterHeight - RawPosition.Z) * 1f;
378 366
379 // Apply upforce and overcome gravity. 367 // Apply upforce and overcome gravity.
380 OMV.Vector3 correctionForce = upForce - PhysicsScene.DefaultGravity; 368 OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity;
381 DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce); 369 DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce);
382 AddForce(correctionForce, false, inTaintTime); 370 AddForce(correctionForce, false, inTaintTime);
383 ret = true; 371 ret = true;
@@ -432,7 +420,7 @@ public class BSPrim : BSPhysObject
432 get { return _mass; } 420 get { return _mass; }
433 } 421 }
434 // used when we only want this prim's mass and not the linkset thing 422 // used when we only want this prim's mass and not the linkset thing
435 public override float RawMass { 423 public override float RawMass {
436 get { return _mass; } 424 get { return _mass; }
437 } 425 }
438 // Set the physical mass to the passed mass. 426 // Set the physical mass to the passed mass.
@@ -443,10 +431,10 @@ public class BSPrim : BSPhysObject
443 { 431 {
444 if (IsStatic) 432 if (IsStatic)
445 { 433 {
446 PhysicsScene.PE.SetGravity(PhysBody, PhysicsScene.DefaultGravity); 434 PhysScene.PE.SetGravity(PhysBody, PhysScene.DefaultGravity);
447 Inertia = OMV.Vector3.Zero; 435 Inertia = OMV.Vector3.Zero;
448 PhysicsScene.PE.SetMassProps(PhysBody, 0f, Inertia); 436 PhysScene.PE.SetMassProps(PhysBody, 0f, Inertia);
449 PhysicsScene.PE.UpdateInertiaTensor(PhysBody); 437 PhysScene.PE.UpdateInertiaTensor(PhysBody);
450 } 438 }
451 else 439 else
452 { 440 {
@@ -455,16 +443,16 @@ public class BSPrim : BSPhysObject
455 // Changing interesting properties doesn't change proxy and collision cache 443 // Changing interesting properties doesn't change proxy and collision cache
456 // information. The Bullet solution is to re-add the object to the world 444 // information. The Bullet solution is to re-add the object to the world
457 // after parameters are changed. 445 // after parameters are changed.
458 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); 446 PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody);
459 } 447 }
460 448
461 // The computation of mass props requires gravity to be set on the object. 449 // The computation of mass props requires gravity to be set on the object.
462 Gravity = ComputeGravity(Buoyancy); 450 Gravity = ComputeGravity(Buoyancy);
463 PhysicsScene.PE.SetGravity(PhysBody, Gravity); 451 PhysScene.PE.SetGravity(PhysBody, Gravity);
464 452
465 Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); 453 Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass);
466 PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia); 454 PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia);
467 PhysicsScene.PE.UpdateInertiaTensor(PhysBody); 455 PhysScene.PE.UpdateInertiaTensor(PhysBody);
468 456
469 DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", 457 DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}",
470 LocalID, physMass, Inertia, Gravity, inWorld); 458 LocalID, physMass, Inertia, Gravity, inWorld);
@@ -480,7 +468,7 @@ public class BSPrim : BSPhysObject
480 // Return what gravity should be set to this very moment 468 // Return what gravity should be set to this very moment
481 public OMV.Vector3 ComputeGravity(float buoyancy) 469 public OMV.Vector3 ComputeGravity(float buoyancy)
482 { 470 {
483 OMV.Vector3 ret = PhysicsScene.DefaultGravity; 471 OMV.Vector3 ret = PhysScene.DefaultGravity;
484 472
485 if (!IsStatic) 473 if (!IsStatic)
486 { 474 {
@@ -509,7 +497,7 @@ public class BSPrim : BSPhysObject
509 RawForce = value; 497 RawForce = value;
510 EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate() 498 EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate()
511 { 499 {
512 return new BSActorSetForce(PhysicsScene, this, SetForceActorName); 500 return new BSActorSetForce(PhysScene, this, SetForceActorName);
513 }); 501 });
514 } 502 }
515 } 503 }
@@ -521,7 +509,7 @@ public class BSPrim : BSPhysObject
521 set { 509 set {
522 Vehicle type = (Vehicle)value; 510 Vehicle type = (Vehicle)value;
523 511
524 PhysicsScene.TaintedObject("setVehicleType", delegate() 512 PhysScene.TaintedObject("setVehicleType", delegate()
525 { 513 {
526 // Vehicle code changes the parameters for this vehicle type. 514 // Vehicle code changes the parameters for this vehicle type.
527 VehicleActor.ProcessTypeChange(type); 515 VehicleActor.ProcessTypeChange(type);
@@ -531,7 +519,7 @@ public class BSPrim : BSPhysObject
531 } 519 }
532 public override void VehicleFloatParam(int param, float value) 520 public override void VehicleFloatParam(int param, float value)
533 { 521 {
534 PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() 522 PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
535 { 523 {
536 VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); 524 VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value);
537 ActivateIfPhysical(false); 525 ActivateIfPhysical(false);
@@ -539,7 +527,7 @@ public class BSPrim : BSPhysObject
539 } 527 }
540 public override void VehicleVectorParam(int param, OMV.Vector3 value) 528 public override void VehicleVectorParam(int param, OMV.Vector3 value)
541 { 529 {
542 PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() 530 PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
543 { 531 {
544 VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); 532 VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value);
545 ActivateIfPhysical(false); 533 ActivateIfPhysical(false);
@@ -547,7 +535,7 @@ public class BSPrim : BSPhysObject
547 } 535 }
548 public override void VehicleRotationParam(int param, OMV.Quaternion rotation) 536 public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
549 { 537 {
550 PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() 538 PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
551 { 539 {
552 VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); 540 VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation);
553 ActivateIfPhysical(false); 541 ActivateIfPhysical(false);
@@ -555,7 +543,7 @@ public class BSPrim : BSPhysObject
555 } 543 }
556 public override void VehicleFlags(int param, bool remove) 544 public override void VehicleFlags(int param, bool remove)
557 { 545 {
558 PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() 546 PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate()
559 { 547 {
560 VehicleActor.ProcessVehicleFlags(param, remove); 548 VehicleActor.ProcessVehicleFlags(param, remove);
561 }); 549 });
@@ -567,7 +555,7 @@ public class BSPrim : BSPhysObject
567 if (_isVolumeDetect != newValue) 555 if (_isVolumeDetect != newValue)
568 { 556 {
569 _isVolumeDetect = newValue; 557 _isVolumeDetect = newValue;
570 PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() 558 PhysScene.TaintedObject("BSPrim.SetVolumeDetect", delegate()
571 { 559 {
572 // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); 560 // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect);
573 SetObjectDynamic(true); 561 SetObjectDynamic(true);
@@ -578,7 +566,7 @@ public class BSPrim : BSPhysObject
578 public override void SetMaterial(int material) 566 public override void SetMaterial(int material)
579 { 567 {
580 base.SetMaterial(material); 568 base.SetMaterial(material);
581 PhysicsScene.TaintedObject("BSPrim.SetMaterial", delegate() 569 PhysScene.TaintedObject("BSPrim.SetMaterial", delegate()
582 { 570 {
583 UpdatePhysicalParameters(); 571 UpdatePhysicalParameters();
584 }); 572 });
@@ -591,7 +579,7 @@ public class BSPrim : BSPhysObject
591 if (base.Friction != value) 579 if (base.Friction != value)
592 { 580 {
593 base.Friction = value; 581 base.Friction = value;
594 PhysicsScene.TaintedObject("BSPrim.setFriction", delegate() 582 PhysScene.TaintedObject("BSPrim.setFriction", delegate()
595 { 583 {
596 UpdatePhysicalParameters(); 584 UpdatePhysicalParameters();
597 }); 585 });
@@ -606,7 +594,7 @@ public class BSPrim : BSPhysObject
606 if (base.Restitution != value) 594 if (base.Restitution != value)
607 { 595 {
608 base.Restitution = value; 596 base.Restitution = value;
609 PhysicsScene.TaintedObject("BSPrim.setRestitution", delegate() 597 PhysScene.TaintedObject("BSPrim.setRestitution", delegate()
610 { 598 {
611 UpdatePhysicalParameters(); 599 UpdatePhysicalParameters();
612 }); 600 });
@@ -623,7 +611,7 @@ public class BSPrim : BSPhysObject
623 if (base.Density != value) 611 if (base.Density != value)
624 { 612 {
625 base.Density = value; 613 base.Density = value;
626 PhysicsScene.TaintedObject("BSPrim.setDensity", delegate() 614 PhysScene.TaintedObject("BSPrim.setDensity", delegate()
627 { 615 {
628 UpdatePhysicalParameters(); 616 UpdatePhysicalParameters();
629 }); 617 });
@@ -638,7 +626,7 @@ public class BSPrim : BSPhysObject
638 if (base.GravModifier != value) 626 if (base.GravModifier != value)
639 { 627 {
640 base.GravModifier = value; 628 base.GravModifier = value;
641 PhysicsScene.TaintedObject("BSPrim.setGravityModifier", delegate() 629 PhysScene.TaintedObject("BSPrim.setGravityModifier", delegate()
642 { 630 {
643 UpdatePhysicalParameters(); 631 UpdatePhysicalParameters();
644 }); 632 });
@@ -649,7 +637,7 @@ public class BSPrim : BSPhysObject
649 get { return RawVelocity; } 637 get { return RawVelocity; }
650 set { 638 set {
651 RawVelocity = value; 639 RawVelocity = value;
652 PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() 640 PhysScene.TaintedObject("BSPrim.setVelocity", delegate()
653 { 641 {
654 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); 642 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity);
655 ForceVelocity = RawVelocity; 643 ForceVelocity = RawVelocity;
@@ -659,13 +647,13 @@ public class BSPrim : BSPhysObject
659 public override OMV.Vector3 ForceVelocity { 647 public override OMV.Vector3 ForceVelocity {
660 get { return RawVelocity; } 648 get { return RawVelocity; }
661 set { 649 set {
662 PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); 650 PhysScene.AssertInTaintTime("BSPrim.ForceVelocity");
663 651
664 RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity); 652 RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
665 if (PhysBody.HasPhysicalBody) 653 if (PhysBody.HasPhysicalBody)
666 { 654 {
667 DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity); 655 DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity);
668 PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity); 656 PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
669 ActivateIfPhysical(false); 657 ActivateIfPhysical(false);
670 } 658 }
671 } 659 }
@@ -676,7 +664,7 @@ public class BSPrim : BSPhysObject
676 RawTorque = value; 664 RawTorque = value;
677 EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate() 665 EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate()
678 { 666 {
679 return new BSActorSetTorque(PhysicsScene, this, SetTorqueActorName); 667 return new BSActorSetTorque(PhysScene, this, SetTorqueActorName);
680 }); 668 });
681 DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque); 669 DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque);
682 } 670 }
@@ -699,7 +687,7 @@ public class BSPrim : BSPhysObject
699 return; 687 return;
700 _orientation = value; 688 _orientation = value;
701 689
702 PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() 690 PhysScene.TaintedObject("BSPrim.setOrientation", delegate()
703 { 691 {
704 ForceOrientation = _orientation; 692 ForceOrientation = _orientation;
705 }); 693 });
@@ -710,14 +698,14 @@ public class BSPrim : BSPhysObject
710 { 698 {
711 get 699 get
712 { 700 {
713 _orientation = PhysicsScene.PE.GetOrientation(PhysBody); 701 _orientation = PhysScene.PE.GetOrientation(PhysBody);
714 return _orientation; 702 return _orientation;
715 } 703 }
716 set 704 set
717 { 705 {
718 _orientation = value; 706 _orientation = value;
719 if (PhysBody.HasPhysicalBody) 707 if (PhysBody.HasPhysicalBody)
720 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); 708 PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
721 } 709 }
722 } 710 }
723 public override int PhysicsActorType { 711 public override int PhysicsActorType {
@@ -730,7 +718,7 @@ public class BSPrim : BSPhysObject
730 if (_isPhysical != value) 718 if (_isPhysical != value)
731 { 719 {
732 _isPhysical = value; 720 _isPhysical = value;
733 PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() 721 PhysScene.TaintedObject("BSPrim.setIsPhysical", delegate()
734 { 722 {
735 DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); 723 DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical);
736 SetObjectDynamic(true); 724 SetObjectDynamic(true);
@@ -785,7 +773,7 @@ public class BSPrim : BSPhysObject
785 773
786 // Mangling all the physical properties requires the object not be in the physical world. 774 // Mangling all the physical properties requires the object not be in the physical world.
787 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). 775 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
788 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); 776 PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody);
789 777
790 // Set up the object physicalness (does gravity and collisions move this object) 778 // Set up the object physicalness (does gravity and collisions move this object)
791 MakeDynamic(IsStatic); 779 MakeDynamic(IsStatic);
@@ -802,10 +790,11 @@ public class BSPrim : BSPhysObject
802 AddObjectToPhysicalWorld(); 790 AddObjectToPhysicalWorld();
803 791
804 // Rebuild its shape 792 // Rebuild its shape
805 PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); 793 PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody);
806 794
807 DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}", 795 DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}",
808 LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape); 796 LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(),
797 CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape);
809 } 798 }
810 799
811 // "Making dynamic" means changing to and from static. 800 // "Making dynamic" means changing to and from static.
@@ -818,28 +807,28 @@ public class BSPrim : BSPhysObject
818 if (makeStatic) 807 if (makeStatic)
819 { 808 {
820 // Become a Bullet 'static' object type 809 // Become a Bullet 'static' object type
821 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); 810 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
822 // Stop all movement 811 // Stop all movement
823 ZeroMotion(true); 812 ZeroMotion(true);
824 813
825 // Set various physical properties so other object interact properly 814 // Set various physical properties so other object interact properly
826 PhysicsScene.PE.SetFriction(PhysBody, Friction); 815 PhysScene.PE.SetFriction(PhysBody, Friction);
827 PhysicsScene.PE.SetRestitution(PhysBody, Restitution); 816 PhysScene.PE.SetRestitution(PhysBody, Restitution);
828 PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); 817 PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
829 818
830 // Mass is zero which disables a bunch of physics stuff in Bullet 819 // Mass is zero which disables a bunch of physics stuff in Bullet
831 UpdatePhysicalMassProperties(0f, false); 820 UpdatePhysicalMassProperties(0f, false);
832 // Set collision detection parameters 821 // Set collision detection parameters
833 if (BSParam.CcdMotionThreshold > 0f) 822 if (BSParam.CcdMotionThreshold > 0f)
834 { 823 {
835 PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); 824 PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
836 PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); 825 PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
837 } 826 }
838 827
839 // The activation state is 'disabled' so Bullet will not try to act on it. 828 // The activation state is 'disabled' so Bullet will not try to act on it.
840 // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION); 829 // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION);
841 // Start it out sleeping and physical actions could wake it up. 830 // Start it out sleeping and physical actions could wake it up.
842 PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING); 831 PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING);
843 832
844 // This collides like a static object 833 // This collides like a static object
845 PhysBody.collisionType = CollisionType.Static; 834 PhysBody.collisionType = CollisionType.Static;
@@ -847,11 +836,11 @@ public class BSPrim : BSPhysObject
847 else 836 else
848 { 837 {
849 // Not a Bullet static object 838 // Not a Bullet static object
850 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); 839 CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
851 840
852 // Set various physical properties so other object interact properly 841 // Set various physical properties so other object interact properly
853 PhysicsScene.PE.SetFriction(PhysBody, Friction); 842 PhysScene.PE.SetFriction(PhysBody, Friction);
854 PhysicsScene.PE.SetRestitution(PhysBody, Restitution); 843 PhysScene.PE.SetRestitution(PhysBody, Restitution);
855 // DetailLog("{0},BSPrim.MakeDynamic,frict={1},rest={2}", LocalID, Friction, Restitution); 844 // DetailLog("{0},BSPrim.MakeDynamic,frict={1},rest={2}", LocalID, Friction, Restitution);
856 845
857 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 846 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
@@ -869,22 +858,22 @@ public class BSPrim : BSPhysObject
869 // Set collision detection parameters 858 // Set collision detection parameters
870 if (BSParam.CcdMotionThreshold > 0f) 859 if (BSParam.CcdMotionThreshold > 0f)
871 { 860 {
872 PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); 861 PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
873 PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); 862 PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
874 } 863 }
875 864
876 // Various values for simulation limits 865 // Various values for simulation limits
877 PhysicsScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping); 866 PhysScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping);
878 PhysicsScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime); 867 PhysScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime);
879 PhysicsScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); 868 PhysScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold);
880 PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); 869 PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
881 870
882 // This collides like an object. 871 // This collides like an object.
883 PhysBody.collisionType = CollisionType.Dynamic; 872 PhysBody.collisionType = CollisionType.Dynamic;
884 873
885 // Force activation of the object so Bullet will act on it. 874 // Force activation of the object so Bullet will act on it.
886 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. 875 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
887 PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); 876 PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
888 } 877 }
889 } 878 }
890 879
@@ -894,7 +883,7 @@ public class BSPrim : BSPhysObject
894 // the functions after this one set up the state of a possibly newly created collision body. 883 // the functions after this one set up the state of a possibly newly created collision body.
895 private void MakeSolid(bool makeSolid) 884 private void MakeSolid(bool makeSolid)
896 { 885 {
897 CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(PhysBody); 886 CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysScene.PE.GetBodyType(PhysBody);
898 if (makeSolid) 887 if (makeSolid)
899 { 888 {
900 // Verify the previous code created the correct shape for this type of thing. 889 // Verify the previous code created the correct shape for this type of thing.
@@ -902,7 +891,7 @@ public class BSPrim : BSPhysObject
902 { 891 {
903 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); 892 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
904 } 893 }
905 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); 894 CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
906 } 895 }
907 else 896 else
908 { 897 {
@@ -910,7 +899,7 @@ public class BSPrim : BSPhysObject
910 { 899 {
911 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); 900 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
912 } 901 }
913 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); 902 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
914 903
915 // Change collision info from a static object to a ghosty collision object 904 // Change collision info from a static object to a ghosty collision object
916 PhysBody.collisionType = CollisionType.VolumeDetect; 905 PhysBody.collisionType = CollisionType.VolumeDetect;
@@ -922,11 +911,11 @@ public class BSPrim : BSPhysObject
922 { 911 {
923 if (wantsCollisionEvents) 912 if (wantsCollisionEvents)
924 { 913 {
925 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 914 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
926 } 915 }
927 else 916 else
928 { 917 {
929 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 918 CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
930 } 919 }
931 } 920 }
932 921
@@ -937,7 +926,7 @@ public class BSPrim : BSPhysObject
937 { 926 {
938 if (PhysBody.HasPhysicalBody) 927 if (PhysBody.HasPhysicalBody)
939 { 928 {
940 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); 929 PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody);
941 } 930 }
942 else 931 else
943 { 932 {
@@ -972,12 +961,12 @@ public class BSPrim : BSPhysObject
972 public override bool FloatOnWater { 961 public override bool FloatOnWater {
973 set { 962 set {
974 _floatOnWater = value; 963 _floatOnWater = value;
975 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() 964 PhysScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
976 { 965 {
977 if (_floatOnWater) 966 if (_floatOnWater)
978 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); 967 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
979 else 968 else
980 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); 969 CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
981 }); 970 });
982 } 971 }
983 } 972 }
@@ -989,7 +978,7 @@ public class BSPrim : BSPhysObject
989 _rotationalVelocity = value; 978 _rotationalVelocity = value;
990 Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); 979 Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
991 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); 980 // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
992 PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() 981 PhysScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
993 { 982 {
994 ForceRotationalVelocity = _rotationalVelocity; 983 ForceRotationalVelocity = _rotationalVelocity;
995 }); 984 });
@@ -1004,7 +993,7 @@ public class BSPrim : BSPhysObject
1004 if (PhysBody.HasPhysicalBody) 993 if (PhysBody.HasPhysicalBody)
1005 { 994 {
1006 DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); 995 DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
1007 PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); 996 PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
1008 // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); 997 // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
1009 ActivateIfPhysical(false); 998 ActivateIfPhysical(false);
1010 } 999 }
@@ -1020,7 +1009,7 @@ public class BSPrim : BSPhysObject
1020 get { return _buoyancy; } 1009 get { return _buoyancy; }
1021 set { 1010 set {
1022 _buoyancy = value; 1011 _buoyancy = value;
1023 PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() 1012 PhysScene.TaintedObject("BSPrim.setBuoyancy", delegate()
1024 { 1013 {
1025 ForceBuoyancy = _buoyancy; 1014 ForceBuoyancy = _buoyancy;
1026 }); 1015 });
@@ -1043,7 +1032,7 @@ public class BSPrim : BSPhysObject
1043 base.MoveToTargetActive = value; 1032 base.MoveToTargetActive = value;
1044 EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate() 1033 EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate()
1045 { 1034 {
1046 return new BSActorMoveToTarget(PhysicsScene, this, MoveToTargetActorName); 1035 return new BSActorMoveToTarget(PhysScene, this, MoveToTargetActorName);
1047 }); 1036 });
1048 } 1037 }
1049 } 1038 }
@@ -1055,7 +1044,7 @@ public class BSPrim : BSPhysObject
1055 base.HoverActive = value; 1044 base.HoverActive = value;
1056 EnableActor(HoverActive, HoverActorName, delegate() 1045 EnableActor(HoverActive, HoverActorName, delegate()
1057 { 1046 {
1058 return new BSActorHover(PhysicsScene, this, HoverActorName); 1047 return new BSActorHover(PhysScene, this, HoverActorName);
1059 }); 1048 });
1060 } 1049 }
1061 } 1050 }
@@ -1065,7 +1054,7 @@ public class BSPrim : BSPhysObject
1065 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); 1054 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
1066 1055
1067 // Since this force is being applied in only one step, make this a force per second. 1056 // Since this force is being applied in only one step, make this a force per second.
1068 addForce /= PhysicsScene.LastTimeStep; 1057 addForce /= PhysScene.LastTimeStep;
1069 AddForce(addForce, pushforce, false /* inTaintTime */); 1058 AddForce(addForce, pushforce, false /* inTaintTime */);
1070 } 1059 }
1071 1060
@@ -1080,13 +1069,13 @@ public class BSPrim : BSPhysObject
1080 // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); 1069 // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce);
1081 1070
1082 OMV.Vector3 addForce = force; 1071 OMV.Vector3 addForce = force;
1083 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() 1072 PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
1084 { 1073 {
1085 // Bullet adds this central force to the total force for this tick 1074 // Bullet adds this central force to the total force for this tick
1086 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); 1075 DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
1087 if (PhysBody.HasPhysicalBody) 1076 if (PhysBody.HasPhysicalBody)
1088 { 1077 {
1089 PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); 1078 PhysScene.PE.ApplyCentralForce(PhysBody, addForce);
1090 ActivateIfPhysical(false); 1079 ActivateIfPhysical(false);
1091 } 1080 }
1092 }); 1081 });
@@ -1108,13 +1097,13 @@ public class BSPrim : BSPhysObject
1108 OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); 1097 OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude);
1109 // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); 1098 // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse);
1110 1099
1111 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() 1100 PhysScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate()
1112 { 1101 {
1113 // Bullet adds this impulse immediately to the velocity 1102 // Bullet adds this impulse immediately to the velocity
1114 DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); 1103 DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse);
1115 if (PhysBody.HasPhysicalBody) 1104 if (PhysBody.HasPhysicalBody)
1116 { 1105 {
1117 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, addImpulse); 1106 PhysScene.PE.ApplyCentralImpulse(PhysBody, addImpulse);
1118 ActivateIfPhysical(false); 1107 ActivateIfPhysical(false);
1119 } 1108 }
1120 }); 1109 });
@@ -1133,12 +1122,12 @@ public class BSPrim : BSPhysObject
1133 if (force.IsFinite()) 1122 if (force.IsFinite())
1134 { 1123 {
1135 OMV.Vector3 angForce = force; 1124 OMV.Vector3 angForce = force;
1136 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() 1125 PhysScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate()
1137 { 1126 {
1138 if (PhysBody.HasPhysicalBody) 1127 if (PhysBody.HasPhysicalBody)
1139 { 1128 {
1140 DetailLog("{0},BSPrim.AddAngularForce,taint,angForce={1}", LocalID, angForce); 1129 DetailLog("{0},BSPrim.AddAngularForce,taint,angForce={1}", LocalID, angForce);
1141 PhysicsScene.PE.ApplyTorque(PhysBody, angForce); 1130 PhysScene.PE.ApplyTorque(PhysBody, angForce);
1142 ActivateIfPhysical(false); 1131 ActivateIfPhysical(false);
1143 } 1132 }
1144 }); 1133 });
@@ -1157,11 +1146,11 @@ public class BSPrim : BSPhysObject
1157 public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) 1146 public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime)
1158 { 1147 {
1159 OMV.Vector3 applyImpulse = impulse; 1148 OMV.Vector3 applyImpulse = impulse;
1160 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() 1149 PhysScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate()
1161 { 1150 {
1162 if (PhysBody.HasPhysicalBody) 1151 if (PhysBody.HasPhysicalBody)
1163 { 1152 {
1164 PhysicsScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse); 1153 PhysScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse);
1165 ActivateIfPhysical(false); 1154 ActivateIfPhysical(false);
1166 } 1155 }
1167 }); 1156 });
@@ -1463,12 +1452,13 @@ public class BSPrim : BSPhysObject
1463 // Create the correct physical representation for this type of object. 1452 // Create the correct physical representation for this type of object.
1464 // Updates base.PhysBody and base.PhysShape with the new information. 1453 // Updates base.PhysBody and base.PhysShape with the new information.
1465 // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary. 1454 // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary.
1466 PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, null, delegate(BulletBody dBody) 1455 PhysScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysScene.World, this, delegate(BulletBody pBody, BulletShape pShape)
1467 { 1456 {
1468 // Called if the current prim body is about to be destroyed. 1457 // Called if the current prim body is about to be destroyed.
1469 // Remove all the physical dependencies on the old body. 1458 // Remove all the physical dependencies on the old body.
1470 // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) 1459 // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...)
1471 RemoveBodyDependencies(); 1460 // Note: this virtual function is overloaded by BSPrimLinkable to remove linkset constraints.
1461 RemoveDependencies();
1472 }); 1462 });
1473 1463
1474 // Make sure the properties are set on the new object 1464 // Make sure the properties are set on the new object
@@ -1477,9 +1467,9 @@ public class BSPrim : BSPhysObject
1477 } 1467 }
1478 1468
1479 // Called at taint-time 1469 // Called at taint-time
1480 protected virtual void RemoveBodyDependencies() 1470 protected virtual void RemoveDependencies()
1481 { 1471 {
1482 PhysicalActors.RemoveBodyDependencies(); 1472 PhysicalActors.RemoveDependencies();
1483 } 1473 }
1484 1474
1485 // The physics engine says that properties have updated. Update same and inform 1475 // The physics engine says that properties have updated. Update same and inform