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-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs190
1 files changed, 114 insertions, 76 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 8ad0b7f..e86a5b6 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -326,7 +326,7 @@ namespace OpenSim.Region.Physics.OdePlugin
326 /// Set a new geometry for this prim. 326 /// Set a new geometry for this prim.
327 /// </summary> 327 /// </summary>
328 /// <param name="geom"></param> 328 /// <param name="geom"></param>
329 public void SetGeom(IntPtr geom) 329 private void SetGeom(IntPtr geom)
330 { 330 {
331 prim_geom = geom; 331 prim_geom = geom;
332//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); 332//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
@@ -351,7 +351,7 @@ namespace OpenSim.Region.Physics.OdePlugin
351 //m_log.Warn("Setting Geom to: " + prim_geom); 351 //m_log.Warn("Setting Geom to: " + prim_geom);
352 } 352 }
353 353
354 public void enableBodySoft() 354 private void enableBodySoft()
355 { 355 {
356 if (!childPrim) 356 if (!childPrim)
357 { 357 {
@@ -366,7 +366,7 @@ namespace OpenSim.Region.Physics.OdePlugin
366 } 366 }
367 } 367 }
368 368
369 public void disableBodySoft() 369 private void disableBodySoft()
370 { 370 {
371 m_disabled = true; 371 m_disabled = true;
372 372
@@ -379,7 +379,7 @@ namespace OpenSim.Region.Physics.OdePlugin
379 /// <summary> 379 /// <summary>
380 /// Make a prim subject to physics. 380 /// Make a prim subject to physics.
381 /// </summary> 381 /// </summary>
382 public void enableBody() 382 private void enableBody()
383 { 383 {
384 // Don't enable this body if we're a child prim 384 // Don't enable this body if we're a child prim
385 // this should be taken care of in the parent function not here 385 // this should be taken care of in the parent function not here
@@ -423,7 +423,7 @@ namespace OpenSim.Region.Physics.OdePlugin
423 m_vehicle.Enable(Body, _parent_scene); 423 m_vehicle.Enable(Body, _parent_scene);
424 } 424 }
425 425
426 _parent_scene.addActivePrim(this); 426 _parent_scene.ActivatePrim(this);
427 } 427 }
428 } 428 }
429 429
@@ -741,7 +741,7 @@ namespace OpenSim.Region.Physics.OdePlugin
741 741
742 #endregion 742 #endregion
743 743
744 public void setMass() 744 private void setMass()
745 { 745 {
746 if (Body != (IntPtr) 0) 746 if (Body != (IntPtr) 0)
747 { 747 {
@@ -757,7 +757,7 @@ namespace OpenSim.Region.Physics.OdePlugin
757 /// <summary> 757 /// <summary>
758 /// Stop a prim from being subject to physics. 758 /// Stop a prim from being subject to physics.
759 /// </summary> 759 /// </summary>
760 public void disableBody() 760 internal void disableBody()
761 { 761 {
762 //this kills the body so things like 'mesh' can re-create it. 762 //this kills the body so things like 'mesh' can re-create it.
763 lock (this) 763 lock (this)
@@ -766,7 +766,7 @@ namespace OpenSim.Region.Physics.OdePlugin
766 { 766 {
767 if (Body != IntPtr.Zero) 767 if (Body != IntPtr.Zero)
768 { 768 {
769 _parent_scene.remActivePrim(this); 769 _parent_scene.DeactivatePrim(this);
770 m_collisionCategories &= ~CollisionCategories.Body; 770 m_collisionCategories &= ~CollisionCategories.Body;
771 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); 771 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
772 772
@@ -783,7 +783,7 @@ namespace OpenSim.Region.Physics.OdePlugin
783 { 783 {
784 foreach (OdePrim prm in childrenPrim) 784 foreach (OdePrim prm in childrenPrim)
785 { 785 {
786 _parent_scene.remActivePrim(prm); 786 _parent_scene.DeactivatePrim(prm);
787 prm.Body = IntPtr.Zero; 787 prm.Body = IntPtr.Zero;
788 } 788 }
789 } 789 }
@@ -793,7 +793,7 @@ namespace OpenSim.Region.Physics.OdePlugin
793 } 793 }
794 else 794 else
795 { 795 {
796 _parent_scene.remActivePrim(this); 796 _parent_scene.DeactivatePrim(this);
797 797
798 m_collisionCategories &= ~CollisionCategories.Body; 798 m_collisionCategories &= ~CollisionCategories.Body;
799 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); 799 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
@@ -814,7 +814,7 @@ namespace OpenSim.Region.Physics.OdePlugin
814 814
815 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>(); 815 private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
816 816
817 public void setMesh(OdeScene parent_scene, IMesh mesh) 817 private void setMesh(OdeScene parent_scene, IMesh mesh)
818 { 818 {
819// m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh); 819// m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh);
820 820
@@ -884,73 +884,73 @@ namespace OpenSim.Region.Physics.OdePlugin
884 // } 884 // }
885 } 885 }
886 886
887 public void ProcessTaints(float timestep) 887 internal void ProcessTaints()
888 { 888 {
889#if SPAM 889#if SPAM
890Console.WriteLine("ZProcessTaints for " + Name); 890Console.WriteLine("ZProcessTaints for " + Name);
891#endif 891#endif
892 if (m_taintadd) 892 if (m_taintadd)
893 { 893 {
894 changeadd(timestep); 894 changeadd();
895 } 895 }
896 896
897 if (prim_geom != IntPtr.Zero) 897 if (prim_geom != IntPtr.Zero)
898 { 898 {
899 if (!_position.ApproxEquals(m_taintposition, 0f)) 899 if (!_position.ApproxEquals(m_taintposition, 0f))
900 changemove(timestep); 900 changemove();
901 901
902 if (m_taintrot != _orientation) 902 if (m_taintrot != _orientation)
903 { 903 {
904 if (childPrim && IsPhysical) // For physical child prim... 904 if (childPrim && IsPhysical) // For physical child prim...
905 { 905 {
906 rotate(timestep); 906 rotate();
907 // KF: ODE will also rotate the parent prim! 907 // KF: ODE will also rotate the parent prim!
908 // so rotate the root back to where it was 908 // so rotate the root back to where it was
909 OdePrim parent = (OdePrim)_parent; 909 OdePrim parent = (OdePrim)_parent;
910 parent.rotate(timestep); 910 parent.rotate();
911 } 911 }
912 else 912 else
913 { 913 {
914 //Just rotate the prim 914 //Just rotate the prim
915 rotate(timestep); 915 rotate();
916 } 916 }
917 } 917 }
918 918
919 if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent)) 919 if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent))
920 changePhysicsStatus(timestep); 920 changePhysicsStatus();
921 921
922 if (!_size.ApproxEquals(m_taintsize, 0f)) 922 if (!_size.ApproxEquals(m_taintsize, 0f))
923 changesize(timestep); 923 changesize();
924 924
925 if (m_taintshape) 925 if (m_taintshape)
926 changeshape(timestep); 926 changeshape();
927 927
928 if (m_taintforce) 928 if (m_taintforce)
929 changeAddForce(timestep); 929 changeAddForce();
930 930
931 if (m_taintaddangularforce) 931 if (m_taintaddangularforce)
932 changeAddAngularForce(timestep); 932 changeAddAngularForce();
933 933
934 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) 934 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
935 changeSetTorque(timestep); 935 changeSetTorque();
936 936
937 if (m_taintdisable) 937 if (m_taintdisable)
938 changedisable(timestep); 938 changedisable();
939 939
940 if (m_taintselected != m_isSelected) 940 if (m_taintselected != m_isSelected)
941 changeSelectedStatus(timestep); 941 changeSelectedStatus();
942 942
943 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) 943 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
944 changevelocity(timestep); 944 changevelocity();
945 945
946 if (m_taintparent != _parent) 946 if (m_taintparent != _parent)
947 changelink(timestep); 947 changelink();
948 948
949 if (m_taintCollidesWater != m_collidesWater) 949 if (m_taintCollidesWater != m_collidesWater)
950 changefloatonwater(timestep); 950 changefloatonwater();
951 951
952 if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) 952 if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f))
953 changeAngularLock(timestep); 953 changeAngularLock();
954 } 954 }
955 else 955 else
956 { 956 {
@@ -958,7 +958,10 @@ Console.WriteLine("ZProcessTaints for " + Name);
958 } 958 }
959 } 959 }
960 960
961 private void changeAngularLock(float timestep) 961 /// <summary>
962 /// Change prim in response to an angular lock taint.
963 /// </summary>
964 private void changeAngularLock()
962 { 965 {
963 // do we have a Physical object? 966 // do we have a Physical object?
964 if (Body != IntPtr.Zero) 967 if (Body != IntPtr.Zero)
@@ -983,11 +986,15 @@ Console.WriteLine("ZProcessTaints for " + Name);
983 } 986 }
984 } 987 }
985 } 988 }
989
986 // Store this for later in case we get turned into a separate body 990 // Store this for later in case we get turned into a separate body
987 m_angularlock = m_taintAngularLock; 991 m_angularlock = m_taintAngularLock;
988 } 992 }
989 993
990 private void changelink(float timestep) 994 /// <summary>
995 /// Change prim in response to a link taint.
996 /// </summary>
997 private void changelink()
991 { 998 {
992 // If the newly set parent is not null 999 // If the newly set parent is not null
993 // create link 1000 // create link
@@ -1042,7 +1049,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1042 /// Add a child prim to this parent prim. 1049 /// Add a child prim to this parent prim.
1043 /// </summary> 1050 /// </summary>
1044 /// <param name="prim">Child prim</param> 1051 /// <param name="prim">Child prim</param>
1045 public void AddChildPrim(OdePrim prim) 1052 private void AddChildPrim(OdePrim prim)
1046 { 1053 {
1047//Console.WriteLine("AddChildPrim " + Name); 1054//Console.WriteLine("AddChildPrim " + Name);
1048 if (this.m_localID != prim.m_localID) 1055 if (this.m_localID != prim.m_localID)
@@ -1134,7 +1141,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1134 prm.createAMotor(m_angularlock); 1141 prm.createAMotor(m_angularlock);
1135 } 1142 }
1136 prm.Body = Body; 1143 prm.Body = Body;
1137 _parent_scene.addActivePrim(prm); 1144 _parent_scene.ActivatePrim(prm);
1138 } 1145 }
1139 1146
1140 m_collisionCategories |= CollisionCategories.Body; 1147 m_collisionCategories |= CollisionCategories.Body;
@@ -1179,7 +1186,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1179 if (m_vehicle.Type != Vehicle.TYPE_NONE) 1186 if (m_vehicle.Type != Vehicle.TYPE_NONE)
1180 m_vehicle.Enable(Body, _parent_scene); 1187 m_vehicle.Enable(Body, _parent_scene);
1181 1188
1182 _parent_scene.addActivePrim(this); 1189 _parent_scene.ActivatePrim(this);
1183 } 1190 }
1184 } 1191 }
1185 } 1192 }
@@ -1206,7 +1213,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1206 1213
1207 if (Body != IntPtr.Zero) 1214 if (Body != IntPtr.Zero)
1208 { 1215 {
1209 _parent_scene.remActivePrim(this); 1216 _parent_scene.DeactivatePrim(this);
1210 } 1217 }
1211 1218
1212 lock (childrenPrim) 1219 lock (childrenPrim)
@@ -1245,7 +1252,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1245 1252
1246 if (Body != IntPtr.Zero) 1253 if (Body != IntPtr.Zero)
1247 { 1254 {
1248 _parent_scene.remActivePrim(this); 1255 _parent_scene.DeactivatePrim(this);
1249 } 1256 }
1250 1257
1251 lock (childrenPrim) 1258 lock (childrenPrim)
@@ -1258,7 +1265,10 @@ Console.WriteLine("ZProcessTaints for " + Name);
1258 } 1265 }
1259 } 1266 }
1260 1267
1261 private void changeSelectedStatus(float timestep) 1268 /// <summary>
1269 /// Change prim in response to a selection taint.
1270 /// </summary>
1271 private void changeSelectedStatus()
1262 { 1272 {
1263 if (m_taintselected) 1273 if (m_taintselected)
1264 { 1274 {
@@ -1338,7 +1348,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1338 m_isSelected = m_taintselected; 1348 m_isSelected = m_taintselected;
1339 }//end changeSelectedStatus 1349 }//end changeSelectedStatus
1340 1350
1341 public void ResetTaints() 1351 internal void ResetTaints()
1342 { 1352 {
1343 m_taintposition = _position; 1353 m_taintposition = _position;
1344 m_taintrot = _orientation; 1354 m_taintrot = _orientation;
@@ -1356,7 +1366,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
1356 /// </summary> 1366 /// </summary>
1357 /// <param name="m_targetSpace"></param> 1367 /// <param name="m_targetSpace"></param>
1358 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param> 1368 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1359 public void CreateGeom(IntPtr m_targetSpace, IMesh mesh) 1369 private void CreateGeom(IntPtr m_targetSpace, IMesh mesh)
1360 { 1370 {
1361#if SPAM 1371#if SPAM
1362Console.WriteLine("CreateGeom:"); 1372Console.WriteLine("CreateGeom:");
@@ -1442,7 +1452,7 @@ Console.WriteLine("CreateGeom:");
1442 /// <param name="m_targetSpace"></param> 1452 /// <param name="m_targetSpace"></param>
1443 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param> 1453 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1444 /// <returns>true if the geom was successfully removed, false if it was already gone or the remove failed.</returns> 1454 /// <returns>true if the geom was successfully removed, false if it was already gone or the remove failed.</returns>
1445 public bool RemoveGeom() 1455 internal bool RemoveGeom()
1446 { 1456 {
1447 if (prim_geom != IntPtr.Zero) 1457 if (prim_geom != IntPtr.Zero)
1448 { 1458 {
@@ -1468,8 +1478,10 @@ Console.WriteLine("CreateGeom:");
1468 return false; 1478 return false;
1469 } 1479 }
1470 } 1480 }
1471 1481 /// <summary>
1472 public void changeadd(float timestep) 1482 /// Add prim in response to an add taint.
1483 /// </summary>
1484 private void changeadd()
1473 { 1485 {
1474 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position); 1486 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
1475 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position); 1487 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
@@ -1513,12 +1525,15 @@ Console.WriteLine("changeadd 1");
1513 } 1525 }
1514 } 1526 }
1515 1527
1516 changeSelectedStatus(timestep); 1528 changeSelectedStatus();
1517 1529
1518 m_taintadd = false; 1530 m_taintadd = false;
1519 } 1531 }
1520 1532
1521 public void changemove(float timestep) 1533 /// <summary>
1534 /// Move prim in response to a move taint.
1535 /// </summary>
1536 private void changemove()
1522 { 1537 {
1523 if (IsPhysical) 1538 if (IsPhysical)
1524 { 1539 {
@@ -1589,13 +1604,13 @@ Console.WriteLine(" JointCreateFixed");
1589 } 1604 }
1590 } 1605 }
1591 1606
1592 changeSelectedStatus(timestep); 1607 changeSelectedStatus();
1593 1608
1594 resetCollisionAccounting(); 1609 resetCollisionAccounting();
1595 m_taintposition = _position; 1610 m_taintposition = _position;
1596 } 1611 }
1597 1612
1598 public void Move(float timestep) 1613 internal void Move(float timestep)
1599 { 1614 {
1600 float fx = 0; 1615 float fx = 0;
1601 float fy = 0; 1616 float fy = 0;
@@ -1842,7 +1857,7 @@ Console.WriteLine(" JointCreateFixed");
1842 } 1857 }
1843 } 1858 }
1844 1859
1845 public void rotate(float timestep) 1860 private void rotate()
1846 { 1861 {
1847 d.Quaternion myrot = new d.Quaternion(); 1862 d.Quaternion myrot = new d.Quaternion();
1848 myrot.X = _orientation.X; 1863 myrot.X = _orientation.X;
@@ -1876,7 +1891,10 @@ Console.WriteLine(" JointCreateFixed");
1876 m_disabled = false; 1891 m_disabled = false;
1877 } 1892 }
1878 1893
1879 public void changedisable(float timestep) 1894 /// <summary>
1895 /// Change prim in response to a disable taint.
1896 /// </summary>
1897 private void changedisable()
1880 { 1898 {
1881 m_disabled = true; 1899 m_disabled = true;
1882 if (Body != IntPtr.Zero) 1900 if (Body != IntPtr.Zero)
@@ -1888,7 +1906,10 @@ Console.WriteLine(" JointCreateFixed");
1888 m_taintdisable = false; 1906 m_taintdisable = false;
1889 } 1907 }
1890 1908
1891 public void changePhysicsStatus(float timestep) 1909 /// <summary>
1910 /// Change prim in response to a physics status taint
1911 /// </summary>
1912 private void changePhysicsStatus()
1892 { 1913 {
1893 if (IsPhysical) 1914 if (IsPhysical)
1894 { 1915 {
@@ -1896,7 +1917,7 @@ Console.WriteLine(" JointCreateFixed");
1896 { 1917 {
1897 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) 1918 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
1898 { 1919 {
1899 changeshape(2f); 1920 changeshape();
1900 } 1921 }
1901 else 1922 else
1902 { 1923 {
@@ -1913,7 +1934,7 @@ Console.WriteLine(" JointCreateFixed");
1913 RemoveGeom(); 1934 RemoveGeom();
1914 1935
1915//Console.WriteLine("changePhysicsStatus for " + Name); 1936//Console.WriteLine("changePhysicsStatus for " + Name);
1916 changeadd(2f); 1937 changeadd();
1917 } 1938 }
1918 1939
1919 if (childPrim) 1940 if (childPrim)
@@ -1931,13 +1952,16 @@ Console.WriteLine(" JointCreateFixed");
1931 } 1952 }
1932 } 1953 }
1933 1954
1934 changeSelectedStatus(timestep); 1955 changeSelectedStatus();
1935 1956
1936 resetCollisionAccounting(); 1957 resetCollisionAccounting();
1937 m_taintPhysics = IsPhysical; 1958 m_taintPhysics = IsPhysical;
1938 } 1959 }
1939 1960
1940 public void changesize(float timestamp) 1961 /// <summary>
1962 /// Change prim in response to a size taint.
1963 /// </summary>
1964 private void changesize()
1941 { 1965 {
1942#if SPAM 1966#if SPAM
1943 m_log.DebugFormat("[ODE PRIM]: Called changesize"); 1967 m_log.DebugFormat("[ODE PRIM]: Called changesize");
@@ -2007,7 +2031,8 @@ Console.WriteLine(" JointCreateFixed");
2007 d.BodyEnable(Body); 2031 d.BodyEnable(Body);
2008 } 2032 }
2009 2033
2010 changeSelectedStatus(timestamp); 2034 changeSelectedStatus();
2035
2011 if (childPrim) 2036 if (childPrim)
2012 { 2037 {
2013 if (_parent is OdePrim) 2038 if (_parent is OdePrim)
@@ -2020,7 +2045,11 @@ Console.WriteLine(" JointCreateFixed");
2020 m_taintsize = _size; 2045 m_taintsize = _size;
2021 } 2046 }
2022 2047
2023 public void changefloatonwater(float timestep) 2048 /// <summary>
2049 /// Change prim in response to a float on water taint.
2050 /// </summary>
2051 /// <param name="timestep"></param>
2052 private void changefloatonwater()
2024 { 2053 {
2025 m_collidesWater = m_taintCollidesWater; 2054 m_collidesWater = m_taintCollidesWater;
2026 2055
@@ -2038,7 +2067,10 @@ Console.WriteLine(" JointCreateFixed");
2038 } 2067 }
2039 } 2068 }
2040 2069
2041 public void changeshape(float timestamp) 2070 /// <summary>
2071 /// Change prim in response to a shape taint.
2072 /// </summary>
2073 private void changeshape()
2042 { 2074 {
2043 // Cleanup of old prim geometry and Bodies 2075 // Cleanup of old prim geometry and Bodies
2044 if (IsPhysical && Body != IntPtr.Zero) 2076 if (IsPhysical && Body != IntPtr.Zero)
@@ -2101,7 +2133,8 @@ Console.WriteLine(" JointCreateFixed");
2101 } 2133 }
2102 } 2134 }
2103 2135
2104 changeSelectedStatus(timestamp); 2136 changeSelectedStatus();
2137
2105 if (childPrim) 2138 if (childPrim)
2106 { 2139 {
2107 if (_parent is OdePrim) 2140 if (_parent is OdePrim)
@@ -2115,7 +2148,10 @@ Console.WriteLine(" JointCreateFixed");
2115 m_taintshape = false; 2148 m_taintshape = false;
2116 } 2149 }
2117 2150
2118 public void changeAddForce(float timestamp) 2151 /// <summary>
2152 /// Change prim in response to an add force taint.
2153 /// </summary>
2154 private void changeAddForce()
2119 { 2155 {
2120 if (!m_isSelected) 2156 if (!m_isSelected)
2121 { 2157 {
@@ -2163,7 +2199,10 @@ Console.WriteLine(" JointCreateFixed");
2163 m_taintforce = false; 2199 m_taintforce = false;
2164 } 2200 }
2165 2201
2166 public void changeSetTorque(float timestamp) 2202 /// <summary>
2203 /// Change prim in response to a torque taint.
2204 /// </summary>
2205 private void changeSetTorque()
2167 { 2206 {
2168 if (!m_isSelected) 2207 if (!m_isSelected)
2169 { 2208 {
@@ -2176,7 +2215,10 @@ Console.WriteLine(" JointCreateFixed");
2176 m_taintTorque = Vector3.Zero; 2215 m_taintTorque = Vector3.Zero;
2177 } 2216 }
2178 2217
2179 public void changeAddAngularForce(float timestamp) 2218 /// <summary>
2219 /// Change prim in response to an angular force taint.
2220 /// </summary>
2221 private void changeAddAngularForce()
2180 { 2222 {
2181 if (!m_isSelected) 2223 if (!m_isSelected)
2182 { 2224 {
@@ -2204,7 +2246,10 @@ Console.WriteLine(" JointCreateFixed");
2204 m_taintaddangularforce = false; 2246 m_taintaddangularforce = false;
2205 } 2247 }
2206 2248
2207 private void changevelocity(float timestep) 2249 /// <summary>
2250 /// Change prim in response to a velocity taint.
2251 /// </summary>
2252 private void changevelocity()
2208 { 2253 {
2209 if (!m_isSelected) 2254 if (!m_isSelected)
2210 { 2255 {
@@ -2219,10 +2264,11 @@ Console.WriteLine(" JointCreateFixed");
2219 2264
2220 //resetCollisionAccounting(); 2265 //resetCollisionAccounting();
2221 } 2266 }
2267
2222 m_taintVelocity = Vector3.Zero; 2268 m_taintVelocity = Vector3.Zero;
2223 } 2269 }
2224 2270
2225 public void setPrimForRemoval() 2271 internal void setPrimForRemoval()
2226 { 2272 {
2227 m_taintremove = true; 2273 m_taintremove = true;
2228 } 2274 }
@@ -2438,16 +2484,13 @@ Console.WriteLine(" JointCreateFixed");
2438 set 2484 set
2439 { 2485 {
2440 if (QuaternionIsFinite(value)) 2486 if (QuaternionIsFinite(value))
2441 {
2442 _orientation = value; 2487 _orientation = value;
2443 }
2444 else 2488 else
2445 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name); 2489 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
2446
2447 } 2490 }
2448 } 2491 }
2449 2492
2450 internal static bool QuaternionIsFinite(Quaternion q) 2493 private static bool QuaternionIsFinite(Quaternion q)
2451 { 2494 {
2452 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X)) 2495 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
2453 return false; 2496 return false;
@@ -2465,12 +2508,6 @@ Console.WriteLine(" JointCreateFixed");
2465 get { return _acceleration; } 2508 get { return _acceleration; }
2466 } 2509 }
2467 2510
2468
2469 public void SetAcceleration(Vector3 accel)
2470 {
2471 _acceleration = accel;
2472 }
2473
2474 public override void AddForce(Vector3 force, bool pushforce) 2511 public override void AddForce(Vector3 force, bool pushforce)
2475 { 2512 {
2476 if (force.IsFinite()) 2513 if (force.IsFinite())
@@ -2574,7 +2611,7 @@ Console.WriteLine(" JointCreateFixed");
2574 } 2611 }
2575 } 2612 }
2576 2613
2577 public void UpdatePositionAndVelocity() 2614 internal void UpdatePositionAndVelocity()
2578 { 2615 {
2579 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! 2616 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
2580 if (_parent == null) 2617 if (_parent == null)
@@ -2943,7 +2980,7 @@ Console.WriteLine(" JointCreateFixed");
2943 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);// 2980 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);//
2944 } 2981 }
2945 2982
2946 public Matrix4 FromDMass(d.Mass pMass) 2983 private Matrix4 FromDMass(d.Mass pMass)
2947 { 2984 {
2948 Matrix4 obj; 2985 Matrix4 obj;
2949 obj.M11 = pMass.I.M00; 2986 obj.M11 = pMass.I.M00;
@@ -2965,7 +3002,7 @@ Console.WriteLine(" JointCreateFixed");
2965 return obj; 3002 return obj;
2966 } 3003 }
2967 3004
2968 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) 3005 private d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2969 { 3006 {
2970 obj.I.M00 = pMat[0, 0]; 3007 obj.I.M00 = pMat[0, 0];
2971 obj.I.M01 = pMat[0, 1]; 3008 obj.I.M01 = pMat[0, 1];
@@ -3153,6 +3190,7 @@ Console.WriteLine(" JointCreateFixed");
3153 break; 3190 break;
3154 } 3191 }
3155 } 3192 }
3193
3156 private static float determinant3x3(Matrix4 pMat) 3194 private static float determinant3x3(Matrix4 pMat)
3157 { 3195 {
3158 float det = 0; 3196 float det = 0;
@@ -3190,4 +3228,4 @@ Console.WriteLine(" JointCreateFixed");
3190 m_material = pMaterial; 3228 m_material = pMaterial;
3191 } 3229 }
3192 } 3230 }
3193} 3231} \ No newline at end of file