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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs182
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs12
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs66
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs21
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs51
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs11
6 files changed, 250 insertions, 93 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 2e6b2da..7c2f856 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -41,8 +41,6 @@ public class BSCharacter : BSPhysObject
41 41
42 // private bool _stopped; 42 // private bool _stopped;
43 private OMV.Vector3 _size; 43 private OMV.Vector3 _size;
44 private OMV.Vector3 _scale;
45 private PrimitiveBaseShape _pbs;
46 private bool _grabbed; 44 private bool _grabbed;
47 private bool _selected; 45 private bool _selected;
48 private OMV.Vector3 _position; 46 private OMV.Vector3 _position;
@@ -67,6 +65,10 @@ public class BSCharacter : BSPhysObject
67 private bool _kinematic; 65 private bool _kinematic;
68 private float _buoyancy; 66 private float _buoyancy;
69 67
68 // The friction and velocity of the avatar is modified depending on whether walking or not.
69 private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar
70 private float _currentFriction; // the friction currently being used (changed by setVelocity).
71
70 private OMV.Vector3 _PIDTarget; 72 private OMV.Vector3 _PIDTarget;
71 private bool _usePID; 73 private bool _usePID;
72 private float _PIDTau; 74 private float _PIDTau;
@@ -84,13 +86,15 @@ public class BSCharacter : BSPhysObject
84 _flying = isFlying; 86 _flying = isFlying;
85 _orientation = OMV.Quaternion.Identity; 87 _orientation = OMV.Quaternion.Identity;
86 _velocity = OMV.Vector3.Zero; 88 _velocity = OMV.Vector3.Zero;
89 _appliedVelocity = OMV.Vector3.Zero;
87 _buoyancy = ComputeBuoyancyFromFlying(isFlying); 90 _buoyancy = ComputeBuoyancyFromFlying(isFlying);
91 _currentFriction = PhysicsScene.Params.avatarStandingFriction;
88 92
89 // The dimensions of the avatar capsule are kept in the scale. 93 // The dimensions of the avatar capsule are kept in the scale.
90 // Physics creates a unit capsule which is scaled by the physics engine. 94 // Physics creates a unit capsule which is scaled by the physics engine.
91 ComputeAvatarScale(_size); 95 ComputeAvatarScale(_size);
92 _avatarDensity = PhysicsScene.Params.avatarDensity; 96 _avatarDensity = PhysicsScene.Params.avatarDensity;
93 // set _avatarVolume and _mass based on capsule size, _density and _scale 97 // set _avatarVolume and _mass based on capsule size, _density and Scale
94 ComputeAvatarVolumeAndMass(); 98 ComputeAvatarVolumeAndMass();
95 99
96 ShapeData shapeData = new ShapeData(); 100 ShapeData shapeData = new ShapeData();
@@ -99,24 +103,24 @@ public class BSCharacter : BSPhysObject
99 shapeData.Position = _position; 103 shapeData.Position = _position;
100 shapeData.Rotation = _orientation; 104 shapeData.Rotation = _orientation;
101 shapeData.Velocity = _velocity; 105 shapeData.Velocity = _velocity;
102 shapeData.Scale = _scale; 106 shapeData.Scale = Scale;
103 shapeData.Mass = _mass; 107 shapeData.Mass = _mass;
104 shapeData.Buoyancy = _buoyancy; 108 shapeData.Buoyancy = _buoyancy;
105 shapeData.Static = ShapeData.numericFalse; 109 shapeData.Static = ShapeData.numericFalse;
106 shapeData.Friction = PhysicsScene.Params.avatarFriction; 110 shapeData.Friction = PhysicsScene.Params.avatarStandingFriction;
107 shapeData.Restitution = PhysicsScene.Params.avatarRestitution; 111 shapeData.Restitution = PhysicsScene.Params.avatarRestitution;
108 112
109 // do actual create at taint time 113 // do actual create at taint time
110 PhysicsScene.TaintedObject("BSCharacter.create", delegate() 114 PhysicsScene.TaintedObject("BSCharacter.create", delegate()
111 { 115 {
112 DetailLog("{0},BSCharacter.create,taint", LocalID); 116 DetailLog("{0},BSCharacter.create,taint", LocalID);
113 BulletSimAPI.CreateObject(PhysicsScene.WorldID, shapeData); 117 PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, shapeData, null, null, null);
118
119 SetPhysicalProperties();
114 120
115 // Set the buoyancy for flying. This will be refactored when all the settings happen in C#. 121 // Set the buoyancy for flying. This will be refactored when all the settings happen in C#.
116 // If not set at creation, the avatar will stop flying when created after crossing a region boundry. 122 // If not set at creation, the avatar will stop flying when created after crossing a region boundry.
117 BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); 123 ForceBuoyancy = _buoyancy;
118
119 BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.ptr, LocalID));
120 124
121 // This works here because CreateObject has already put the character into the physical world. 125 // This works here because CreateObject has already put the character into the physical world.
122 BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, 126 BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr,
@@ -131,10 +135,40 @@ public class BSCharacter : BSPhysObject
131 DetailLog("{0},BSCharacter.Destroy", LocalID); 135 DetailLog("{0},BSCharacter.Destroy", LocalID);
132 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() 136 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
133 { 137 {
134 BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); 138 PhysicsScene.Shapes.DereferenceBody(BSBody, true, null);
139 PhysicsScene.Shapes.DereferenceShape(BSShape, true, null);
135 }); 140 });
136 } 141 }
137 142
143 private void SetPhysicalProperties()
144 {
145 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr);
146
147 ZeroMotion();
148
149 OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSBody.ptr, MassRaw);
150 BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia);
151
152 // Set the velocity and compute the proper friction
153 ForceVelocity = _velocity;
154
155 BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction);
156 BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.avatarRestitution);
157
158 BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale);
159 BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
160
161 if (PhysicsScene.Params.ccdMotionThreshold > 0f)
162 {
163 BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
164 BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
165 }
166
167 BulletSimAPI.SetActivationState2(BSBody.ptr, (int)ActivationState.DISABLE_DEACTIVATION);
168
169 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr);
170 }
171
138 public override void RequestPhysicsterseUpdate() 172 public override void RequestPhysicsterseUpdate()
139 { 173 {
140 base.RequestPhysicsterseUpdate(); 174 base.RequestPhysicsterseUpdate();
@@ -147,7 +181,7 @@ public class BSCharacter : BSPhysObject
147 get 181 get
148 { 182 {
149 // Avatar capsule size is kept in the scale parameter. 183 // Avatar capsule size is kept in the scale parameter.
150 return new OMV.Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); 184 return new OMV.Vector3(Scale.X * 2, Scale.Y * 2, Scale.Z);
151 } 185 }
152 186
153 set { 187 set {
@@ -162,22 +196,25 @@ public class BSCharacter : BSPhysObject
162 196
163 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() 197 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
164 { 198 {
165 BulletSimAPI.SetObjectScaleMass(PhysicsScene.WorldID, LocalID, _scale, _mass, true); 199 BulletSimAPI.SetLocalScaling2(BSBody.ptr, Scale);
200 OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSBody.ptr, MassRaw);
201 BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia);
166 }); 202 });
167 203
168 } 204 }
169 } 205 }
170 public override PrimitiveBaseShape Shape { 206 public override OMV.Vector3 Scale { get; set; }
171 set { _pbs = value; 207 private PrimitiveBaseShape _pbs;
172 } 208 public override PrimitiveBaseShape Shape
209 {
210 set { _pbs = value;}
173 } 211 }
212
174 public override bool Grabbed { 213 public override bool Grabbed {
175 set { _grabbed = value; 214 set { _grabbed = value; }
176 }
177 } 215 }
178 public override bool Selected { 216 public override bool Selected {
179 set { _selected = value; 217 set { _selected = value; }
180 }
181 } 218 }
182 public override void CrossingFailure() { return; } 219 public override void CrossingFailure() { return; }
183 public override void link(PhysicsActor obj) { return; } 220 public override void link(PhysicsActor obj) { return; }
@@ -204,7 +241,7 @@ public class BSCharacter : BSPhysObject
204 241
205 public override OMV.Vector3 Position { 242 public override OMV.Vector3 Position {
206 get { 243 get {
207 // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); 244 // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID);
208 return _position; 245 return _position;
209 } 246 }
210 set { 247 set {
@@ -214,7 +251,7 @@ public class BSCharacter : BSPhysObject
214 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() 251 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
215 { 252 {
216 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 253 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
217 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); 254 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
218 }); 255 });
219 } 256 }
220 } 257 }
@@ -273,7 +310,7 @@ public class BSCharacter : BSPhysObject
273 BSScene.TaintCallback sanityOperation = delegate() 310 BSScene.TaintCallback sanityOperation = delegate()
274 { 311 {
275 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); 312 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
276 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); 313 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
277 }; 314 };
278 if (inTaintTime) 315 if (inTaintTime)
279 sanityOperation(); 316 sanityOperation();
@@ -284,11 +321,7 @@ public class BSCharacter : BSPhysObject
284 return ret; 321 return ret;
285 } 322 }
286 323
287 public override float Mass { 324 public override float Mass { get { return _mass; } }
288 get {
289 return _mass;
290 }
291 }
292 325
293 // used when we only want this prim's mass and not the linkset thing 326 // used when we only want this prim's mass and not the linkset thing
294 public override float MassRaw { get {return _mass; } } 327 public override float MassRaw { get {return _mass; } }
@@ -301,15 +334,13 @@ public class BSCharacter : BSPhysObject
301 PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() 334 PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
302 { 335 {
303 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); 336 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
304 BulletSimAPI.SetObjectForce(PhysicsScene.WorldID, LocalID, _force); 337 BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
305 }); 338 });
306 } 339 }
307 } 340 }
308 341
309 public override int VehicleType { 342 // Avatars don't do vehicles
310 get { return 0; } 343 public override int VehicleType { get { return 0; } set { return; } }
311 set { return; }
312 }
313 public override void VehicleFloatParam(int param, float value) { } 344 public override void VehicleFloatParam(int param, float value) { }
314 public override void VehicleVectorParam(int param, OMV.Vector3 value) {} 345 public override void VehicleVectorParam(int param, OMV.Vector3 value) {}
315 public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } 346 public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { }
@@ -328,15 +359,35 @@ public class BSCharacter : BSPhysObject
328 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() 359 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
329 { 360 {
330 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); 361 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
331 BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity); 362 ForceVelocity = _velocity;
332 }); 363 });
333 } 364 }
334 } 365 }
335 public override OMV.Vector3 ForceVelocity { 366 public override OMV.Vector3 ForceVelocity {
336 get { return _velocity; } 367 get { return _velocity; }
337 set { 368 set {
369 // Depending on whether the avatar is moving or not, change the friction
370 // to keep the avatar from slipping around
371 if (_velocity.Length() == 0)
372 {
373 if (_currentFriction != PhysicsScene.Params.avatarStandingFriction)
374 {
375 _currentFriction = PhysicsScene.Params.avatarStandingFriction;
376 BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction);
377 }
378 }
379 else
380 {
381 if (_currentFriction == 999f)
382 {
383 _currentFriction = PhysicsScene.Params.avatarFriction;
384 BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction);
385 }
386 }
338 _velocity = value; 387 _velocity = value;
339 BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity); 388 _appliedVelocity = value;
389 BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
390 BulletSimAPI.Activate2(BSBody.ptr, true);
340 } 391 }
341 } 392 }
342 public override OMV.Vector3 Torque { 393 public override OMV.Vector3 Torque {
@@ -360,8 +411,8 @@ public class BSCharacter : BSPhysObject
360 // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); 411 // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
361 PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() 412 PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
362 { 413 {
363 // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); 414 // _position = BulletSimAPI.GetPosition2(BSBody.ptr);
364 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); 415 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
365 }); 416 });
366 } 417 }
367 } 418 }
@@ -389,12 +440,18 @@ public class BSCharacter : BSPhysObject
389 set { _isPhysical = value; 440 set { _isPhysical = value;
390 } 441 }
391 } 442 }
443 public override bool IsSolid {
444 get { return true; }
445 }
446 public override bool IsStatic {
447 get { return false; }
448 }
392 public override bool Flying { 449 public override bool Flying {
393 get { return _flying; } 450 get { return _flying; }
394 set { 451 set {
395 _flying = value; 452 _flying = value;
396 // simulate flying by changing the effect of gravity 453 // simulate flying by changing the effect of gravity
397 this.Buoyancy = ComputeBuoyancyFromFlying(_flying); 454 Buoyancy = ComputeBuoyancyFromFlying(_flying);
398 } 455 }
399 } 456 }
400 // Flying is implimented by changing the avatar's buoyancy. 457 // Flying is implimented by changing the avatar's buoyancy.
@@ -454,10 +511,19 @@ public class BSCharacter : BSPhysObject
454 PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() 511 PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate()
455 { 512 {
456 DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 513 DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
457 BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); 514 ForceBuoyancy = _buoyancy;
458 }); 515 });
459 } 516 }
460 } 517 }
518 public override float ForceBuoyancy {
519 get { return _buoyancy; }
520 set { _buoyancy = value;
521 DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
522 // Buoyancy is faked by changing the gravity applied to the object
523 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
524 BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav));
525 }
526 }
461 527
462 // Used for MoveTo 528 // Used for MoveTo
463 public override OMV.Vector3 PIDTarget { 529 public override OMV.Vector3 PIDTarget {
@@ -518,27 +584,29 @@ public class BSCharacter : BSPhysObject
518 584
519 private void ComputeAvatarScale(OMV.Vector3 size) 585 private void ComputeAvatarScale(OMV.Vector3 size)
520 { 586 {
521 _scale.X = PhysicsScene.Params.avatarCapsuleRadius; 587 OMV.Vector3 newScale = OMV.Vector3.Zero;
522 _scale.Y = PhysicsScene.Params.avatarCapsuleRadius; 588 newScale.X = PhysicsScene.Params.avatarCapsuleRadius;
589 newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
523 590
524 // The 1.15 came from ODE but it seems to cause the avatar to float off the ground 591 // The 1.15 came from ODE but it seems to cause the avatar to float off the ground
525 // _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y); 592 // Scale.Z = (_size.Z * 1.15f) - (Scale.X + Scale.Y);
526 _scale.Z = (_size.Z) - (_scale.X + _scale.Y); 593 newScale.Z = (_size.Z) - (Scale.X + Scale.Y);
594 Scale = newScale;
527 } 595 }
528 596
529 // set _avatarVolume and _mass based on capsule size, _density and _scale 597 // set _avatarVolume and _mass based on capsule size, _density and Scale
530 private void ComputeAvatarVolumeAndMass() 598 private void ComputeAvatarVolumeAndMass()
531 { 599 {
532 _avatarVolume = (float)( 600 _avatarVolume = (float)(
533 Math.PI 601 Math.PI
534 * _scale.X 602 * Scale.X
535 * _scale.Y // the area of capsule cylinder 603 * Scale.Y // the area of capsule cylinder
536 * _scale.Z // times height of capsule cylinder 604 * Scale.Z // times height of capsule cylinder
537 + 1.33333333f 605 + 1.33333333f
538 * Math.PI 606 * Math.PI
539 * _scale.X 607 * Scale.X
540 * Math.Min(_scale.X, _scale.Y) 608 * Math.Min(Scale.X, Scale.Y)
541 * _scale.Y // plus the volume of the capsule end caps 609 * Scale.Y // plus the volume of the capsule end caps
542 ); 610 );
543 _mass = _avatarDensity * _avatarVolume; 611 _mass = _avatarDensity * _avatarVolume;
544 } 612 }
@@ -555,6 +623,22 @@ public class BSCharacter : BSPhysObject
555 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. 623 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
556 PositionSanityCheck2(true); 624 PositionSanityCheck2(true);
557 625
626 // remember the current and last set values
627 LastEntityProperties = CurrentEntityProperties;
628 CurrentEntityProperties = entprop;
629
630 if (entprop.Velocity != LastEntityProperties.Velocity)
631 {
632 // Changes in the velocity are suppressed in avatars.
633 // That's just the way they are defined.
634 OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z);
635 _velocity = avVel;
636 BulletSimAPI.SetLinearVelocity2(BSBody.ptr, avVel);
637 }
638
639 // Tell the linkset about this
640 Linkset.UpdateProperties(this);
641
558 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. 642 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
559 // base.RequestPhysicsterseUpdate(); 643 // base.RequestPhysicsterseUpdate();
560 644
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index cae599c..34dec26 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -69,6 +69,16 @@ public abstract class BSPhysObject : PhysicsActor
69 // Reference to the physical shape (btCollisionShape) of this object 69 // Reference to the physical shape (btCollisionShape) of this object
70 public BulletShape BSShape; 70 public BulletShape BSShape;
71 71
72 // When the physical properties are updated, an EntityProperty holds the update values.
73 // Keep the current and last EntityProperties to enable computation of differences
74 // between the current update and the previous values.
75 public EntityProperties CurrentEntityProperties { get; set; }
76 public EntityProperties LastEntityProperties { get; set; }
77
78 public abstract OMV.Vector3 Scale { get; set; }
79 public abstract bool IsSolid { get; }
80 public abstract bool IsStatic { get; }
81
72 // Stop all physical motion. 82 // Stop all physical motion.
73 public abstract void ZeroMotion(); 83 public abstract void ZeroMotion();
74 84
@@ -89,6 +99,8 @@ public abstract class BSPhysObject : PhysicsActor
89 99
90 public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } 100 public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
91 101
102 public abstract float ForceBuoyancy { get; set; }
103
92 #region Collisions 104 #region Collisions
93 105
94 // Requested number of milliseconds between collision events. Zero means disabled. 106 // Requested number of milliseconds between collision events. Zero means disabled.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 6a4365c..3421e30 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -172,11 +172,8 @@ public sealed class BSPrim : BSPhysObject
172 } 172 }
173 // Scale is what we set in the physics engine. It is different than 'size' in that 173 // Scale is what we set in the physics engine. It is different than 'size' in that
174 // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. 174 // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>.
175 public OMV.Vector3 Scale 175 public override OMV.Vector3 Scale { get; set; }
176 { 176
177 get { return _scale; }
178 set { _scale = value; }
179 }
180 public override PrimitiveBaseShape Shape { 177 public override PrimitiveBaseShape Shape {
181 set { 178 set {
182 _pbs = value; 179 _pbs = value;
@@ -325,9 +322,9 @@ public sealed class BSPrim : BSPhysObject
325 } 322 }
326 323
327 // A version of the sanity check that also makes sure a new position value is 324 // A version of the sanity check that also makes sure a new position value is
328 // pushed back to the physics engine. This routine would be used by anyone 325 // pushed to the physics engine. This routine would be used by anyone
329 // who is not already pushing the value. 326 // who is not already pushing the value.
330 private bool PositionSanityCheck2(bool inTaintTime) 327 private bool PositionSanityCheck(bool inTaintTime)
331 { 328 {
332 bool ret = false; 329 bool ret = false;
333 if (PositionSanityCheck()) 330 if (PositionSanityCheck())
@@ -336,8 +333,8 @@ public sealed class BSPrim : BSPhysObject
336 // just assign to "Position" because of potential call loops. 333 // just assign to "Position" because of potential call loops.
337 BSScene.TaintCallback sanityOperation = delegate() 334 BSScene.TaintCallback sanityOperation = delegate()
338 { 335 {
339 DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); 336 DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
340 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); 337 ForcePosition = _position;
341 }; 338 };
342 if (inTaintTime) 339 if (inTaintTime)
343 sanityOperation(); 340 sanityOperation();
@@ -547,13 +544,13 @@ public sealed class BSPrim : BSPhysObject
547 } 544 }
548 545
549 // An object is static (does not move) if selected or not physical 546 // An object is static (does not move) if selected or not physical
550 private bool IsStatic 547 public override bool IsStatic
551 { 548 {
552 get { return _isSelected || !IsPhysical; } 549 get { return _isSelected || !IsPhysical; }
553 } 550 }
554 551
555 // An object is solid if it's not phantom and if it's not doing VolumeDetect 552 // An object is solid if it's not phantom and if it's not doing VolumeDetect
556 public bool IsSolid 553 public override bool IsSolid
557 { 554 {
558 get { return !IsPhantom && !_isVolumeDetect; } 555 get { return !IsPhantom && !_isVolumeDetect; }
559 } 556 }
@@ -631,6 +628,12 @@ public sealed class BSPrim : BSPhysObject
631 BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero); 628 BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero);
632 // There is no inertia in a static object 629 // There is no inertia in a static object
633 BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); 630 BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
631 // Set collision detection parameters
632 if (PhysicsScene.Params.ccdMotionThreshold > 0f)
633 {
634 BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
635 BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
636 }
634 // There can be special things needed for implementing linksets 637 // There can be special things needed for implementing linksets
635 Linkset.MakeStatic(this); 638 Linkset.MakeStatic(this);
636 // The activation state is 'disabled' so Bullet will not try to act on it. 639 // The activation state is 'disabled' so Bullet will not try to act on it.
@@ -662,6 +665,13 @@ public sealed class BSPrim : BSPhysObject
662 BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia); 665 BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia);
663 BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); 666 BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
664 667
668 // Set collision detection parameters
669 if (PhysicsScene.Params.ccdMotionThreshold > 0f)
670 {
671 BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
672 BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
673 }
674
665 // Various values for simulation limits 675 // Various values for simulation limits
666 BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); 676 BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping);
667 BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime); 677 BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime);
@@ -812,14 +822,21 @@ public sealed class BSPrim : BSPhysObject
812 set { 822 set {
813 _buoyancy = value; 823 _buoyancy = value;
814 PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() 824 PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate()
815 { 825 {
816 // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 826 ForceBuoyancy = _buoyancy;
817 // Buoyancy is faked by changing the gravity applied to the object
818 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
819 BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav));
820 }); 827 });
821 } 828 }
822 } 829 }
830 public override float ForceBuoyancy {
831 get { return _buoyancy; }
832 set {
833 _buoyancy = value;
834 // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
835 // Buoyancy is faked by changing the gravity applied to the object
836 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
837 BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav));
838 }
839 }
823 840
824 // Used for MoveTo 841 // Used for MoveTo
825 public override OMV.Vector3 PIDTarget { 842 public override OMV.Vector3 PIDTarget {
@@ -1269,8 +1286,8 @@ public sealed class BSPrim : BSPhysObject
1269 const float VELOCITY_TOLERANCE = 0.001f; 1286 const float VELOCITY_TOLERANCE = 0.001f;
1270 const float POSITION_TOLERANCE = 0.05f; 1287 const float POSITION_TOLERANCE = 0.05f;
1271 const float ACCELERATION_TOLERANCE = 0.01f; 1288 const float ACCELERATION_TOLERANCE = 0.01f;
1272 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; 1289 const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
1273 1290
1274 public override void UpdateProperties(EntityProperties entprop) 1291 public override void UpdateProperties(EntityProperties entprop)
1275 { 1292 {
1276 /* 1293 /*
@@ -1326,11 +1343,13 @@ public sealed class BSPrim : BSPhysObject
1326 _orientation = entprop.Rotation; 1343 _orientation = entprop.Rotation;
1327 _velocity = entprop.Velocity; 1344 _velocity = entprop.Velocity;
1328 _acceleration = entprop.Acceleration; 1345 _acceleration = entprop.Acceleration;
1329 _rotationalVelocity = entprop.RotationalVelocity; 1346 _rotationalVelocity = entprop.RotationalVelocity;
1347
1348 // remember the current and last set values
1349 LastEntityProperties = CurrentEntityProperties;
1350 CurrentEntityProperties = entprop;
1330 1351
1331 PositionSanityCheck2(true); 1352 PositionSanityCheck(true);
1332
1333 Linkset.UpdateProperties(this);
1334 1353
1335 DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 1354 DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
1336 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); 1355 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
@@ -1348,6 +1367,9 @@ public sealed class BSPrim : BSPhysObject
1348 entprop.Acceleration, entprop.RotationalVelocity); 1367 entprop.Acceleration, entprop.RotationalVelocity);
1349 } 1368 }
1350 */ 1369 */
1370 // The linkset implimentation might want to know about this.
1371
1372 Linkset.UpdateProperties(this);
1351 } 1373 }
1352} 1374}
1353} 1375}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 2c3c481..5158011 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -256,10 +256,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
256 Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); 256 Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
257 257
258 // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); 258 // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
259 WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), 259 World = new BulletSim(0, this, BulletSimAPI.Initialize2(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
260 m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), 260 m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
261 m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(), 261 m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(),
262 m_DebugLogCallbackHandle); 262 m_DebugLogCallbackHandle));
263 263
264 // Initialization to support the transition to a new API which puts most of the logic 264 // Initialization to support the transition to a new API which puts most of the logic
265 // into the C# code so it is easier to modify and add to. 265 // into the C# code so it is easier to modify and add to.
@@ -360,7 +360,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
360 } 360 }
361 361
362 // Anything left in the unmanaged code should be cleaned out 362 // Anything left in the unmanaged code should be cleaned out
363 BulletSimAPI.Shutdown(WorldID); 363 BulletSimAPI.Shutdown2(World.ptr);
364 364
365 // Not logging any more 365 // Not logging any more
366 PhysicsLogging.Close(); 366 PhysicsLogging.Close();
@@ -498,7 +498,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
498 { 498 {
499 if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); 499 if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
500 500
501 numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep, 501 numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep,
502 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); 502 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
503 503
504 if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); 504 if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
@@ -1011,6 +1011,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1011 (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, 1011 (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); },
1012 (s) => { return s.m_params[0].avatarFriction; }, 1012 (s) => { return s.m_params[0].avatarFriction; },
1013 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), 1013 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ),
1014 new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
1015 10f,
1016 (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); },
1017 (s) => { return s.m_params[0].avatarStandingFriction; },
1018 (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ),
1014 new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", 1019 new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
1015 60f, 1020 60f,
1016 (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, 1021 (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); },
@@ -1246,7 +1251,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1246 case PhysParameterEntry.APPLY_TO_NONE: 1251 case PhysParameterEntry.APPLY_TO_NONE:
1247 defaultLoc = val; // setting only the default value 1252 defaultLoc = val; // setting only the default value
1248 break; 1253 break;
1249 case PhysParameterEntry.APPLY_TO_ALL: 1254 case PhysParameterEntry.APPLY_TO_ALL:
1255 m_log.ErrorFormat("{0} Cannot change parameters of multiple objects. Someday it will be added.", LogHeader);
1256 /*
1250 defaultLoc = val; // setting ALL also sets the default value 1257 defaultLoc = val; // setting ALL also sets the default value
1251 List<uint> objectIDs = lIDs; 1258 List<uint> objectIDs = lIDs;
1252 string xparm = parm.ToLower(); 1259 string xparm = parm.ToLower();
@@ -1257,6 +1264,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1257 BulletSimAPI.UpdateParameter(WorldID, lID, xparm, xval); 1264 BulletSimAPI.UpdateParameter(WorldID, lID, xparm, xval);
1258 } 1265 }
1259 }); 1266 });
1267 */
1260 break; 1268 break;
1261 default: 1269 default:
1262 // setting only one localID 1270 // setting only one localID
@@ -1268,12 +1276,15 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1268 // schedule the actual updating of the paramter to when the phys engine is not busy 1276 // schedule the actual updating of the paramter to when the phys engine is not busy
1269 protected void TaintedUpdateParameter(string parm, uint localID, float val) 1277 protected void TaintedUpdateParameter(string parm, uint localID, float val)
1270 { 1278 {
1279 m_log.ErrorFormat("{0} Cannot change parameters of base objects. Someday it will be added.", LogHeader);
1280 /*
1271 uint xlocalID = localID; 1281 uint xlocalID = localID;
1272 string xparm = parm.ToLower(); 1282 string xparm = parm.ToLower();
1273 float xval = val; 1283 float xval = val;
1274 TaintedObject("BSScene.TaintedUpdateParameter", delegate() { 1284 TaintedObject("BSScene.TaintedUpdateParameter", delegate() {
1275 BulletSimAPI.UpdateParameter(WorldID, xlocalID, xparm, xval); 1285 BulletSimAPI.UpdateParameter(WorldID, xlocalID, xparm, xval);
1276 }); 1286 });
1287 */
1277 } 1288 }
1278 1289
1279 // Get parameter. 1290 // Get parameter.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index d189f1d..7d0f84a 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -93,7 +93,7 @@ public class BSShapeCollection : IDisposable
93 // sure the body is of the right type. 93 // sure the body is of the right type.
94 // Return 'true' if either the body or the shape changed. 94 // Return 'true' if either the body or the shape changed.
95 // Called at taint-time!! 95 // Called at taint-time!!
96 public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim, 96 public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim,
97 ShapeData shapeData, PrimitiveBaseShape pbs, 97 ShapeData shapeData, PrimitiveBaseShape pbs,
98 ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) 98 ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
99 { 99 {
@@ -351,19 +351,30 @@ public class BSShapeCollection : IDisposable
351 351
352 // Create the geometry information in Bullet for later use. 352 // Create the geometry information in Bullet for later use.
353 // The objects needs a hull if it's physical otherwise a mesh is enough. 353 // The objects needs a hull if it's physical otherwise a mesh is enough.
354 // No locking here because this is done when we know physics is not simulating. 354 // if 'forceRebuild' is true, the geometry is unconditionally rebuilt. For meshes and hulls,
355 // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. 355 // shared geometries will be used. If the parameters of the existing shape are the same
356 // as this request, the shape is not rebuilt.
357 // Info in prim.BSShape is updated to the new shape.
356 // Returns 'true' if the geometry was rebuilt. 358 // Returns 'true' if the geometry was rebuilt.
357 // Called at taint-time! 359 // Called at taint-time!
358 private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData, 360 private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData,
359 PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) 361 PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
360 { 362 {
361 bool ret = false; 363 bool ret = false;
362 bool haveShape = false; 364 bool haveShape = false;
363 bool nativeShapePossible = true; 365 bool nativeShapePossible = true;
364 366
367 if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
368 {
369 // an avatar capsule is close to a native shape (it is not shared)
370 ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
371 ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
372 haveShape = true;
373 }
365 // If the prim attributes are simple, this could be a simple Bullet native shape 374 // If the prim attributes are simple, this could be a simple Bullet native shape
366 if (nativeShapePossible 375 if (!haveShape
376 && pbs != null
377 && nativeShapePossible
367 && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) 378 && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim)
368 || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 379 || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
369 && pbs.ProfileHollow == 0 380 && pbs.ProfileHollow == 0
@@ -406,7 +417,7 @@ public class BSShapeCollection : IDisposable
406 // If a simple shape is not happening, create a mesh and possibly a hull. 417 // If a simple shape is not happening, create a mesh and possibly a hull.
407 // Note that if it's a native shape, the check for physical/non-physical is not 418 // Note that if it's a native shape, the check for physical/non-physical is not
408 // made. Native shapes are best used in either case. 419 // made. Native shapes are best used in either case.
409 if (!haveShape) 420 if (!haveShape && pbs != null)
410 { 421 {
411 if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) 422 if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects)
412 { 423 {
@@ -425,8 +436,9 @@ public class BSShapeCollection : IDisposable
425 return ret; 436 return ret;
426 } 437 }
427 438
428 // Creates a native shape and assignes it to prim.BSShape 439 // Creates a native shape and assignes it to prim.BSShape.
429 private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData, 440 // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape().
441 private bool GetReferenceToNativeShape(BSPhysObject prim, ShapeData shapeData,
430 ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, 442 ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
431 ShapeDestructionCallback shapeCallback) 443 ShapeDestructionCallback shapeCallback)
432 { 444 {
@@ -440,10 +452,19 @@ public class BSShapeCollection : IDisposable
440 // release any previous shape 452 // release any previous shape
441 DereferenceShape(prim.BSShape, true, shapeCallback); 453 DereferenceShape(prim.BSShape, true, shapeCallback);
442 454
443 // Native shapes are always built independently. 455 if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
444 newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); 456 {
445 newShape.shapeKey = (System.UInt64)shapeKey; 457 newShape = new BulletShape(BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, shapeData), shapeType);
446 newShape.isNativeShape = true; 458 newShape.shapeKey = (System.UInt64)shapeKey;
459 newShape.isNativeShape = true;
460 }
461 else
462 {
463 // Native shapes are always built independently.
464 newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType);
465 newShape.shapeKey = (System.UInt64)shapeKey;
466 newShape.isNativeShape = true;
467 }
447 468
448 // Don't need to do a 'ReferenceShape()' here because native shapes are not tracked. 469 // Don't need to do a 'ReferenceShape()' here because native shapes are not tracked.
449 // DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1}", shapeData.ID, newShape); 470 // DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1}", shapeData.ID, newShape);
@@ -456,7 +477,7 @@ public class BSShapeCollection : IDisposable
456 // Dereferences previous shape in BSShape and adds a reference for this new shape. 477 // Dereferences previous shape in BSShape and adds a reference for this new shape.
457 // Returns 'true' of a mesh was actually built. Otherwise . 478 // Returns 'true' of a mesh was actually built. Otherwise .
458 // Called at taint-time! 479 // Called at taint-time!
459 private bool GetReferenceToMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs, 480 private bool GetReferenceToMesh(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs,
460 ShapeDestructionCallback shapeCallback) 481 ShapeDestructionCallback shapeCallback)
461 { 482 {
462 BulletShape newShape = new BulletShape(IntPtr.Zero); 483 BulletShape newShape = new BulletShape(IntPtr.Zero);
@@ -526,7 +547,7 @@ public class BSShapeCollection : IDisposable
526 547
527 // See that hull shape exists in the physical world and update prim.BSShape. 548 // See that hull shape exists in the physical world and update prim.BSShape.
528 // We could be creating the hull because scale changed or whatever. 549 // We could be creating the hull because scale changed or whatever.
529 private bool GetReferenceToHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs, 550 private bool GetReferenceToHull(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs,
530 ShapeDestructionCallback shapeCallback) 551 ShapeDestructionCallback shapeCallback)
531 { 552 {
532 BulletShape newShape; 553 BulletShape newShape;
@@ -694,7 +715,7 @@ public class BSShapeCollection : IDisposable
694 // Updates prim.BSBody with the information about the new body if one is created. 715 // Updates prim.BSBody with the information about the new body if one is created.
695 // Returns 'true' if an object was actually created. 716 // Returns 'true' if an object was actually created.
696 // Called at taint-time. 717 // Called at taint-time.
697 private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, 718 private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape,
698 ShapeData shapeData, BodyDestructionCallback bodyCallback) 719 ShapeData shapeData, BodyDestructionCallback bodyCallback)
699 { 720 {
700 bool ret = false; 721 bool ret = false;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 276111c..30754a7 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -223,6 +223,7 @@ public struct ShapeData
223 KEY_SPHERE = 2, 223 KEY_SPHERE = 2,
224 KEY_CONE = 3, 224 KEY_CONE = 3,
225 KEY_CYLINDER = 4, 225 KEY_CYLINDER = 4,
226 KEY_CAPSULE = 5,
226 } 227 }
227} 228}
228[StructLayout(LayoutKind.Sequential)] 229[StructLayout(LayoutKind.Sequential)]
@@ -282,6 +283,7 @@ public struct ConfigurationParameters
282 public float terrainHitFraction; 283 public float terrainHitFraction;
283 public float terrainRestitution; 284 public float terrainRestitution;
284 public float avatarFriction; 285 public float avatarFriction;
286 public float avatarStandingFriction;
285 public float avatarDensity; 287 public float avatarDensity;
286 public float avatarRestitution; 288 public float avatarRestitution;
287 public float avatarCapsuleRadius; 289 public float avatarCapsuleRadius;
@@ -428,6 +430,7 @@ public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg
428[return: MarshalAs(UnmanagedType.LPStr)] 430[return: MarshalAs(UnmanagedType.LPStr)]
429public static extern string GetVersion(); 431public static extern string GetVersion();
430 432
433/* Remove the linkage to the old api methods
431[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 434[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
432public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, 435public static extern uint Initialize(Vector3 maxPosition, IntPtr parms,
433 int maxCollisions, IntPtr collisionArray, 436 int maxCollisions, IntPtr collisionArray,
@@ -531,7 +534,7 @@ public static extern Vector3 RecoverFromPenetration(uint worldID, uint id);
531// =============================================================================== 534// ===============================================================================
532[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 535[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
533public static extern void DumpBulletStatistics(); 536public static extern void DumpBulletStatistics();
534 537*/
535// Log a debug message 538// Log a debug message
536[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 539[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
537public static extern void SetDebugLogCallback(DebugLogCallback callback); 540public static extern void SetDebugLogCallback(DebugLogCallback callback);
@@ -562,7 +565,8 @@ public static extern IntPtr GetBodyHandle2(IntPtr world, uint id);
562[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 565[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
563public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, 566public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
564 int maxCollisions, IntPtr collisionArray, 567 int maxCollisions, IntPtr collisionArray,
565 int maxUpdates, IntPtr updateArray); 568 int maxUpdates, IntPtr updateArray,
569 DebugLogCallback logRoutine);
566 570
567[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 571[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
568public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); 572public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value);
@@ -604,6 +608,9 @@ public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData)
604public static extern bool IsNativeShape2(IntPtr shape); 608public static extern bool IsNativeShape2(IntPtr shape);
605 609
606[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 610[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
611public static extern IntPtr BuildCapsuleShape2(IntPtr world, ShapeData shapeData);
612
613[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
607public static extern IntPtr CreateCompoundShape2(IntPtr sim); 614public static extern IntPtr CreateCompoundShape2(IntPtr sim);
608 615
609[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 616[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]