From 1d6b33bc2da3b312cff1d1802a73aacdf72b0385 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 30 Aug 2015 20:06:53 -0700 Subject: Major renaming of Physics dlls / folders. No functional changes, just renames. --- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 620 --------------------- 1 file changed, 620 deletions(-) delete mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs deleted file mode 100755 index 90da7a6..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ /dev/null @@ -1,620 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyrightD - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ -using System; -using System.Collections.Generic; -using System.Text; - -using OMV = OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; - -namespace OpenSim.Region.Physics.BulletSPlugin -{ -/* - * Class to wrap all objects. - * The rest of BulletSim doesn't need to keep checking for avatars or prims - * unless the difference is significant. - * - * Variables in the physicsl objects are in three forms: - * VariableName: used by the simulator and performs taint operations, etc - * RawVariableName: direct reference to the BulletSim storage for the variable value - * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. - * The last one should only be referenced in taint-time. - */ - -/* - * As of 20121221, the following are the call sequences (going down) for different script physical functions: - * llApplyImpulse llApplyRotImpulse llSetTorque llSetForce - * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce - * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse - * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v - * BS.ApplyCentralForce BS.ApplyTorque - */ - -// Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. -public enum UpdatedProperties : uint -{ - Position = 1 << 0, - Orientation = 1 << 1, - Velocity = 1 << 2, - Acceleration = 1 << 3, - RotationalVelocity = 1 << 4, - EntPropUpdates = Position | Orientation | Velocity | Acceleration | RotationalVelocity, -} -public abstract class BSPhysObject : PhysicsActor -{ - protected BSPhysObject() - { - } - protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) - { - IsInitialized = false; - - PhysScene = parentScene; - LocalID = localID; - PhysObjectName = name; - Name = name; // PhysicsActor also has the name of the object. Someday consolidate. - TypeName = typeName; - - // Oddity if object is destroyed and recreated very quickly it could still have the old body. - if (!PhysBody.HasPhysicalBody) - PhysBody = new BulletBody(localID); - - // Clean out anything that might be in the physical actor list. - // Again, a workaround for destroying and recreating an object very quickly. - PhysicalActors.Dispose(); - - UserSetCenterOfMassDisplacement = null; - - PrimAssetState = PrimAssetCondition.Unknown; - - // Initialize variables kept in base. - // Beware that these cause taints to be queued whch can cause race conditions on startup. - GravModifier = 1.0f; - Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); - HoverActive = false; - - // Default material type. Also sets Friction, Restitution and Density. - SetMaterial((int)MaterialAttributes.Material.Wood); - - CollisionsLastTickStep = -1; - - SubscribedEventsMs = 0; - // Crazy values that will never be true - CollidingStep = BSScene.NotASimulationStep; - CollidingGroundStep = BSScene.NotASimulationStep; - CollisionAccumulation = BSScene.NotASimulationStep; - ColliderIsMoving = false; - CollisionScore = 0; - - // All axis free. - LockedLinearAxis = LockedAxisFree; - LockedAngularAxis = LockedAxisFree; - } - - // Tell the object to clean up. - public virtual void Destroy() - { - PhysicalActors.Enable(false); - PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate() - { - PhysicalActors.Dispose(); - }); - } - - public BSScene PhysScene { get; protected set; } - // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor - public string PhysObjectName { get; protected set; } - public string TypeName { get; protected set; } - - // Set to 'true' when the object is completely initialized. - // This mostly prevents property updates and collisions until the object is completely here. - public bool IsInitialized { get; protected set; } - - // Set to 'true' if an object (mesh/linkset/sculpty) is not completely constructed. - // This test is used to prevent some updates to the object when it only partially exists. - // There are several reasons and object might be incomplete: - // Its underlying mesh/sculpty is an asset which must be fetched from the asset store - // It is a linkset who is being added to or removed from - // It is changing state (static to physical, for instance) which requires rebuilding - // This is a computed value based on the underlying physical object construction - abstract public bool IsIncomplete { get; } - - // Return the object mass without calculating it or having side effects - public abstract float RawMass { get; } - // Set the raw mass but also update physical mass properties (inertia, ...) - // 'inWorld' true if the object has already been added to the dynamic world. - public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld); - - // The gravity being applied to the object. A function of default grav, GravityModifier and Buoyancy. - public virtual OMV.Vector3 Gravity { get; set; } - // The last value calculated for the prim's inertia - public OMV.Vector3 Inertia { get; set; } - - // Reference to the physical body (btCollisionObject) of this object - public BulletBody PhysBody = new BulletBody(0); - // Reference to the physical shape (btCollisionShape) of this object - public BSShape PhysShape = new BSShapeNull(); - - // The physical representation of the prim might require an asset fetch. - // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. - public enum PrimAssetCondition - { - Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched - } - public PrimAssetCondition PrimAssetState { get; set; } - public virtual bool AssetFailed() - { - return ( (this.PrimAssetState == PrimAssetCondition.FailedAssetFetch) - || (this.PrimAssetState == PrimAssetCondition.FailedMeshing) ); - } - - // The objects base shape information. Null if not a prim type shape. - public PrimitiveBaseShape BaseShape { get; protected set; } - - // When the physical properties are updated, an EntityProperty holds the update values. - // Keep the current and last EntityProperties to enable computation of differences - // between the current update and the previous values. - public EntityProperties CurrentEntityProperties { get; set; } - public EntityProperties LastEntityProperties { get; set; } - - public virtual OMV.Vector3 Scale { get; set; } - - // It can be confusing for an actor to know if it should move or update an object - // depeneding on the setting of 'selected', 'physical, ... - // This flag is the true test -- if true, the object is being acted on in the physical world - public abstract bool IsPhysicallyActive { get; } - - // Detailed state of the object. - public abstract bool IsSolid { get; } - public abstract bool IsStatic { get; } - public abstract bool IsSelected { get; } - public abstract bool IsVolumeDetect { get; } - - // Materialness - public MaterialAttributes.Material Material { get; private set; } - public override void SetMaterial(int material) - { - Material = (MaterialAttributes.Material)material; - - // Setting the material sets the material attributes also. - // TODO: decide if this is necessary -- the simulator does this. - MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); - Friction = matAttrib.friction; - Restitution = matAttrib.restitution; - Density = matAttrib.density; - // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); - } - - public override float Density - { - get - { - return base.Density; - } - set - { - DetailLog("{0},BSPhysObject.Density,set,den={1}", LocalID, value); - base.Density = value; - } - } - - // Stop all physical motion. - public abstract void ZeroMotion(bool inTaintTime); - public abstract void ZeroAngularMotion(bool inTaintTime); - - // Update the physical location and motion of the object. Called with data from Bullet. - public abstract void UpdateProperties(EntityProperties entprop); - - public virtual OMV.Vector3 RawPosition { get; set; } - public abstract OMV.Vector3 ForcePosition { get; set; } - - public virtual OMV.Quaternion RawOrientation { get; set; } - public abstract OMV.Quaternion ForceOrientation { get; set; } - - public virtual OMV.Vector3 RawVelocity { get; set; } - public abstract OMV.Vector3 ForceVelocity { get; set; } - - public OMV.Vector3 RawForce { get; set; } - public OMV.Vector3 RawTorque { get; set; } - public override void AddAngularForce(OMV.Vector3 force, bool pushforce) - { - AddAngularForce(force, pushforce, false); - } - public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); - public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); - - public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } - - public abstract float ForceBuoyancy { get; set; } - - public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } - - public override bool PIDActive - { - get { return MoveToTargetActive; } - set { MoveToTargetActive = value; } - } - - public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } } - public override float PIDTau { set { MoveToTargetTau = value; } } - - public bool MoveToTargetActive { get; set; } - public OMV.Vector3 MoveToTargetTarget { get; set; } - public float MoveToTargetTau { get; set; } - - // Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z - public override bool PIDHoverActive { set { HoverActive = value; } } - public override float PIDHoverHeight { set { HoverHeight = value; } } - public override PIDHoverType PIDHoverType { set { HoverType = value; } } - public override float PIDHoverTau { set { HoverTau = value; } } - - public bool HoverActive { get; set; } - public float HoverHeight { get; set; } - public PIDHoverType HoverType { get; set; } - public float HoverTau { get; set; } - - // For RotLookAt - public override OMV.Quaternion APIDTarget { set { return; } } - public override bool APIDActive { set { return; } } - public override float APIDStrength { set { return; } } - public override float APIDDamping { set { return; } } - - // The current velocity forward - public virtual float ForwardSpeed - { - get - { - OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); - return characterOrientedVelocity.X; - } - } - // The forward speed we are trying to achieve (TargetVelocity) - public virtual float TargetVelocitySpeed - { - get - { - OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); - return characterOrientedVelocity.X; - } - } - - // The user can optionally set the center of mass. The user's setting will override any - // computed center-of-mass (like in linksets). - // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass. - public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; } - - public OMV.Vector3 LockedLinearAxis; // zero means locked. one means free. - public OMV.Vector3 LockedAngularAxis; // zero means locked. one means free. - public const float FreeAxis = 1f; - public const float LockedAxis = 0f; - public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(FreeAxis, FreeAxis, FreeAxis); // All axis are free - - // If an axis is locked (flagged above) then the limits of that axis are specified here. - // Linear axis limits are relative to the object's starting coordinates. - // Angular limits are limited to -PI to +PI - public OMV.Vector3 LockedLinearAxisLow; - public OMV.Vector3 LockedLinearAxisHigh; - public OMV.Vector3 LockedAngularAxisLow; - public OMV.Vector3 LockedAngularAxisHigh; - - // Enable physical actions. Bullet will keep sleeping non-moving physical objects so - // they need waking up when parameters are changed. - // Called in taint-time!! - public void ActivateIfPhysical(bool forceIt) - { - if (PhysBody.HasPhysicalBody) - { - if (IsPhysical) - { - // Physical objects might need activating - PhysScene.PE.Activate(PhysBody, forceIt); - } - else - { - // Clear the collision cache since we've changed some properties. - PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody); - } - } - } - - // 'actors' act on the physical object to change or constrain its motion. These can range from - // hovering to complex vehicle motion. - // May be called at non-taint time as this just adds the actor to the action list and the real - // work is done during the simulation step. - // Note that, if the actor is already in the list and we are disabling same, the actor is just left - // in the list disabled. - public delegate BSActor CreateActor(); - public void EnableActor(bool enableActor, string actorName, CreateActor creator) - { - lock (PhysicalActors) - { - BSActor theActor; - if (PhysicalActors.TryGetActor(actorName, out theActor)) - { - // The actor already exists so just turn it on or off - DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor); - theActor.Enabled = enableActor; - } - else - { - // The actor does not exist. If it should, create it. - if (enableActor) - { - DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName); - theActor = creator(); - PhysicalActors.Add(actorName, theActor); - theActor.Enabled = true; - } - else - { - DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName); - } - } - } - } - - #region Collisions - - // Requested number of milliseconds between collision events. Zero means disabled. - protected int SubscribedEventsMs { get; set; } - // Given subscription, the time that a collision may be passed up - protected int NextCollisionOkTime { get; set; } - // The simulation step that last had a collision - protected long CollidingStep { get; set; } - // The simulation step that last had a collision with the ground - protected long CollidingGroundStep { get; set; } - // The simulation step that last collided with an object - protected long CollidingObjectStep { get; set; } - // The collision flags we think are set in Bullet - protected CollisionFlags CurrentCollisionFlags { get; set; } - // On a collision, check the collider and remember if the last collider was moving - // Used to modify the standing of avatars (avatars on stationary things stand still) - public bool ColliderIsMoving; - // 'true' if the last collider was a volume detect object - public bool ColliderIsVolumeDetect; - // Used by BSCharacter to manage standing (and not slipping) - public bool IsStationary; - - // Count of collisions for this object - protected long CollisionAccumulation { get; set; } - - public override bool IsColliding { - get { return (CollidingStep == PhysScene.SimulationStep); } - set { - if (value) - CollidingStep = PhysScene.SimulationStep; - else - CollidingStep = BSScene.NotASimulationStep; - } - } - // Complex objects (like linksets) need to know if there is a collision on any part of - // their shape. 'IsColliding' has an existing definition of reporting a collision on - // only this specific prim or component of linksets. - // 'HasSomeCollision' is defined as reporting if there is a collision on any part of - // the complex body that this prim is the root of. - public virtual bool HasSomeCollision - { - get { return IsColliding; } - set { IsColliding = value; } - } - public override bool CollidingGround { - get { return (CollidingGroundStep == PhysScene.SimulationStep); } - set - { - if (value) - CollidingGroundStep = PhysScene.SimulationStep; - else - CollidingGroundStep = BSScene.NotASimulationStep; - } - } - public override bool CollidingObj { - get { return (CollidingObjectStep == PhysScene.SimulationStep); } - set { - if (value) - CollidingObjectStep = PhysScene.SimulationStep; - else - CollidingObjectStep = BSScene.NotASimulationStep; - } - } - - // The collisions that have been collected for the next collision reporting (throttled by subscription) - protected CollisionEventUpdate CollisionCollection = new CollisionEventUpdate(); - // This is the collision collection last reported to the Simulator. - public CollisionEventUpdate CollisionsLastReported = new CollisionEventUpdate(); - // Remember the collisions recorded in the last tick for fancy collision checking - // (like a BSCharacter walking up stairs). - public CollisionEventUpdate CollisionsLastTick = new CollisionEventUpdate(); - private long CollisionsLastTickStep = -1; - - // The simulation step is telling this object about a collision. - // Return 'true' if a collision was processed and should be sent up. - // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. - // Called at taint time from within the Step() function - public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); - public virtual bool Collide(uint collidingWith, BSPhysObject collidee, - OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) - { - bool ret = false; - - // The following lines make IsColliding(), CollidingGround() and CollidingObj work - CollidingStep = PhysScene.SimulationStep; - if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID) - { - CollidingGroundStep = PhysScene.SimulationStep; - } - else - { - CollidingObjectStep = PhysScene.SimulationStep; - } - - CollisionAccumulation++; - - // For movement tests, remember if we are colliding with an object that is moving. - ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; - ColliderIsVolumeDetect = collidee != null ? (collidee.IsVolumeDetect) : false; - - // Make a collection of the collisions that happened the last simulation tick. - // This is different than the collection created for sending up to the simulator as it is cleared every tick. - if (CollisionsLastTickStep != PhysScene.SimulationStep) - { - CollisionsLastTick = new CollisionEventUpdate(); - CollisionsLastTickStep = PhysScene.SimulationStep; - } - CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); - - // If someone has subscribed for collision events log the collision so it will be reported up - if (SubscribedEvents()) { - lock (PhysScene.CollisionLock) - { - CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); - } - DetailLog("{0},{1}.Collision.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}", - LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving); - - ret = true; - } - return ret; - } - - // Send the collected collisions into the simulator. - // Called at taint time from within the Step() function thus no locking problems - // with CollisionCollection and ObjectsWithNoMoreCollisions. - // Called with BSScene.CollisionLock locked to protect the collision lists. - // Return 'true' if there were some actual collisions passed up - public virtual bool SendCollisions() - { - bool ret = true; - - // If no collisions this call but there were collisions last call, force the collision - // event to be happen right now so quick collision_end. - bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); - - // throttle the collisions to the number of milliseconds specified in the subscription - if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime)) - { - NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs; - - // We are called if we previously had collisions. If there are no collisions - // this time, send up one last empty event so OpenSim can sense collision end. - if (CollisionCollection.Count == 0) - { - // If I have no collisions this time, remove me from the list of objects with collisions. - ret = false; - } - - DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); - base.SendCollisionUpdate(CollisionCollection); - - // Remember the collisions from this tick for some collision specific processing. - CollisionsLastReported = CollisionCollection; - - // The CollisionCollection instance is passed around in the simulator. - // Make sure we don't have a handle to that one and that a new one is used for next time. - // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, - // a race condition is created for the other users of this instance. - CollisionCollection = new CollisionEventUpdate(); - } - return ret; - } - - // Subscribe for collision events. - // Parameter is the millisecond rate the caller wishes collision events to occur. - public override void SubscribeEvents(int ms) { - // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); - SubscribedEventsMs = ms; - if (ms > 0) - { - // make sure first collision happens - NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); - - PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate() - { - if (PhysBody.HasPhysicalBody) - CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); - }); - } - else - { - // Subscribing for zero or less is the same as unsubscribing - UnSubscribeEvents(); - } - } - public override void UnSubscribeEvents() { - // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); - SubscribedEventsMs = 0; - PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate() - { - // Make sure there is a body there because sometimes destruction happens in an un-ideal order. - if (PhysBody.HasPhysicalBody) - CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); - }); - } - // Return 'true' if the simulator wants collision events - public override bool SubscribedEvents() { - return (SubscribedEventsMs > 0); - } - // Because 'CollisionScore' is called many times while sorting, it should not be recomputed - // each time called. So this is built to be light weight for each collision and to do - // all the processing when the user asks for the info. - public void ComputeCollisionScore() - { - // Scale the collision count by the time since the last collision. - // The "+1" prevents dividing by zero. - long timeAgo = PhysScene.SimulationStep - CollidingStep + 1; - CollisionScore = CollisionAccumulation / timeAgo; - } - public override float CollisionScore { get; set; } - - #endregion // Collisions - - #region Per Simulation Step actions - - public BSActorCollection PhysicalActors = new BSActorCollection(); - - // When an update to the physical properties happens, this event is fired to let - // different actors to modify the update before it is passed around - public delegate void PreUpdatePropertyAction(ref EntityProperties entprop); - public event PreUpdatePropertyAction OnPreUpdateProperty; - protected void TriggerPreUpdatePropertyAction(ref EntityProperties entprop) - { - PreUpdatePropertyAction actions = OnPreUpdateProperty; - if (actions != null) - actions(ref entprop); - } - - #endregion // Per Simulation Step actions - - // High performance detailed logging routine used by the physical objects. - protected void DetailLog(string msg, params Object[] args) - { - if (PhysScene.PhysicsLogging.Enabled) - PhysScene.DetailLog(msg, args); - } - -} -} -- cgit v1.1