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authordahlia2009-09-24 18:16:29 -0700
committerdahlia2009-09-24 18:16:29 -0700
commitdaffb691741250dae9e3f767580f0349bd2c5c4f (patch)
tree799a106abf23cbbc64e5f8c822853a2f07569581 /OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs
parentGridServerPostHandler finished. GridClient tests all work. More guards on get... (diff)
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modify BulletDotNETPrim.cs in preparation for Mantis #4181
Diffstat (limited to 'OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs234
1 files changed, 122 insertions, 112 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs
index 7ab8b98..f22ea71 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETPrim.cs
@@ -204,7 +204,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
204 tempAngularVelocity2 = new btVector3(0, 0, 0); 204 tempAngularVelocity2 = new btVector3(0, 0, 0);
205 tempInertia1 = new btVector3(0, 0, 0); 205 tempInertia1 = new btVector3(0, 0, 0);
206 tempInertia2 = new btVector3(0, 0, 0); 206 tempInertia2 = new btVector3(0, 0, 0);
207 tempOrientation1 = new btQuaternion(0,0,0,1); 207 tempOrientation1 = new btQuaternion(0, 0, 0, 1);
208 tempOrientation2 = new btQuaternion(0, 0, 0, 1); 208 tempOrientation2 = new btQuaternion(0, 0, 0, 1);
209 _parent_scene = parent_scene; 209 _parent_scene = parent_scene;
210 tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); 210 tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero);
@@ -216,10 +216,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
216 tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); 216 tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero);
217 tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); 217 tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero);
218 218
219 219
220 AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize); 220 AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize);
221 int regionsize = (int) Constants.RegionSize; 221 int regionsize = (int)Constants.RegionSize;
222 222
223 if (regionsize == 256) 223 if (regionsize == 256)
224 regionsize = 512; 224 regionsize = 512;
225 225
@@ -611,7 +611,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
611 DisableAxisMotor(); 611 DisableAxisMotor();
612 DisposeOfBody(); 612 DisposeOfBody();
613 SetCollisionShape(null); 613 SetCollisionShape(null);
614 614
615 if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero) 615 if (tempMotionState3 != null && tempMotionState3.Handle != IntPtr.Zero)
616 { 616 {
617 tempMotionState3.Dispose(); 617 tempMotionState3.Dispose();
@@ -677,8 +677,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
677 tempInertia2.Dispose(); 677 tempInertia2.Dispose();
678 tempInertia1 = null; 678 tempInertia1 = null;
679 } 679 }
680 680
681 681
682 if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero) 682 if (tempAngularVelocity2 != null && tempAngularVelocity2.Handle != IntPtr.Zero)
683 { 683 {
684 tempAngularVelocity2.Dispose(); 684 tempAngularVelocity2.Dispose();
@@ -802,7 +802,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
802 changesize(timestep); 802 changesize(timestep);
803 } 803 }
804 804
805 // 805 //
806 806
807 if (m_taintshape) 807 if (m_taintshape)
808 { 808 {
@@ -1001,7 +1001,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1001 else 1001 else
1002 SetBody(0); 1002 SetBody(0);
1003 changeSelectedStatus(timestep); 1003 changeSelectedStatus(timestep);
1004 1004
1005 resetCollisionAccounting(); 1005 resetCollisionAccounting();
1006 m_taintPhysics = m_isphysical; 1006 m_taintPhysics = m_isphysical;
1007 } 1007 }
@@ -1012,7 +1012,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1012 { 1012 {
1013 if (_parent_scene.needsMeshing(_pbs)) 1013 if (_parent_scene.needsMeshing(_pbs))
1014 { 1014 {
1015 ProcessGeomCreationAsTriMesh(PhysicsVector.Zero,Quaternion.Identity); 1015 ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity);
1016 // createmesh returns null when it doesn't mesh. 1016 // createmesh returns null when it doesn't mesh.
1017 CreateGeom(IntPtr.Zero, _mesh); 1017 CreateGeom(IntPtr.Zero, _mesh);
1018 } 1018 }
@@ -1038,32 +1038,32 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1038 meshlod = _parent_scene.MeshSculptphysicalLOD; 1038 meshlod = _parent_scene.MeshSculptphysicalLOD;
1039 1039
1040 IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical); 1040 IMesh mesh = _parent_scene.mesher.CreateMesh(SOPName, _pbs, _size, meshlod, IsPhysical);
1041 if (!positionOffset.IsIdentical(PhysicsVector.Zero,0.001f) || orientation != Quaternion.Identity) 1041 if (!positionOffset.IsIdentical(PhysicsVector.Zero, 0.001f) || orientation != Quaternion.Identity)
1042 { 1042 {
1043 1043
1044 float[] xyz = new float[3]; 1044 float[] xyz = new float[3];
1045 xyz[0] = positionOffset.X; 1045 xyz[0] = positionOffset.X;
1046 xyz[1] = positionOffset.Y; 1046 xyz[1] = positionOffset.Y;
1047 xyz[2] = positionOffset.Z; 1047 xyz[2] = positionOffset.Z;
1048 1048
1049 Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation); 1049 Matrix4 m4 = Matrix4.CreateFromQuaternion(orientation);
1050 1050
1051 float[,] matrix = new float[3,3]; 1051 float[,] matrix = new float[3, 3];
1052 1052
1053 matrix[0, 0] = m4.M11; 1053 matrix[0, 0] = m4.M11;
1054 matrix[0, 1] = m4.M12; 1054 matrix[0, 1] = m4.M12;
1055 matrix[0, 2] = m4.M13; 1055 matrix[0, 2] = m4.M13;
1056 matrix[1, 0] = m4.M21; 1056 matrix[1, 0] = m4.M21;
1057 matrix[1, 1] = m4.M22; 1057 matrix[1, 1] = m4.M22;
1058 matrix[1, 2] = m4.M23; 1058 matrix[1, 2] = m4.M23;
1059 matrix[2, 0] = m4.M31; 1059 matrix[2, 0] = m4.M31;
1060 matrix[2, 1] = m4.M32; 1060 matrix[2, 1] = m4.M32;
1061 matrix[2, 2] = m4.M33; 1061 matrix[2, 2] = m4.M33;
1062 1062
1063 1063
1064 mesh.TransformLinear(matrix, xyz); 1064 mesh.TransformLinear(matrix, xyz);
1065 1065
1066 1066
1067 1067
1068 } 1068 }
1069 1069
@@ -1088,12 +1088,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1088 SetCollisionShape(null); 1088 SetCollisionShape(null);
1089 // Construction of new prim 1089 // Construction of new prim
1090 ProcessGeomCreation(); 1090 ProcessGeomCreation();
1091 1091
1092 if (IsPhysical) 1092 if (IsPhysical)
1093 SetBody(Mass); 1093 SetBody(Mass);
1094 else 1094 else
1095 SetBody(0); 1095 SetBody(0);
1096 1096
1097 m_taintsize = _size; 1097 m_taintsize = _size;
1098 1098
1099 } 1099 }
@@ -1136,7 +1136,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1136 //prim_geom = IntPtr.Zero; 1136 //prim_geom = IntPtr.Zero;
1137 m_log.Error("[PHYSICS]: PrimGeom dead"); 1137 m_log.Error("[PHYSICS]: PrimGeom dead");
1138 } 1138 }
1139 1139
1140 // we don't need to do space calculation because the client sends a position update also. 1140 // we don't need to do space calculation because the client sends a position update also.
1141 if (_size.X <= 0) _size.X = 0.01f; 1141 if (_size.X <= 0) _size.X = 0.01f;
1142 if (_size.Y <= 0) _size.Y = 0.01f; 1142 if (_size.Y <= 0) _size.Y = 0.01f;
@@ -1153,8 +1153,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1153 tempTransform1.Dispose(); 1153 tempTransform1.Dispose();
1154 tempTransform1 = new btTransform(tempOrientation1, tempPosition1); 1154 tempTransform1 = new btTransform(tempOrientation1, tempPosition1);
1155 1155
1156 1156
1157 1157
1158 1158
1159 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); 1159 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
1160 if (IsPhysical) 1160 if (IsPhysical)
@@ -1162,7 +1162,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1162 SetBody(Mass); 1162 SetBody(Mass);
1163 // Re creates body on size. 1163 // Re creates body on size.
1164 // EnableBody also does setMass() 1164 // EnableBody also does setMass()
1165 1165
1166 } 1166 }
1167 else 1167 else
1168 { 1168 {
@@ -1179,7 +1179,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1179 } 1179 }
1180 } 1180 }
1181 resetCollisionAccounting(); 1181 resetCollisionAccounting();
1182 1182
1183 m_taintshape = false; 1183 m_taintshape = false;
1184 } 1184 }
1185 1185
@@ -1291,7 +1291,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1291 { 1291 {
1292 Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE); 1292 Body.setCollisionFlags((int)ContactFlags.CF_NO_CONTACT_RESPONSE);
1293 disableBodySoft(); 1293 disableBodySoft();
1294 1294
1295 } 1295 }
1296 else 1296 else
1297 { 1297 {
@@ -1299,7 +1299,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1299 enableBodySoft(); 1299 enableBodySoft();
1300 } 1300 }
1301 m_isSelected = m_taintselected; 1301 m_isSelected = m_taintselected;
1302 1302
1303 } 1303 }
1304 1304
1305 private void changevelocity(float timestep) 1305 private void changevelocity(float timestep)
@@ -1368,7 +1368,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1368 _parent = m_taintparent; 1368 _parent = m_taintparent;
1369 1369
1370 m_taintPhysics = m_isphysical; 1370 m_taintPhysics = m_isphysical;
1371 1371
1372 } 1372 }
1373 1373
1374 private void changefloatonwater(float timestep) 1374 private void changefloatonwater(float timestep)
@@ -1627,7 +1627,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1627 { 1627 {
1628 if (m_zeroPosition == null) 1628 if (m_zeroPosition == null)
1629 m_zeroPosition = new PhysicsVector(0, 0, 0); 1629 m_zeroPosition = new PhysicsVector(0, 0, 0);
1630 m_zeroPosition.setValues(_position.X,_position.Y,_position.Z); 1630 m_zeroPosition.setValues(_position.X, _position.Y, _position.Z);
1631 return; 1631 return;
1632 } 1632 }
1633 } 1633 }
@@ -1981,7 +1981,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1981 //_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); 1981 //_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1982 _mesh = p_mesh; 1982 _mesh = p_mesh;
1983 setMesh(_parent_scene, _mesh); 1983 setMesh(_parent_scene, _mesh);
1984 1984
1985 } 1985 }
1986 else 1986 else
1987 { 1987 {
@@ -1994,15 +1994,15 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1994 //SetGeom to a Regular Sphere 1994 //SetGeom to a Regular Sphere
1995 if (tempSize1 == null) 1995 if (tempSize1 == null)
1996 tempSize1 = new btVector3(0, 0, 0); 1996 tempSize1 = new btVector3(0, 0, 0);
1997 tempSize1.setValue(_size.X * 0.5f,_size.Y * 0.5f, _size.Z * 0.5f); 1997 tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f);
1998 SetCollisionShape(new btSphereShape(_size.X*0.5f)); 1998 SetCollisionShape(new btSphereShape(_size.X * 0.5f));
1999 } 1999 }
2000 else 2000 else
2001 { 2001 {
2002 // uses halfextents 2002 // uses halfextents
2003 if (tempSize1 == null) 2003 if (tempSize1 == null)
2004 tempSize1 = new btVector3(0, 0, 0); 2004 tempSize1 = new btVector3(0, 0, 0);
2005 tempSize1.setValue(_size.X*0.5f, _size.Y*0.5f, _size.Z*0.5f); 2005 tempSize1.setValue(_size.X * 0.5f, _size.Y * 0.5f, _size.Z * 0.5f);
2006 SetCollisionShape(new btBoxShape(tempSize1)); 2006 SetCollisionShape(new btBoxShape(tempSize1));
2007 } 2007 }
2008 } 2008 }
@@ -2052,14 +2052,24 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2052 } 2052 }
2053 } 2053 }
2054 2054
2055 //IMesh oldMesh = primMesh;
2056
2057 //primMesh = mesh;
2058
2059 //float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
2060 //int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
2061 ////Array.Reverse(indexList);
2062 //primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory
2063
2055 IMesh oldMesh = primMesh; 2064 IMesh oldMesh = primMesh;
2056 2065
2057 primMesh = mesh; 2066 primMesh = mesh;
2058 2067
2059 float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory 2068 float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
2060 int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage 2069 int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
2061 //Array.Reverse(indexList); 2070 //Array.Reverse(indexList);
2062 primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory 2071 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
2072
2063 2073
2064 int VertexCount = vertexList.GetLength(0) / 3; 2074 int VertexCount = vertexList.GetLength(0) / 3;
2065 int IndexCount = indexList.GetLength(0); 2075 int IndexCount = indexList.GetLength(0);
@@ -2068,17 +2078,17 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2068 btshapeArray.Dispose(); 2078 btshapeArray.Dispose();
2069 //Array.Reverse(indexList); 2079 //Array.Reverse(indexList);
2070 btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)), 2080 btshapeArray = new btTriangleIndexVertexArray(IndexCount / 3, indexList, (3 * sizeof(int)),
2071 VertexCount, vertexList, 3*sizeof (float)); 2081 VertexCount, vertexList, 3 * sizeof(float));
2072 SetCollisionShape(new btGImpactMeshShape(btshapeArray)); 2082 SetCollisionShape(new btGImpactMeshShape(btshapeArray));
2073 //((btGImpactMeshShape) prim_geom).updateBound(); 2083 //((btGImpactMeshShape) prim_geom).updateBound();
2074 ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1,1, 1)); 2084 ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1));
2075 ((btGImpactMeshShape)prim_geom).updateBound(); 2085 ((btGImpactMeshShape)prim_geom).updateBound();
2076 _parent_scene.SetUsingGImpact(); 2086 _parent_scene.SetUsingGImpact();
2077 if (oldMesh != null) 2087 //if (oldMesh != null)
2078 { 2088 //{
2079 oldMesh.releasePinned(); 2089 // oldMesh.releasePinned();
2080 oldMesh = null; 2090 // oldMesh = null;
2081 } 2091 //}
2082 2092
2083 } 2093 }
2084 2094
@@ -2102,7 +2112,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2102 } 2112 }
2103 */ 2113 */
2104 prim_geom = shape; 2114 prim_geom = shape;
2105 2115
2106 //Body.set 2116 //Body.set
2107 } 2117 }
2108 2118
@@ -2143,8 +2153,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2143 2153
2144 if (prim_geom is btGImpactMeshShape) 2154 if (prim_geom is btGImpactMeshShape)
2145 { 2155 {
2146 ((btGImpactMeshShape) prim_geom).setLocalScaling(new btVector3(1, 1, 1)); 2156 ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1));
2147 ((btGImpactMeshShape) prim_geom).updateBound(); 2157 ((btGImpactMeshShape)prim_geom).updateBound();
2148 } 2158 }
2149 //Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); 2159 //Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK);
2150 //Body.setUserPointer((IntPtr) (int)m_localID); 2160 //Body.setUserPointer((IntPtr) (int)m_localID);
@@ -2159,7 +2169,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2159 { 2169 {
2160 if (chld == null) 2170 if (chld == null)
2161 continue; 2171 continue;
2162 2172
2163 // if (chld.NeedsMeshing()) 2173 // if (chld.NeedsMeshing())
2164 // hasTrimesh = true; 2174 // hasTrimesh = true;
2165 } 2175 }
@@ -2167,40 +2177,40 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2167 2177
2168 //if (hasTrimesh) 2178 //if (hasTrimesh)
2169 //{ 2179 //{
2170 ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity); 2180 ProcessGeomCreationAsTriMesh(PhysicsVector.Zero, Quaternion.Identity);
2171 // createmesh returns null when it doesn't mesh. 2181 // createmesh returns null when it doesn't mesh.
2172
2173 /*
2174 if (_mesh is Mesh)
2175 {
2176 }
2177 else
2178 {
2179 m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object");
2180 return;
2181 }
2182 */
2183 2182
2184 2183 /*
2185 2184 if (_mesh is Mesh)
2186 foreach (BulletDotNETPrim chld in childrenPrim) 2185 {
2187 { 2186 }
2188 if (chld == null) 2187 else
2189 continue; 2188 {
2190 PhysicsVector offset = chld.Position - Position; 2189 m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object");
2191 Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); 2190 return;
2192 pos *= Quaternion.Inverse(Orientation); 2191 }
2193 //pos *= Orientation; 2192 */
2194 offset.setValues(pos.X, pos.Y, pos.Z);
2195 chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation);
2196
2197 _mesh.Append(chld._mesh);
2198
2199 2193
2200 } 2194
2201 setMesh(_parent_scene, _mesh); 2195
2202 2196 foreach (BulletDotNETPrim chld in childrenPrim)
2203 //} 2197 {
2198 if (chld == null)
2199 continue;
2200 PhysicsVector offset = chld.Position - Position;
2201 Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z);
2202 pos *= Quaternion.Inverse(Orientation);
2203 //pos *= Orientation;
2204 offset.setValues(pos.X, pos.Y, pos.Z);
2205 chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation);
2206
2207 _mesh.Append(chld._mesh);
2208
2209
2210 }
2211 setMesh(_parent_scene, _mesh);
2212
2213 //}
2204 2214
2205 if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) 2215 if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero)
2206 tempMotionState1.Dispose(); 2216 tempMotionState1.Dispose();
@@ -2238,7 +2248,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2238 ((btGImpactMeshShape)prim_geom).updateBound(); 2248 ((btGImpactMeshShape)prim_geom).updateBound();
2239 } 2249 }
2240 _parent_scene.AddPrimToScene(this); 2250 _parent_scene.AddPrimToScene(this);
2241 2251
2242 } 2252 }
2243 2253
2244 if (IsPhysical) 2254 if (IsPhysical)
@@ -2252,7 +2262,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2252 if (Body.Handle != IntPtr.Zero) 2262 if (Body.Handle != IntPtr.Zero)
2253 { 2263 {
2254 DisableAxisMotor(); 2264 DisableAxisMotor();
2255 _parent_scene.removeFromWorld(this,Body); 2265 _parent_scene.removeFromWorld(this, Body);
2256 Body.Dispose(); 2266 Body.Dispose();
2257 } 2267 }
2258 Body = null; 2268 Body = null;
@@ -2305,7 +2315,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2305 return; 2315 return;
2306 2316
2307 2317
2308 2318
2309 lock (childrenPrim) 2319 lock (childrenPrim)
2310 { 2320 {
2311 if (!childrenPrim.Contains(prm)) 2321 if (!childrenPrim.Contains(prm))
@@ -2313,8 +2323,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2313 childrenPrim.Add(prm); 2323 childrenPrim.Add(prm);
2314 } 2324 }
2315 } 2325 }
2316 2326
2317 2327
2318 } 2328 }
2319 2329
2320 public void disableBody() 2330 public void disableBody()
@@ -2386,7 +2396,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2386 { 2396 {
2387 Body.clearForces(); 2397 Body.clearForces();
2388 Body.forceActivationState(0); 2398 Body.forceActivationState(0);
2389 2399
2390 } 2400 }
2391 2401
2392 } 2402 }
@@ -2400,7 +2410,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2400 Body.clearForces(); 2410 Body.clearForces();
2401 Body.forceActivationState(4); 2411 Body.forceActivationState(4);
2402 forceenable = true; 2412 forceenable = true;
2403 2413
2404 } 2414 }
2405 m_disabled = false; 2415 m_disabled = false;
2406 } 2416 }
@@ -2415,7 +2425,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2415 SetBody(Mass); 2425 SetBody(Mass);
2416 else 2426 else
2417 SetBody(0); 2427 SetBody(0);
2418 2428
2419 // TODO: Set Collision Category Bits and Flags 2429 // TODO: Set Collision Category Bits and Flags
2420 // TODO: Set Auto Disable data 2430 // TODO: Set Auto Disable data
2421 2431
@@ -2587,10 +2597,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2587 _velocity.Y = tempLinearVelocity1.getY(); 2597 _velocity.Y = tempLinearVelocity1.getY();
2588 _velocity.Z = tempLinearVelocity1.getZ(); 2598 _velocity.Z = tempLinearVelocity1.getZ();
2589 2599
2590 _acceleration = ((_velocity - m_lastVelocity)/0.1f); 2600 _acceleration = ((_velocity - m_lastVelocity) / 0.1f);
2591 _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X/0.1f, 2601 _acceleration = new PhysicsVector(_velocity.X - m_lastVelocity.X / 0.1f,
2592 _velocity.Y - m_lastVelocity.Y/0.1f, 2602 _velocity.Y - m_lastVelocity.Y / 0.1f,
2593 _velocity.Z - m_lastVelocity.Z/0.1f); 2603 _velocity.Z - m_lastVelocity.Z / 0.1f);
2594 //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); 2604 //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
2595 2605
2596 if (_velocity.IsIdentical(pv, 0.5f)) 2606 if (_velocity.IsIdentical(pv, 0.5f))
@@ -2669,7 +2679,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2669 if (AxisLockAngleHigh != null && AxisLockAngleHigh.Handle != IntPtr.Zero) 2679 if (AxisLockAngleHigh != null && AxisLockAngleHigh.Handle != IntPtr.Zero)
2670 AxisLockAngleHigh.Dispose(); 2680 AxisLockAngleHigh.Dispose();
2671 2681
2672 2682
2673 2683
2674 m_aMotor = new btGeneric6DofConstraint(Body, _parent_scene.TerrainBody, _parent_scene.TransZero, 2684 m_aMotor = new btGeneric6DofConstraint(Body, _parent_scene.TerrainBody, _parent_scene.TransZero,
2675 _parent_scene.TransZero, false); 2685 _parent_scene.TransZero, false);
@@ -2683,7 +2693,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2683 m_aMotor.setLinearUpperLimit(AxisLockLinearHigh); 2693 m_aMotor.setLinearUpperLimit(AxisLockLinearHigh);
2684 _parent_scene.getBulletWorld().addConstraint((btTypedConstraint)m_aMotor); 2694 _parent_scene.getBulletWorld().addConstraint((btTypedConstraint)m_aMotor);
2685 //m_aMotor. 2695 //m_aMotor.
2686 2696
2687 2697
2688 } 2698 }
2689 internal void DisableAxisMotor() 2699 internal void DisableAxisMotor()
@@ -2698,4 +2708,4 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
2698 2708
2699 } 2709 }
2700} 2710}
2701 2711