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authorRobert Adams2013-04-28 21:50:47 -0700
committerRobert Adams2013-04-29 07:38:55 -0700
commitad1787770ed02f71feaa002ab689467e187803bb (patch)
tree08026c7b0b160ae9b16c2876894852f8a729bbb4 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
parentBulletSim: first cut at new linksetCompound shape building. (diff)
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BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or 'm_physicsScene' to match coding conventions and reduce confusion.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs112
1 files changed, 56 insertions, 56 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index da23a262..e12fc8e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -95,18 +95,18 @@ public sealed class BSCharacter : BSPhysObject
95 // the avatar seeking to reach the motor's target speed. 95 // the avatar seeking to reach the motor's target speed.
96 // This motor runs as a prestep action for the avatar so it will keep the avatar 96 // This motor runs as a prestep action for the avatar so it will keep the avatar
97 // standing as well as moving. Destruction of the avatar will destroy the pre-step action. 97 // standing as well as moving. Destruction of the avatar will destroy the pre-step action.
98 m_moveActor = new BSActorAvatarMove(PhysicsScene, this, AvatarMoveActorName); 98 m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName);
99 PhysicalActors.Add(AvatarMoveActorName, m_moveActor); 99 PhysicalActors.Add(AvatarMoveActorName, m_moveActor);
100 100
101 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", 101 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
102 LocalID, _size, Scale, Density, _avatarVolume, RawMass); 102 LocalID, _size, Scale, Density, _avatarVolume, RawMass);
103 103
104 // do actual creation in taint time 104 // do actual creation in taint time
105 PhysicsScene.TaintedObject("BSCharacter.create", delegate() 105 PhysScene.TaintedObject("BSCharacter.create", delegate()
106 { 106 {
107 DetailLog("{0},BSCharacter.create,taint", LocalID); 107 DetailLog("{0},BSCharacter.create,taint", LocalID);
108 // New body and shape into PhysBody and PhysShape 108 // New body and shape into PhysBody and PhysShape
109 PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this); 109 PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this);
110 110
111 SetPhysicalProperties(); 111 SetPhysicalProperties();
112 }); 112 });
@@ -119,18 +119,18 @@ public sealed class BSCharacter : BSPhysObject
119 base.Destroy(); 119 base.Destroy();
120 120
121 DetailLog("{0},BSCharacter.Destroy", LocalID); 121 DetailLog("{0},BSCharacter.Destroy", LocalID);
122 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() 122 PhysScene.TaintedObject("BSCharacter.destroy", delegate()
123 { 123 {
124 PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); 124 PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
125 PhysBody.Clear(); 125 PhysBody.Clear();
126 PhysShape.Dereference(PhysicsScene); 126 PhysShape.Dereference(PhysScene);
127 PhysShape = new BSShapeNull(); 127 PhysShape = new BSShapeNull();
128 }); 128 });
129 } 129 }
130 130
131 private void SetPhysicalProperties() 131 private void SetPhysicalProperties()
132 { 132 {
133 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); 133 PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody);
134 134
135 ZeroMotion(true); 135 ZeroMotion(true);
136 ForcePosition = _position; 136 ForcePosition = _position;
@@ -145,35 +145,35 @@ public sealed class BSCharacter : BSPhysObject
145 // Needs to be reset especially when an avatar is recreated after crossing a region boundry. 145 // Needs to be reset especially when an avatar is recreated after crossing a region boundry.
146 Flying = _flying; 146 Flying = _flying;
147 147
148 PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); 148 PhysScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution);
149 PhysicsScene.PE.SetMargin(PhysShape.physShapeInfo, PhysicsScene.Params.collisionMargin); 149 PhysScene.PE.SetMargin(PhysShape.physShapeInfo, PhysScene.Params.collisionMargin);
150 PhysicsScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); 150 PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
151 PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); 151 PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
152 if (BSParam.CcdMotionThreshold > 0f) 152 if (BSParam.CcdMotionThreshold > 0f)
153 { 153 {
154 PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); 154 PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
155 PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); 155 PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
156 } 156 }
157 157
158 UpdatePhysicalMassProperties(RawMass, false); 158 UpdatePhysicalMassProperties(RawMass, false);
159 159
160 // Make so capsule does not fall over 160 // Make so capsule does not fall over
161 PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); 161 PhysScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
162 162
163 // The avatar mover sets some parameters. 163 // The avatar mover sets some parameters.
164 PhysicalActors.Refresh(); 164 PhysicalActors.Refresh();
165 165
166 PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); 166 PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
167 167
168 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); 168 PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody);
169 169
170 // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); 170 // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
171 PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); 171 PhysScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION);
172 PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); 172 PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody);
173 173
174 // Do this after the object has been added to the world 174 // Do this after the object has been added to the world
175 PhysBody.collisionType = CollisionType.Avatar; 175 PhysBody.collisionType = CollisionType.Avatar;
176 PhysBody.ApplyCollisionMask(PhysicsScene); 176 PhysBody.ApplyCollisionMask(PhysScene);
177 } 177 }
178 178
179 179
@@ -203,14 +203,14 @@ public sealed class BSCharacter : BSPhysObject
203 DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", 203 DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
204 LocalID, _size, Scale, Density, _avatarVolume, RawMass); 204 LocalID, _size, Scale, Density, _avatarVolume, RawMass);
205 205
206 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() 206 PhysScene.TaintedObject("BSCharacter.setSize", delegate()
207 { 207 {
208 if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) 208 if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape)
209 { 209 {
210 PhysicsScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); 210 PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
211 UpdatePhysicalMassProperties(RawMass, true); 211 UpdatePhysicalMassProperties(RawMass, true);
212 // Make sure this change appears as a property update event 212 // Make sure this change appears as a property update event
213 PhysicsScene.PE.PushUpdate(PhysBody); 213 PhysScene.PE.PushUpdate(PhysBody);
214 } 214 }
215 }); 215 });
216 216
@@ -247,24 +247,24 @@ public sealed class BSCharacter : BSPhysObject
247 _rotationalVelocity = OMV.Vector3.Zero; 247 _rotationalVelocity = OMV.Vector3.Zero;
248 248
249 // Zero some other properties directly into the physics engine 249 // Zero some other properties directly into the physics engine
250 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() 250 PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
251 { 251 {
252 if (PhysBody.HasPhysicalBody) 252 if (PhysBody.HasPhysicalBody)
253 PhysicsScene.PE.ClearAllForces(PhysBody); 253 PhysScene.PE.ClearAllForces(PhysBody);
254 }); 254 });
255 } 255 }
256 public override void ZeroAngularMotion(bool inTaintTime) 256 public override void ZeroAngularMotion(bool inTaintTime)
257 { 257 {
258 _rotationalVelocity = OMV.Vector3.Zero; 258 _rotationalVelocity = OMV.Vector3.Zero;
259 259
260 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() 260 PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
261 { 261 {
262 if (PhysBody.HasPhysicalBody) 262 if (PhysBody.HasPhysicalBody)
263 { 263 {
264 PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); 264 PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero);
265 PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); 265 PhysScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero);
266 // The next also get rid of applied linear force but the linear velocity is untouched. 266 // The next also get rid of applied linear force but the linear velocity is untouched.
267 PhysicsScene.PE.ClearForces(PhysBody); 267 PhysScene.PE.ClearForces(PhysBody);
268 } 268 }
269 }); 269 });
270 } 270 }
@@ -286,7 +286,7 @@ public sealed class BSCharacter : BSPhysObject
286 set { 286 set {
287 _position = value; 287 _position = value;
288 288
289 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() 289 PhysScene.TaintedObject("BSCharacter.setPosition", delegate()
290 { 290 {
291 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 291 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
292 PositionSanityCheck(); 292 PositionSanityCheck();
@@ -296,14 +296,14 @@ public sealed class BSCharacter : BSPhysObject
296 } 296 }
297 public override OMV.Vector3 ForcePosition { 297 public override OMV.Vector3 ForcePosition {
298 get { 298 get {
299 _position = PhysicsScene.PE.GetPosition(PhysBody); 299 _position = PhysScene.PE.GetPosition(PhysBody);
300 return _position; 300 return _position;
301 } 301 }
302 set { 302 set {
303 _position = value; 303 _position = value;
304 if (PhysBody.HasPhysicalBody) 304 if (PhysBody.HasPhysicalBody)
305 { 305 {
306 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); 306 PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
307 } 307 }
308 } 308 }
309 } 309 }
@@ -317,18 +317,18 @@ public sealed class BSCharacter : BSPhysObject
317 bool ret = false; 317 bool ret = false;
318 318
319 // TODO: check for out of bounds 319 // TODO: check for out of bounds
320 if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) 320 if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
321 { 321 {
322 // The character is out of the known/simulated area. 322 // The character is out of the known/simulated area.
323 // Force the avatar position to be within known. ScenePresence will use the position 323 // Force the avatar position to be within known. ScenePresence will use the position
324 // plus the velocity to decide if the avatar is moving out of the region. 324 // plus the velocity to decide if the avatar is moving out of the region.
325 RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); 325 RawPosition = PhysScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition);
326 DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); 326 DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition);
327 return true; 327 return true;
328 } 328 }
329 329
330 // If below the ground, move the avatar up 330 // If below the ground, move the avatar up
331 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); 331 float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
332 if (Position.Z < terrainHeight) 332 if (Position.Z < terrainHeight)
333 { 333 {
334 DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight); 334 DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight);
@@ -337,7 +337,7 @@ public sealed class BSCharacter : BSPhysObject
337 } 337 }
338 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) 338 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
339 { 339 {
340 float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); 340 float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position);
341 if (Position.Z < waterHeight) 341 if (Position.Z < waterHeight)
342 { 342 {
343 _position.Z = waterHeight; 343 _position.Z = waterHeight;
@@ -358,7 +358,7 @@ public sealed class BSCharacter : BSPhysObject
358 { 358 {
359 // The new position value must be pushed into the physics engine but we can't 359 // The new position value must be pushed into the physics engine but we can't
360 // just assign to "Position" because of potential call loops. 360 // just assign to "Position" because of potential call loops.
361 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() 361 PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
362 { 362 {
363 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); 363 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
364 ForcePosition = _position; 364 ForcePosition = _position;
@@ -376,8 +376,8 @@ public sealed class BSCharacter : BSPhysObject
376 } 376 }
377 public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) 377 public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
378 { 378 {
379 OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); 379 OMV.Vector3 localInertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass);
380 PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia); 380 PhysScene.PE.SetMassProps(PhysBody, physMass, localInertia);
381 } 381 }
382 382
383 public override OMV.Vector3 Force { 383 public override OMV.Vector3 Force {
@@ -385,11 +385,11 @@ public sealed class BSCharacter : BSPhysObject
385 set { 385 set {
386 RawForce = value; 386 RawForce = value;
387 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); 387 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
388 PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() 388 PhysScene.TaintedObject("BSCharacter.SetForce", delegate()
389 { 389 {
390 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); 390 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce);
391 if (PhysBody.HasPhysicalBody) 391 if (PhysBody.HasPhysicalBody)
392 PhysicsScene.PE.SetObjectForce(PhysBody, RawForce); 392 PhysScene.PE.SetObjectForce(PhysBody, RawForce);
393 }); 393 });
394 } 394 }
395 } 395 }
@@ -432,7 +432,7 @@ public sealed class BSCharacter : BSPhysObject
432 set { 432 set {
433 RawVelocity = value; 433 RawVelocity = value;
434 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); 434 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity);
435 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() 435 PhysScene.TaintedObject("BSCharacter.setVelocity", delegate()
436 { 436 {
437 if (m_moveActor != null) 437 if (m_moveActor != null)
438 m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); 438 m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */);
@@ -445,11 +445,11 @@ public sealed class BSCharacter : BSPhysObject
445 public override OMV.Vector3 ForceVelocity { 445 public override OMV.Vector3 ForceVelocity {
446 get { return RawVelocity; } 446 get { return RawVelocity; }
447 set { 447 set {
448 PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); 448 PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity");
449 449
450 RawVelocity = value; 450 RawVelocity = value;
451 PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity); 451 PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
452 PhysicsScene.PE.Activate(PhysBody, true); 452 PhysScene.PE.Activate(PhysBody, true);
453 } 453 }
454 } 454 }
455 public override OMV.Vector3 Torque { 455 public override OMV.Vector3 Torque {
@@ -479,7 +479,7 @@ public sealed class BSCharacter : BSPhysObject
479 if (_orientation != value) 479 if (_orientation != value)
480 { 480 {
481 _orientation = value; 481 _orientation = value;
482 PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() 482 PhysScene.TaintedObject("BSCharacter.setOrientation", delegate()
483 { 483 {
484 ForceOrientation = _orientation; 484 ForceOrientation = _orientation;
485 }); 485 });
@@ -491,7 +491,7 @@ public sealed class BSCharacter : BSPhysObject
491 { 491 {
492 get 492 get
493 { 493 {
494 _orientation = PhysicsScene.PE.GetOrientation(PhysBody); 494 _orientation = PhysScene.PE.GetOrientation(PhysBody);
495 return _orientation; 495 return _orientation;
496 } 496 }
497 set 497 set
@@ -500,7 +500,7 @@ public sealed class BSCharacter : BSPhysObject
500 if (PhysBody.HasPhysicalBody) 500 if (PhysBody.HasPhysicalBody)
501 { 501 {
502 // _position = PhysicsScene.PE.GetPosition(BSBody); 502 // _position = PhysicsScene.PE.GetPosition(BSBody);
503 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); 503 PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
504 } 504 }
505 } 505 }
506 } 506 }
@@ -549,14 +549,14 @@ public sealed class BSCharacter : BSPhysObject
549 public override bool FloatOnWater { 549 public override bool FloatOnWater {
550 set { 550 set {
551 _floatOnWater = value; 551 _floatOnWater = value;
552 PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() 552 PhysScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
553 { 553 {
554 if (PhysBody.HasPhysicalBody) 554 if (PhysBody.HasPhysicalBody)
555 { 555 {
556 if (_floatOnWater) 556 if (_floatOnWater)
557 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); 557 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
558 else 558 else
559 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); 559 CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
560 } 560 }
561 }); 561 });
562 } 562 }
@@ -577,7 +577,7 @@ public sealed class BSCharacter : BSPhysObject
577 public override float Buoyancy { 577 public override float Buoyancy {
578 get { return _buoyancy; } 578 get { return _buoyancy; }
579 set { _buoyancy = value; 579 set { _buoyancy = value;
580 PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() 580 PhysScene.TaintedObject("BSCharacter.setBuoyancy", delegate()
581 { 581 {
582 DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 582 DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
583 ForceBuoyancy = _buoyancy; 583 ForceBuoyancy = _buoyancy;
@@ -587,7 +587,7 @@ public sealed class BSCharacter : BSPhysObject
587 public override float ForceBuoyancy { 587 public override float ForceBuoyancy {
588 get { return _buoyancy; } 588 get { return _buoyancy; }
589 set { 589 set {
590 PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); 590 PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy");
591 591
592 _buoyancy = value; 592 _buoyancy = value;
593 DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 593 DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
@@ -595,7 +595,7 @@ public sealed class BSCharacter : BSPhysObject
595 float grav = BSParam.Gravity * (1f - _buoyancy); 595 float grav = BSParam.Gravity * (1f - _buoyancy);
596 Gravity = new OMV.Vector3(0f, 0f, grav); 596 Gravity = new OMV.Vector3(0f, 0f, grav);
597 if (PhysBody.HasPhysicalBody) 597 if (PhysBody.HasPhysicalBody)
598 PhysicsScene.PE.SetGravity(PhysBody, Gravity); 598 PhysScene.PE.SetGravity(PhysBody, Gravity);
599 } 599 }
600 } 600 }
601 601
@@ -613,7 +613,7 @@ public sealed class BSCharacter : BSPhysObject
613 public override void AddForce(OMV.Vector3 force, bool pushforce) 613 public override void AddForce(OMV.Vector3 force, bool pushforce)
614 { 614 {
615 // Since this force is being applied in only one step, make this a force per second. 615 // Since this force is being applied in only one step, make this a force per second.
616 OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; 616 OMV.Vector3 addForce = force / PhysScene.LastTimeStep;
617 AddForce(addForce, pushforce, false); 617 AddForce(addForce, pushforce, false);
618 } 618 }
619 private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { 619 private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
@@ -622,13 +622,13 @@ public sealed class BSCharacter : BSPhysObject
622 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); 622 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
623 // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); 623 // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce);
624 624
625 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() 625 PhysScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate()
626 { 626 {
627 // Bullet adds this central force to the total force for this tick 627 // Bullet adds this central force to the total force for this tick
628 // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); 628 // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
629 if (PhysBody.HasPhysicalBody) 629 if (PhysBody.HasPhysicalBody)
630 { 630 {
631 PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); 631 PhysScene.PE.ApplyCentralForce(PhysBody, addForce);
632 } 632 }
633 }); 633 });
634 } 634 }