diff options
author | Robert Adams | 2012-12-30 14:26:57 -0800 |
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committer | Robert Adams | 2012-12-31 19:57:23 -0800 |
commit | c2a7af18b639646b647eb4cdff4168a2b9746ee4 (patch) | |
tree | afe36195792b9990f7defd18bc29791f7527dcff /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | BulletSim: remove all the debug printing of pointer formatting (.ToString(X))... (diff) | |
download | opensim-SC_OLD-c2a7af18b639646b647eb4cdff4168a2b9746ee4.zip opensim-SC_OLD-c2a7af18b639646b647eb4cdff4168a2b9746ee4.tar.gz opensim-SC_OLD-c2a7af18b639646b647eb4cdff4168a2b9746ee4.tar.bz2 opensim-SC_OLD-c2a7af18b639646b647eb4cdff4168a2b9746ee4.tar.xz |
BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. Only initialization and debug fuctions left.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 328164b..103d8fc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -153,8 +153,8 @@ public sealed class BSCharacter : BSPhysObject | |||
153 | Flying = _flying; | 153 | Flying = _flying; |
154 | 154 | ||
155 | PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); | 155 | PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); |
156 | BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); | 156 | PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin); |
157 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | 157 | PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); |
158 | PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); | 158 | PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); |
159 | if (BSParam.CcdMotionThreshold > 0f) | 159 | if (BSParam.CcdMotionThreshold > 0f) |
160 | { | 160 | { |
@@ -165,19 +165,19 @@ public sealed class BSCharacter : BSPhysObject | |||
165 | UpdatePhysicalMassProperties(RawMass, false); | 165 | UpdatePhysicalMassProperties(RawMass, false); |
166 | 166 | ||
167 | // Make so capsule does not fall over | 167 | // Make so capsule does not fall over |
168 | BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero); | 168 | PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); |
169 | 169 | ||
170 | PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); | 170 | PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); |
171 | 171 | ||
172 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); | 172 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); |
173 | 173 | ||
174 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); | 174 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); |
175 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); | 175 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); |
176 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); | 176 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); |
177 | 177 | ||
178 | // Do this after the object has been added to the world | 178 | // Do this after the object has been added to the world |
179 | PhysBody.collisionType = CollisionType.Avatar; | 179 | PhysBody.collisionType = CollisionType.Avatar; |
180 | PhysBody.ApplyCollisionMask(); | 180 | PhysBody.ApplyCollisionMask(PhysicsScene); |
181 | } | 181 | } |
182 | 182 | ||
183 | // The avatar's movement is controlled by this motor that speeds up and slows down | 183 | // The avatar's movement is controlled by this motor that speeds up and slows down |
@@ -265,10 +265,10 @@ public sealed class BSCharacter : BSPhysObject | |||
265 | { | 265 | { |
266 | if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) | 266 | if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) |
267 | { | 267 | { |
268 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | 268 | PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); |
269 | UpdatePhysicalMassProperties(RawMass, true); | 269 | UpdatePhysicalMassProperties(RawMass, true); |
270 | // Make sure this change appears as a property update event | 270 | // Make sure this change appears as a property update event |
271 | BulletSimAPI.PushUpdate2(PhysBody.ptr); | 271 | PhysicsScene.PE.PushUpdate(PhysBody); |
272 | } | 272 | } |
273 | }); | 273 | }); |
274 | 274 | ||
@@ -309,7 +309,7 @@ public sealed class BSCharacter : BSPhysObject | |||
309 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | 309 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() |
310 | { | 310 | { |
311 | if (PhysBody.HasPhysicalBody) | 311 | if (PhysBody.HasPhysicalBody) |
312 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); | 312 | PhysicsScene.PE.ClearAllForces(PhysBody); |
313 | }); | 313 | }); |
314 | } | 314 | } |
315 | public override void ZeroAngularMotion(bool inTaintTime) | 315 | public override void ZeroAngularMotion(bool inTaintTime) |
@@ -321,9 +321,9 @@ public sealed class BSCharacter : BSPhysObject | |||
321 | if (PhysBody.HasPhysicalBody) | 321 | if (PhysBody.HasPhysicalBody) |
322 | { | 322 | { |
323 | PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); | 323 | PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); |
324 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | 324 | PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); |
325 | // The next also get rid of applied linear force but the linear velocity is untouched. | 325 | // The next also get rid of applied linear force but the linear velocity is untouched. |
326 | BulletSimAPI.ClearForces2(PhysBody.ptr); | 326 | PhysicsScene.PE.ClearForces(PhysBody); |
327 | } | 327 | } |
328 | }); | 328 | }); |
329 | } | 329 | } |
@@ -339,7 +339,7 @@ public sealed class BSCharacter : BSPhysObject | |||
339 | public override OMV.Vector3 Position { | 339 | public override OMV.Vector3 Position { |
340 | get { | 340 | get { |
341 | // Don't refetch the position because this function is called a zillion times | 341 | // Don't refetch the position because this function is called a zillion times |
342 | // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID); | 342 | // _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID); |
343 | return _position; | 343 | return _position; |
344 | } | 344 | } |
345 | set { | 345 | set { |
@@ -433,8 +433,8 @@ public sealed class BSCharacter : BSPhysObject | |||
433 | } | 433 | } |
434 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) | 434 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) |
435 | { | 435 | { |
436 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | 436 | OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); |
437 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); | 437 | PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia); |
438 | } | 438 | } |
439 | 439 | ||
440 | public override OMV.Vector3 Force { | 440 | public override OMV.Vector3 Force { |
@@ -446,7 +446,7 @@ public sealed class BSCharacter : BSPhysObject | |||
446 | { | 446 | { |
447 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | 447 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); |
448 | if (PhysBody.HasPhysicalBody) | 448 | if (PhysBody.HasPhysicalBody) |
449 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); | 449 | PhysicsScene.PE.SetObjectForce(PhysBody, _force); |
450 | }); | 450 | }); |
451 | } | 451 | } |
452 | } | 452 | } |
@@ -533,7 +533,7 @@ public sealed class BSCharacter : BSPhysObject | |||
533 | } | 533 | } |
534 | } | 534 | } |
535 | 535 | ||
536 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | 536 | PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); |
537 | PhysicsScene.PE.Activate(PhysBody, true); | 537 | PhysicsScene.PE.Activate(PhysBody, true); |
538 | } | 538 | } |
539 | } | 539 | } |
@@ -676,7 +676,7 @@ public sealed class BSCharacter : BSPhysObject | |||
676 | // Buoyancy is faked by changing the gravity applied to the object | 676 | // Buoyancy is faked by changing the gravity applied to the object |
677 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 677 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); |
678 | if (PhysBody.HasPhysicalBody) | 678 | if (PhysBody.HasPhysicalBody) |
679 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); | 679 | PhysicsScene.PE.SetGravity(PhysBody, new OMV.Vector3(0f, 0f, grav)); |
680 | } | 680 | } |
681 | } | 681 | } |
682 | 682 | ||
@@ -737,7 +737,7 @@ public sealed class BSCharacter : BSPhysObject | |||
737 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); | 737 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); |
738 | if (PhysBody.HasPhysicalBody) | 738 | if (PhysBody.HasPhysicalBody) |
739 | { | 739 | { |
740 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce); | 740 | PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); |
741 | } | 741 | } |
742 | }); | 742 | }); |
743 | } | 743 | } |