diff options
Merge branch 'master' into careminster
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 27 |
1 files changed, 11 insertions, 16 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 19ce62b..bd03d31 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -131,10 +131,10 @@ public sealed class BSLinksetCompound : BSLinkset | |||
131 | { | 131 | { |
132 | // The origional prims are removed from the world as the shape of the root compound | 132 | // The origional prims are removed from the world as the shape of the root compound |
133 | // shape takes over. | 133 | // shape takes over. |
134 | BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 134 | PhysicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
135 | BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); | 135 | PhysicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); |
136 | // We don't want collisions from the old linkset children. | 136 | // We don't want collisions from the old linkset children. |
137 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 137 | PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
138 | 138 | ||
139 | child.PhysBody.collisionType = CollisionType.LinksetChild; | 139 | child.PhysBody.collisionType = CollisionType.LinksetChild; |
140 | 140 | ||
@@ -159,12 +159,12 @@ public sealed class BSLinksetCompound : BSLinkset | |||
159 | else | 159 | else |
160 | { | 160 | { |
161 | // The non-physical children can come back to life. | 161 | // The non-physical children can come back to life. |
162 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 162 | PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
163 | 163 | ||
164 | child.PhysBody.collisionType = CollisionType.LinksetChild; | 164 | child.PhysBody.collisionType = CollisionType.LinksetChild; |
165 | 165 | ||
166 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. | 166 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. |
167 | BulletSimAPI.Activate2(child.PhysBody.ptr, false); | 167 | PhysicsScene.PE.Activate(child.PhysBody, false); |
168 | ret = true; | 168 | ret = true; |
169 | } | 169 | } |
170 | return ret; | 170 | return ret; |
@@ -196,7 +196,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
196 | bool ret = false; | 196 | bool ret = false; |
197 | 197 | ||
198 | DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", | 198 | DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", |
199 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), IsRoot(child)); | 199 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, IsRoot(child)); |
200 | 200 | ||
201 | if (!IsRoot(child)) | 201 | if (!IsRoot(child)) |
202 | { | 202 | { |
@@ -280,8 +280,8 @@ public sealed class BSLinksetCompound : BSLinkset | |||
280 | { | 280 | { |
281 | DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | 281 | DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", |
282 | child.LocalID, | 282 | child.LocalID, |
283 | LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), | 283 | LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, |
284 | child.LocalID, child.PhysBody.ptr.ToString("X")); | 284 | child.LocalID, child.PhysBody.AddrString); |
285 | 285 | ||
286 | // Cause the child's body to be rebuilt and thus restored to normal operation | 286 | // Cause the child's body to be rebuilt and thus restored to normal operation |
287 | RecomputeChildWorldPosition(child, false); | 287 | RecomputeChildWorldPosition(child, false); |
@@ -359,7 +359,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
359 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); | 359 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); |
360 | BulletShape newShape = cPrim.PhysShape; | 360 | BulletShape newShape = cPrim.PhysShape; |
361 | cPrim.PhysShape = saveShape; | 361 | cPrim.PhysShape = saveShape; |
362 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, lci.OffsetPos, lci.OffsetRot); | 362 | PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, lci.OffsetPos, lci.OffsetRot); |
363 | } | 363 | } |
364 | else | 364 | else |
365 | { | 365 | { |
@@ -371,7 +371,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
371 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", | 371 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", |
372 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); | 372 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); |
373 | } | 373 | } |
374 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, lci.OffsetPos, lci.OffsetRot); | 374 | PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot); |
375 | } | 375 | } |
376 | } | 376 | } |
377 | return false; // 'false' says to move onto the next child in the list | 377 | return false; // 'false' says to move onto the next child in the list |
@@ -386,12 +386,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
386 | Rebuilding = false; | 386 | Rebuilding = false; |
387 | } | 387 | } |
388 | 388 | ||
389 | BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr); | 389 | PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape); |
390 | |||
391 | // DEBUG: see of inter-linkset collisions are causing problems for constraint linksets. | ||
392 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, | ||
393 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | ||
394 | |||
395 | } | 390 | } |
396 | } | 391 | } |
397 | } \ No newline at end of file | 392 | } \ No newline at end of file |