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authorRobert Adams2012-09-20 10:12:51 -0700
committerRobert Adams2012-09-27 22:01:26 -0700
commit22290ef35aa13edb1501c69b3cce63a885302563 (patch)
tree2c4762479fb5336c3338acdd2d761fc8c15a04e9 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
parentBulletSim: add class and infrastructure for shape and object (diff)
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BulletSim: complete code for managed code shape and body tracking. Not debugged.
Eliminate some null exceptions created adding the above code. Add and remove some detailed logging statements.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs22
1 files changed, 10 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index b575e37..70a10b1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -39,11 +39,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
39// unless the difference is significant. 39// unless the difference is significant.
40public abstract class BSPhysObject : PhysicsActor 40public abstract class BSPhysObject : PhysicsActor
41{ 41{
42 protected void BaseInitialize(BSScene parentScene, uint localID, string name) 42 protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName)
43 { 43 {
44 PhysicsScene = parentScene; 44 PhysicsScene = parentScene;
45 LocalID = localID; 45 LocalID = localID;
46 PhysObjectName = name; 46 PhysObjectName = name;
47 TypeName = typeName;
47 48
48 Linkset = new BSLinkset(PhysicsScene, this); 49 Linkset = new BSLinkset(PhysicsScene, this);
49 50
@@ -56,6 +57,7 @@ public abstract class BSPhysObject : PhysicsActor
56 public BSScene PhysicsScene { get; protected set; } 57 public BSScene PhysicsScene { get; protected set; }
57 // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor 58 // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
58 public string PhysObjectName { get; protected set; } 59 public string PhysObjectName { get; protected set; }
60 public string TypeName { get; protected set; }
59 61
60 public BSLinkset Linkset { get; set; } 62 public BSLinkset Linkset { get; set; }
61 63
@@ -63,9 +65,9 @@ public abstract class BSPhysObject : PhysicsActor
63 public abstract float MassRaw { get; } 65 public abstract float MassRaw { get; }
64 66
65 // Reference to the physical body (btCollisionObject) of this object 67 // Reference to the physical body (btCollisionObject) of this object
66 public BulletBody BSBody { get; protected set; } 68 public BulletBody BSBody;
67 // Reference to the physical shape (btCollisionShape) of this object 69 // Reference to the physical shape (btCollisionShape) of this object
68 public BulletShape BSShape { get; protected set; } 70 public BulletShape BSShape;
69 71
70 // Stop all physical motion. 72 // Stop all physical motion.
71 public abstract void ZeroMotion(); 73 public abstract void ZeroMotion();
@@ -116,13 +118,11 @@ public abstract class BSPhysObject : PhysicsActor
116 return ret; 118 return ret;
117 } 119 }
118 120
119 DetailLog("{0},BSPhysObject.Collison,call,with={1}", LocalID, collidingWith);
120
121 // if someone has subscribed for collision events.... 121 // if someone has subscribed for collision events....
122 if (SubscribedEvents()) { 122 if (SubscribedEvents()) {
123 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); 123 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
124 DetailLog("{0},BSPhysObject.Collison.AddCollider,call,with={1},point={2},normal={3},depth={4}", 124 // DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
125 LocalID, collidingWith, contactPoint, contactNormal, pentrationDepth); 125 // LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
126 ret = true; 126 ret = true;
127 } 127 }
128 return ret; 128 return ret;
@@ -147,7 +147,7 @@ public abstract class BSPhysObject : PhysicsActor
147 if (CollisionCollection.Count == 0) 147 if (CollisionCollection.Count == 0)
148 PhysicsScene.ObjectsWithNoMoreCollisions.Add(this); 148 PhysicsScene.ObjectsWithNoMoreCollisions.Add(this);
149 149
150 DetailLog("{0},SendCollisions.SendCollisionUpdate,call,numCollisions={1}", LocalID, CollisionCollection.Count); 150 // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
151 base.SendCollisionUpdate(CollisionCollection); 151 base.SendCollisionUpdate(CollisionCollection);
152 152
153 // The collisionCollection structure is passed around in the simulator. 153 // The collisionCollection structure is passed around in the simulator.
@@ -164,9 +164,8 @@ public abstract class BSPhysObject : PhysicsActor
164 { 164 {
165 // make sure first collision happens 165 // make sure first collision happens
166 NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); 166 NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
167 DetailLog("{0},SubscribeEvents,call,ms={1}", LocalID, SubscribedEventsMs);
168 167
169 PhysicsScene.TaintedObject("BSPhysObject.SubscribeEvents", delegate() 168 PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
170 { 169 {
171 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 170 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
172 }); 171 });
@@ -179,8 +178,7 @@ public abstract class BSPhysObject : PhysicsActor
179 } 178 }
180 public override void UnSubscribeEvents() { 179 public override void UnSubscribeEvents() {
181 SubscribedEventsMs = 0; 180 SubscribedEventsMs = 0;
182 DetailLog("{0},UnSubscribeEvents,call", LocalID); 181 PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
183 PhysicsScene.TaintedObject("BSPhysObject.UnSubscribeEvents", delegate()
184 { 182 {
185 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 183 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
186 }); 184 });