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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/BSPhysObject.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 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs52
1 files changed, 26 insertions, 26 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index b6eb619..6a3ada2 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -72,14 +72,14 @@ public abstract class BSPhysObject : PhysicsActor
72 } 72 }
73 protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) 73 protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
74 { 74 {
75 PhysicsScene = parentScene; 75 PhysScene = parentScene;
76 LocalID = localID; 76 LocalID = localID;
77 PhysObjectName = name; 77 PhysObjectName = name;
78 Name = name; // PhysicsActor also has the name of the object. Someday consolidate. 78 Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
79 TypeName = typeName; 79 TypeName = typeName;
80 80
81 // The collection of things that push me around 81 // The collection of things that push me around
82 PhysicalActors = new BSActorCollection(PhysicsScene); 82 PhysicalActors = new BSActorCollection(PhysScene);
83 83
84 // Initialize variables kept in base. 84 // Initialize variables kept in base.
85 GravModifier = 1.0f; 85 GravModifier = 1.0f;
@@ -112,13 +112,13 @@ public abstract class BSPhysObject : PhysicsActor
112 public virtual void Destroy() 112 public virtual void Destroy()
113 { 113 {
114 PhysicalActors.Enable(false); 114 PhysicalActors.Enable(false);
115 PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate() 115 PhysScene.TaintedObject("BSPhysObject.Destroy", delegate()
116 { 116 {
117 PhysicalActors.Dispose(); 117 PhysicalActors.Dispose();
118 }); 118 });
119 } 119 }
120 120
121 public BSScene PhysicsScene { get; protected set; } 121 public BSScene PhysScene { get; protected set; }
122 // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor 122 // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
123 public string PhysObjectName { get; protected set; } 123 public string PhysObjectName { get; protected set; }
124 public string TypeName { get; protected set; } 124 public string TypeName { get; protected set; }
@@ -270,7 +270,7 @@ public abstract class BSPhysObject : PhysicsActor
270 public void ActivateIfPhysical(bool forceIt) 270 public void ActivateIfPhysical(bool forceIt)
271 { 271 {
272 if (IsPhysical && PhysBody.HasPhysicalBody) 272 if (IsPhysical && PhysBody.HasPhysicalBody)
273 PhysicsScene.PE.Activate(PhysBody, forceIt); 273 PhysScene.PE.Activate(PhysBody, forceIt);
274 } 274 }
275 275
276 // 'actors' act on the physical object to change or constrain its motion. These can range from 276 // 'actors' act on the physical object to change or constrain its motion. These can range from
@@ -333,29 +333,29 @@ public abstract class BSPhysObject : PhysicsActor
333 protected long CollisionAccumulation { get; set; } 333 protected long CollisionAccumulation { get; set; }
334 334
335 public override bool IsColliding { 335 public override bool IsColliding {
336 get { return (CollidingStep == PhysicsScene.SimulationStep); } 336 get { return (CollidingStep == PhysScene.SimulationStep); }
337 set { 337 set {
338 if (value) 338 if (value)
339 CollidingStep = PhysicsScene.SimulationStep; 339 CollidingStep = PhysScene.SimulationStep;
340 else 340 else
341 CollidingStep = 0; 341 CollidingStep = 0;
342 } 342 }
343 } 343 }
344 public override bool CollidingGround { 344 public override bool CollidingGround {
345 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } 345 get { return (CollidingGroundStep == PhysScene.SimulationStep); }
346 set 346 set
347 { 347 {
348 if (value) 348 if (value)
349 CollidingGroundStep = PhysicsScene.SimulationStep; 349 CollidingGroundStep = PhysScene.SimulationStep;
350 else 350 else
351 CollidingGroundStep = 0; 351 CollidingGroundStep = 0;
352 } 352 }
353 } 353 }
354 public override bool CollidingObj { 354 public override bool CollidingObj {
355 get { return (CollidingObjectStep == PhysicsScene.SimulationStep); } 355 get { return (CollidingObjectStep == PhysScene.SimulationStep); }
356 set { 356 set {
357 if (value) 357 if (value)
358 CollidingObjectStep = PhysicsScene.SimulationStep; 358 CollidingObjectStep = PhysScene.SimulationStep;
359 else 359 else
360 CollidingObjectStep = 0; 360 CollidingObjectStep = 0;
361 } 361 }
@@ -380,14 +380,14 @@ public abstract class BSPhysObject : PhysicsActor
380 bool ret = false; 380 bool ret = false;
381 381
382 // The following lines make IsColliding(), CollidingGround() and CollidingObj work 382 // The following lines make IsColliding(), CollidingGround() and CollidingObj work
383 CollidingStep = PhysicsScene.SimulationStep; 383 CollidingStep = PhysScene.SimulationStep;
384 if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) 384 if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID)
385 { 385 {
386 CollidingGroundStep = PhysicsScene.SimulationStep; 386 CollidingGroundStep = PhysScene.SimulationStep;
387 } 387 }
388 else 388 else
389 { 389 {
390 CollidingObjectStep = PhysicsScene.SimulationStep; 390 CollidingObjectStep = PhysScene.SimulationStep;
391 } 391 }
392 392
393 CollisionAccumulation++; 393 CollisionAccumulation++;
@@ -397,10 +397,10 @@ public abstract class BSPhysObject : PhysicsActor
397 397
398 // Make a collection of the collisions that happened the last simulation tick. 398 // Make a collection of the collisions that happened the last simulation tick.
399 // This is different than the collection created for sending up to the simulator as it is cleared every tick. 399 // This is different than the collection created for sending up to the simulator as it is cleared every tick.
400 if (CollisionsLastTickStep != PhysicsScene.SimulationStep) 400 if (CollisionsLastTickStep != PhysScene.SimulationStep)
401 { 401 {
402 CollisionsLastTick = new CollisionEventUpdate(); 402 CollisionsLastTick = new CollisionEventUpdate();
403 CollisionsLastTickStep = PhysicsScene.SimulationStep; 403 CollisionsLastTickStep = PhysScene.SimulationStep;
404 } 404 }
405 CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); 405 CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
406 406
@@ -427,9 +427,9 @@ public abstract class BSPhysObject : PhysicsActor
427 bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); 427 bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0);
428 428
429 // throttle the collisions to the number of milliseconds specified in the subscription 429 // throttle the collisions to the number of milliseconds specified in the subscription
430 if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) 430 if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime))
431 { 431 {
432 NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs; 432 NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs;
433 433
434 // We are called if we previously had collisions. If there are no collisions 434 // We are called if we previously had collisions. If there are no collisions
435 // this time, send up one last empty event so OpenSim can sense collision end. 435 // this time, send up one last empty event so OpenSim can sense collision end.
@@ -464,10 +464,10 @@ public abstract class BSPhysObject : PhysicsActor
464 // make sure first collision happens 464 // make sure first collision happens
465 NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); 465 NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
466 466
467 PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() 467 PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
468 { 468 {
469 if (PhysBody.HasPhysicalBody) 469 if (PhysBody.HasPhysicalBody)
470 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 470 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
471 }); 471 });
472 } 472 }
473 else 473 else
@@ -479,11 +479,11 @@ public abstract class BSPhysObject : PhysicsActor
479 public override void UnSubscribeEvents() { 479 public override void UnSubscribeEvents() {
480 // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); 480 // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
481 SubscribedEventsMs = 0; 481 SubscribedEventsMs = 0;
482 PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() 482 PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
483 { 483 {
484 // Make sure there is a body there because sometimes destruction happens in an un-ideal order. 484 // Make sure there is a body there because sometimes destruction happens in an un-ideal order.
485 if (PhysBody.HasPhysicalBody) 485 if (PhysBody.HasPhysicalBody)
486 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 486 CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
487 }); 487 });
488 } 488 }
489 // Return 'true' if the simulator wants collision events 489 // Return 'true' if the simulator wants collision events
@@ -497,7 +497,7 @@ public abstract class BSPhysObject : PhysicsActor
497 { 497 {
498 // Scale the collision count by the time since the last collision. 498 // Scale the collision count by the time since the last collision.
499 // The "+1" prevents dividing by zero. 499 // The "+1" prevents dividing by zero.
500 long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1; 500 long timeAgo = PhysScene.SimulationStep - CollidingStep + 1;
501 CollisionScore = CollisionAccumulation / timeAgo; 501 CollisionScore = CollisionAccumulation / timeAgo;
502 } 502 }
503 public override float CollisionScore { get; set; } 503 public override float CollisionScore { get; set; }
@@ -524,8 +524,8 @@ public abstract class BSPhysObject : PhysicsActor
524 // High performance detailed logging routine used by the physical objects. 524 // High performance detailed logging routine used by the physical objects.
525 protected void DetailLog(string msg, params Object[] args) 525 protected void DetailLog(string msg, params Object[] args)
526 { 526 {
527 if (PhysicsScene.PhysicsLogging.Enabled) 527 if (PhysScene.PhysicsLogging.Enabled)
528 PhysicsScene.DetailLog(msg, args); 528 PhysScene.DetailLog(msg, args);
529 } 529 }
530 530
531} 531}