diff options
author | Robert Adams | 2012-09-27 09:31:33 -0700 |
---|---|---|
committer | Robert Adams | 2012-09-27 22:02:03 -0700 |
commit | 7b65985047bdf0789fe3eccf8f515279f362abf1 (patch) | |
tree | e29509c2e8fc094d50dda62d841dbaa9cf91cfeb /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: remove the unused body management code from BSPrim. There is no go... (diff) | |
download | opensim-SC_OLD-7b65985047bdf0789fe3eccf8f515279f362abf1.zip opensim-SC_OLD-7b65985047bdf0789fe3eccf8f515279f362abf1.tar.gz opensim-SC_OLD-7b65985047bdf0789fe3eccf8f515279f362abf1.tar.bz2 opensim-SC_OLD-7b65985047bdf0789fe3eccf8f515279f362abf1.tar.xz |
BulletSim: remove the trailing spaces from lines to make git happier
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 212 |
1 files changed, 106 insertions, 106 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index e65e42b..8688485 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -158,12 +158,12 @@ public sealed class BSPrim : BSPhysObject | |||
158 | BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); | 158 | BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); |
159 | }); | 159 | }); |
160 | } | 160 | } |
161 | 161 | ||
162 | public override bool Stopped { | 162 | public override bool Stopped { |
163 | get { return _stopped; } | 163 | get { return _stopped; } |
164 | } | 164 | } |
165 | public override OMV.Vector3 Size { | 165 | public override OMV.Vector3 Size { |
166 | get { return _size; } | 166 | get { return _size; } |
167 | set { | 167 | set { |
168 | _size = value; | 168 | _size = value; |
169 | PhysicsScene.TaintedObject("BSPrim.setSize", delegate() | 169 | PhysicsScene.TaintedObject("BSPrim.setSize", delegate() |
@@ -174,7 +174,7 @@ public sealed class BSPrim : BSPhysObject | |||
174 | CreateGeomAndObject(true); | 174 | CreateGeomAndObject(true); |
175 | // DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, _scale, _mass, IsPhysical); | 175 | // DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, _scale, _mass, IsPhysical); |
176 | }); | 176 | }); |
177 | } | 177 | } |
178 | } | 178 | } |
179 | // Scale is what we set in the physics engine. It is different than 'size' in that | 179 | // Scale is what we set in the physics engine. It is different than 'size' in that |
180 | // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. | 180 | // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. |
@@ -183,7 +183,7 @@ public sealed class BSPrim : BSPhysObject | |||
183 | get { return _scale; } | 183 | get { return _scale; } |
184 | set { _scale = value; } | 184 | set { _scale = value; } |
185 | } | 185 | } |
186 | public override PrimitiveBaseShape Shape { | 186 | public override PrimitiveBaseShape Shape { |
187 | set { | 187 | set { |
188 | _pbs = value; | 188 | _pbs = value; |
189 | PhysicsScene.TaintedObject("BSPrim.setShape", delegate() | 189 | PhysicsScene.TaintedObject("BSPrim.setShape", delegate() |
@@ -191,13 +191,13 @@ public sealed class BSPrim : BSPhysObject | |||
191 | _mass = CalculateMass(); // changing the shape changes the mass | 191 | _mass = CalculateMass(); // changing the shape changes the mass |
192 | CreateGeomAndObject(true); | 192 | CreateGeomAndObject(true); |
193 | }); | 193 | }); |
194 | } | 194 | } |
195 | } | 195 | } |
196 | public override bool Grabbed { | 196 | public override bool Grabbed { |
197 | set { _grabbed = value; | 197 | set { _grabbed = value; |
198 | } | 198 | } |
199 | } | 199 | } |
200 | public override bool Selected { | 200 | public override bool Selected { |
201 | set { | 201 | set { |
202 | _isSelected = value; | 202 | _isSelected = value; |
203 | PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() | 203 | PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() |
@@ -205,7 +205,7 @@ public sealed class BSPrim : BSPhysObject | |||
205 | // DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); | 205 | // DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); |
206 | SetObjectDynamic(false); | 206 | SetObjectDynamic(false); |
207 | }); | 207 | }); |
208 | } | 208 | } |
209 | } | 209 | } |
210 | public override void CrossingFailure() { return; } | 210 | public override void CrossingFailure() { return; } |
211 | 211 | ||
@@ -219,10 +219,10 @@ public sealed class BSPrim : BSPhysObject | |||
219 | 219 | ||
220 | Linkset = parent.Linkset.AddMeToLinkset(this); | 220 | Linkset = parent.Linkset.AddMeToLinkset(this); |
221 | 221 | ||
222 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | 222 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", |
223 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | 223 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
224 | } | 224 | } |
225 | return; | 225 | return; |
226 | } | 226 | } |
227 | 227 | ||
228 | // delink me from my linkset | 228 | // delink me from my linkset |
@@ -232,12 +232,12 @@ public sealed class BSPrim : BSPhysObject | |||
232 | 232 | ||
233 | BSPhysObject parentBefore = Linkset.LinksetRoot; | 233 | BSPhysObject parentBefore = Linkset.LinksetRoot; |
234 | int childrenBefore = Linkset.NumberOfChildren; | 234 | int childrenBefore = Linkset.NumberOfChildren; |
235 | 235 | ||
236 | Linkset = Linkset.RemoveMeFromLinkset(this); | 236 | Linkset = Linkset.RemoveMeFromLinkset(this); |
237 | 237 | ||
238 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", | 238 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", |
239 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | 239 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
240 | return; | 240 | return; |
241 | } | 241 | } |
242 | 242 | ||
243 | // Set motion values to zero. | 243 | // Set motion values to zero. |
@@ -258,21 +258,21 @@ public sealed class BSPrim : BSPhysObject | |||
258 | } | 258 | } |
259 | 259 | ||
260 | public override void LockAngularMotion(OMV.Vector3 axis) | 260 | public override void LockAngularMotion(OMV.Vector3 axis) |
261 | { | 261 | { |
262 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | 262 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); |
263 | return; | 263 | return; |
264 | } | 264 | } |
265 | 265 | ||
266 | public override OMV.Vector3 Position { | 266 | public override OMV.Vector3 Position { |
267 | get { | 267 | get { |
268 | if (!Linkset.IsRoot(this)) | 268 | if (!Linkset.IsRoot(this)) |
269 | // child prims move around based on their parent. Need to get the latest location | 269 | // child prims move around based on their parent. Need to get the latest location |
270 | _position = BulletSimAPI.GetPosition2(BSBody.ptr); | 270 | _position = BulletSimAPI.GetPosition2(BSBody.ptr); |
271 | 271 | ||
272 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 272 | // don't do the GetObjectPosition for root elements because this function is called a zillion times |
273 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | 273 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); |
274 | return _position; | 274 | return _position; |
275 | } | 275 | } |
276 | set { | 276 | set { |
277 | _position = value; | 277 | _position = value; |
278 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 278 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
@@ -281,13 +281,13 @@ public sealed class BSPrim : BSPhysObject | |||
281 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 281 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
282 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 282 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); |
283 | }); | 283 | }); |
284 | } | 284 | } |
285 | } | 285 | } |
286 | 286 | ||
287 | // Return the effective mass of the object. | 287 | // Return the effective mass of the object. |
288 | // If there are multiple items in the linkset, add them together for the root | 288 | // If there are multiple items in the linkset, add them together for the root |
289 | public override float Mass | 289 | public override float Mass |
290 | { | 290 | { |
291 | get | 291 | get |
292 | { | 292 | { |
293 | // return Linkset.LinksetMass; | 293 | // return Linkset.LinksetMass; |
@@ -310,8 +310,8 @@ public sealed class BSPrim : BSPhysObject | |||
310 | get { return Linkset.GeometricCenter; } | 310 | get { return Linkset.GeometricCenter; } |
311 | } | 311 | } |
312 | 312 | ||
313 | public override OMV.Vector3 Force { | 313 | public override OMV.Vector3 Force { |
314 | get { return _force; } | 314 | get { return _force; } |
315 | set { | 315 | set { |
316 | _force = value; | 316 | _force = value; |
317 | PhysicsScene.TaintedObject("BSPrim.setForce", delegate() | 317 | PhysicsScene.TaintedObject("BSPrim.setForce", delegate() |
@@ -319,13 +319,13 @@ public sealed class BSPrim : BSPhysObject | |||
319 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 319 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
320 | BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); | 320 | BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); |
321 | }); | 321 | }); |
322 | } | 322 | } |
323 | } | 323 | } |
324 | 324 | ||
325 | public override int VehicleType { | 325 | public override int VehicleType { |
326 | get { | 326 | get { |
327 | return (int)_vehicle.Type; // if we are a vehicle, return that type | 327 | return (int)_vehicle.Type; // if we are a vehicle, return that type |
328 | } | 328 | } |
329 | set { | 329 | set { |
330 | Vehicle type = (Vehicle)value; | 330 | Vehicle type = (Vehicle)value; |
331 | BSPrim vehiclePrim = this; | 331 | BSPrim vehiclePrim = this; |
@@ -337,30 +337,30 @@ public sealed class BSPrim : BSPhysObject | |||
337 | // Tell the scene about the vehicle so it will get processing each frame. | 337 | // Tell the scene about the vehicle so it will get processing each frame. |
338 | PhysicsScene.VehicleInSceneTypeChanged(this, type); | 338 | PhysicsScene.VehicleInSceneTypeChanged(this, type); |
339 | }); | 339 | }); |
340 | } | 340 | } |
341 | } | 341 | } |
342 | public override void VehicleFloatParam(int param, float value) | 342 | public override void VehicleFloatParam(int param, float value) |
343 | { | 343 | { |
344 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 344 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
345 | { | 345 | { |
346 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | 346 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); |
347 | }); | 347 | }); |
348 | } | 348 | } |
349 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 349 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
350 | { | 350 | { |
351 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 351 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
352 | { | 352 | { |
353 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | 353 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); |
354 | }); | 354 | }); |
355 | } | 355 | } |
356 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 356 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
357 | { | 357 | { |
358 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 358 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
359 | { | 359 | { |
360 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | 360 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); |
361 | }); | 361 | }); |
362 | } | 362 | } |
363 | public override void VehicleFlags(int param, bool remove) | 363 | public override void VehicleFlags(int param, bool remove) |
364 | { | 364 | { |
365 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() | 365 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() |
366 | { | 366 | { |
@@ -388,11 +388,11 @@ public sealed class BSPrim : BSPhysObject | |||
388 | SetObjectDynamic(true); | 388 | SetObjectDynamic(true); |
389 | }); | 389 | }); |
390 | } | 390 | } |
391 | return; | 391 | return; |
392 | } | 392 | } |
393 | 393 | ||
394 | public override OMV.Vector3 Velocity { | 394 | public override OMV.Vector3 Velocity { |
395 | get { return _velocity; } | 395 | get { return _velocity; } |
396 | set { | 396 | set { |
397 | _velocity = value; | 397 | _velocity = value; |
398 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() | 398 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() |
@@ -400,24 +400,24 @@ public sealed class BSPrim : BSPhysObject | |||
400 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 400 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
401 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); | 401 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); |
402 | }); | 402 | }); |
403 | } | 403 | } |
404 | } | 404 | } |
405 | public override OMV.Vector3 Torque { | 405 | public override OMV.Vector3 Torque { |
406 | get { return _torque; } | 406 | get { return _torque; } |
407 | set { _torque = value; | 407 | set { _torque = value; |
408 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | 408 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
409 | } | 409 | } |
410 | } | 410 | } |
411 | public override float CollisionScore { | 411 | public override float CollisionScore { |
412 | get { return _collisionScore; } | 412 | get { return _collisionScore; } |
413 | set { _collisionScore = value; | 413 | set { _collisionScore = value; |
414 | } | 414 | } |
415 | } | 415 | } |
416 | public override OMV.Vector3 Acceleration { | 416 | public override OMV.Vector3 Acceleration { |
417 | get { return _acceleration; } | 417 | get { return _acceleration; } |
418 | set { _acceleration = value; } | 418 | set { _acceleration = value; } |
419 | } | 419 | } |
420 | public override OMV.Quaternion Orientation { | 420 | public override OMV.Quaternion Orientation { |
421 | get { | 421 | get { |
422 | if (!Linkset.IsRoot(this)) | 422 | if (!Linkset.IsRoot(this)) |
423 | { | 423 | { |
@@ -425,7 +425,7 @@ public sealed class BSPrim : BSPhysObject | |||
425 | _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); | 425 | _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); |
426 | } | 426 | } |
427 | return _orientation; | 427 | return _orientation; |
428 | } | 428 | } |
429 | set { | 429 | set { |
430 | _orientation = value; | 430 | _orientation = value; |
431 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? | 431 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? |
@@ -435,14 +435,14 @@ public sealed class BSPrim : BSPhysObject | |||
435 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 435 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
436 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 436 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); |
437 | }); | 437 | }); |
438 | } | 438 | } |
439 | } | 439 | } |
440 | public override int PhysicsActorType { | 440 | public override int PhysicsActorType { |
441 | get { return _physicsActorType; } | 441 | get { return _physicsActorType; } |
442 | set { _physicsActorType = value; } | 442 | set { _physicsActorType = value; } |
443 | } | 443 | } |
444 | public override bool IsPhysical { | 444 | public override bool IsPhysical { |
445 | get { return _isPhysical; } | 445 | get { return _isPhysical; } |
446 | set { | 446 | set { |
447 | if (_isPhysical != value) | 447 | if (_isPhysical != value) |
448 | { | 448 | { |
@@ -453,7 +453,7 @@ public sealed class BSPrim : BSPhysObject | |||
453 | SetObjectDynamic(true); | 453 | SetObjectDynamic(true); |
454 | }); | 454 | }); |
455 | } | 455 | } |
456 | } | 456 | } |
457 | } | 457 | } |
458 | 458 | ||
459 | // An object is static (does not move) if selected or not physical | 459 | // An object is static (does not move) if selected or not physical |
@@ -519,7 +519,7 @@ public sealed class BSPrim : BSPhysObject | |||
519 | // had been automatically disabled when the mass was set to zero. | 519 | // had been automatically disabled when the mass was set to zero. |
520 | Linkset.Refresh(this); | 520 | Linkset.Refresh(this); |
521 | 521 | ||
522 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", | 522 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", |
523 | LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape); | 523 | LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape); |
524 | } | 524 | } |
525 | 525 | ||
@@ -630,31 +630,31 @@ public sealed class BSPrim : BSPhysObject | |||
630 | } | 630 | } |
631 | 631 | ||
632 | // prims don't fly | 632 | // prims don't fly |
633 | public override bool Flying { | 633 | public override bool Flying { |
634 | get { return _flying; } | 634 | get { return _flying; } |
635 | set { | 635 | set { |
636 | _flying = value; | 636 | _flying = value; |
637 | } | 637 | } |
638 | } | 638 | } |
639 | public override bool SetAlwaysRun { | 639 | public override bool SetAlwaysRun { |
640 | get { return _setAlwaysRun; } | 640 | get { return _setAlwaysRun; } |
641 | set { _setAlwaysRun = value; } | 641 | set { _setAlwaysRun = value; } |
642 | } | 642 | } |
643 | public override bool ThrottleUpdates { | 643 | public override bool ThrottleUpdates { |
644 | get { return _throttleUpdates; } | 644 | get { return _throttleUpdates; } |
645 | set { _throttleUpdates = value; } | 645 | set { _throttleUpdates = value; } |
646 | } | 646 | } |
647 | public override bool IsColliding { | 647 | public override bool IsColliding { |
648 | get { return (CollidingStep == PhysicsScene.SimulationStep); } | 648 | get { return (CollidingStep == PhysicsScene.SimulationStep); } |
649 | set { _isColliding = value; } | 649 | set { _isColliding = value; } |
650 | } | 650 | } |
651 | public override bool CollidingGround { | 651 | public override bool CollidingGround { |
652 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } | 652 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } |
653 | set { _collidingGround = value; } | 653 | set { _collidingGround = value; } |
654 | } | 654 | } |
655 | public override bool CollidingObj { | 655 | public override bool CollidingObj { |
656 | get { return _collidingObj; } | 656 | get { return _collidingObj; } |
657 | set { _collidingObj = value; } | 657 | set { _collidingObj = value; } |
658 | } | 658 | } |
659 | public bool IsPhantom { | 659 | public bool IsPhantom { |
660 | get { | 660 | get { |
@@ -664,10 +664,10 @@ public sealed class BSPrim : BSPhysObject | |||
664 | return false; | 664 | return false; |
665 | } | 665 | } |
666 | } | 666 | } |
667 | public override bool FloatOnWater { | 667 | public override bool FloatOnWater { |
668 | set { _floatOnWater = value; } | 668 | set { _floatOnWater = value; } |
669 | } | 669 | } |
670 | public override OMV.Vector3 RotationalVelocity { | 670 | public override OMV.Vector3 RotationalVelocity { |
671 | get { | 671 | get { |
672 | /* | 672 | /* |
673 | OMV.Vector3 pv = OMV.Vector3.Zero; | 673 | OMV.Vector3 pv = OMV.Vector3.Zero; |
@@ -679,7 +679,7 @@ public sealed class BSPrim : BSPhysObject | |||
679 | */ | 679 | */ |
680 | 680 | ||
681 | return _rotationalVelocity; | 681 | return _rotationalVelocity; |
682 | } | 682 | } |
683 | set { | 683 | set { |
684 | _rotationalVelocity = value; | 684 | _rotationalVelocity = value; |
685 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 685 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
@@ -688,16 +688,16 @@ public sealed class BSPrim : BSPhysObject | |||
688 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 688 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
689 | BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); | 689 | BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); |
690 | }); | 690 | }); |
691 | } | 691 | } |
692 | } | 692 | } |
693 | public override bool Kinematic { | 693 | public override bool Kinematic { |
694 | get { return _kinematic; } | 694 | get { return _kinematic; } |
695 | set { _kinematic = value; | 695 | set { _kinematic = value; |
696 | // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); | 696 | // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); |
697 | } | 697 | } |
698 | } | 698 | } |
699 | public override float Buoyancy { | 699 | public override float Buoyancy { |
700 | get { return _buoyancy; } | 700 | get { return _buoyancy; } |
701 | set { | 701 | set { |
702 | _buoyancy = value; | 702 | _buoyancy = value; |
703 | PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() | 703 | PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() |
@@ -707,32 +707,32 @@ public sealed class BSPrim : BSPhysObject | |||
707 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 707 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); |
708 | BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); | 708 | BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); |
709 | }); | 709 | }); |
710 | } | 710 | } |
711 | } | 711 | } |
712 | 712 | ||
713 | // Used for MoveTo | 713 | // Used for MoveTo |
714 | public override OMV.Vector3 PIDTarget { | 714 | public override OMV.Vector3 PIDTarget { |
715 | set { _PIDTarget = value; } | 715 | set { _PIDTarget = value; } |
716 | } | 716 | } |
717 | public override bool PIDActive { | 717 | public override bool PIDActive { |
718 | set { _usePID = value; } | 718 | set { _usePID = value; } |
719 | } | 719 | } |
720 | public override float PIDTau { | 720 | public override float PIDTau { |
721 | set { _PIDTau = value; } | 721 | set { _PIDTau = value; } |
722 | } | 722 | } |
723 | 723 | ||
724 | // Used for llSetHoverHeight and maybe vehicle height | 724 | // Used for llSetHoverHeight and maybe vehicle height |
725 | // Hover Height will override MoveTo target's Z | 725 | // Hover Height will override MoveTo target's Z |
726 | public override bool PIDHoverActive { | 726 | public override bool PIDHoverActive { |
727 | set { _useHoverPID = value; } | 727 | set { _useHoverPID = value; } |
728 | } | 728 | } |
729 | public override float PIDHoverHeight { | 729 | public override float PIDHoverHeight { |
730 | set { _PIDHoverHeight = value; } | 730 | set { _PIDHoverHeight = value; } |
731 | } | 731 | } |
732 | public override PIDHoverType PIDHoverType { | 732 | public override PIDHoverType PIDHoverType { |
733 | set { _PIDHoverType = value; } | 733 | set { _PIDHoverType = value; } |
734 | } | 734 | } |
735 | public override float PIDHoverTau { | 735 | public override float PIDHoverTau { |
736 | set { _PIDHoverTao = value; } | 736 | set { _PIDHoverTao = value; } |
737 | } | 737 | } |
738 | 738 | ||
@@ -773,11 +773,11 @@ public sealed class BSPrim : BSPhysObject | |||
773 | }); | 773 | }); |
774 | } | 774 | } |
775 | 775 | ||
776 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 776 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
777 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | 777 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); |
778 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | 778 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); |
779 | } | 779 | } |
780 | public override void SetMomentum(OMV.Vector3 momentum) { | 780 | public override void SetMomentum(OMV.Vector3 momentum) { |
781 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | 781 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); |
782 | } | 782 | } |
783 | #region Mass Calculation | 783 | #region Mass Calculation |
@@ -789,8 +789,8 @@ public sealed class BSPrim : BSPhysObject | |||
789 | 789 | ||
790 | float returnMass = 0; | 790 | float returnMass = 0; |
791 | float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; | 791 | float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; |
792 | float hollowVolume = hollowAmount * hollowAmount; | 792 | float hollowVolume = hollowAmount * hollowAmount; |
793 | 793 | ||
794 | switch (_pbs.ProfileShape) | 794 | switch (_pbs.ProfileShape) |
795 | { | 795 | { |
796 | case ProfileShape.Square: | 796 | case ProfileShape.Square: |
@@ -826,16 +826,16 @@ public sealed class BSPrim : BSPhysObject | |||
826 | 826 | ||
827 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) | 827 | else if (_pbs.PathCurve == (byte)Extrusion.Curve1) |
828 | { | 828 | { |
829 | //a tube | 829 | //a tube |
830 | 830 | ||
831 | volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); | 831 | volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); |
832 | tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); | 832 | tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); |
833 | volume -= volume*tmp*tmp; | 833 | volume -= volume*tmp*tmp; |
834 | 834 | ||
835 | if (hollowAmount > 0.0) | 835 | if (hollowAmount > 0.0) |
836 | { | 836 | { |
837 | hollowVolume *= hollowAmount; | 837 | hollowVolume *= hollowAmount; |
838 | 838 | ||
839 | switch (_pbs.HollowShape) | 839 | switch (_pbs.HollowShape) |
840 | { | 840 | { |
841 | case HollowShape.Square: | 841 | case HollowShape.Square: |
@@ -894,7 +894,7 @@ public sealed class BSPrim : BSPhysObject | |||
894 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); | 894 | volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); |
895 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); | 895 | tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); |
896 | volume *= (1.0f - tmp * tmp); | 896 | volume *= (1.0f - tmp * tmp); |
897 | 897 | ||
898 | if (hollowAmount > 0.0) | 898 | if (hollowAmount > 0.0) |
899 | { | 899 | { |
900 | 900 | ||
@@ -1118,7 +1118,7 @@ public sealed class BSPrim : BSPhysObject | |||
1118 | PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs); | 1118 | PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs); |
1119 | 1119 | ||
1120 | Linkset = Linkset.AddMeToLinkset(this); | 1120 | Linkset = Linkset.AddMeToLinkset(this); |
1121 | 1121 | ||
1122 | // Make sure the properties are set on the new object | 1122 | // Make sure the properties are set on the new object |
1123 | UpdatePhysicalParameters(); | 1123 | UpdatePhysicalParameters(); |
1124 | return; | 1124 | return; |
@@ -1210,7 +1210,7 @@ public sealed class BSPrim : BSPhysObject | |||
1210 | { | 1210 | { |
1211 | // For debugging, we can also report the movement of children | 1211 | // For debugging, we can also report the movement of children |
1212 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1212 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1213 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 1213 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
1214 | entprop.Acceleration, entprop.RotationalVelocity); | 1214 | entprop.Acceleration, entprop.RotationalVelocity); |
1215 | } | 1215 | } |
1216 | */ | 1216 | */ |