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authorRobert Adams2012-09-19 08:21:29 -0700
committerRobert Adams2012-09-27 22:01:21 -0700
commita27e4ce6cbfb0a2e852624fd4d81121ca829f85c (patch)
treecd467ddf5dcc8a7109eef5d82f1929c1b5bf77b8 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
parentBulletSim: Convert BSCharacter to use common BSPhysObject code and variables. (diff)
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BulletSim: add class and infrastructure for shape and object
tracking in the C# code. Needed for the changing body type (to and from GhostObjects) for volumeDetect.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs16
1 files changed, 10 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index dabced5..76da42d 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -73,8 +73,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
73 73
74 public string BulletSimVersion = "?"; 74 public string BulletSimVersion = "?";
75 75
76 public Dictionary<uint, BSPhysObject> PhysObjects = new Dictionary<uint, BSPhysObject>(); 76 public Dictionary<uint, BSPhysObject> PhysObjects;
77 public BSShapeCollection Shapes;
77 78
79 // Keeping track of the objects with collisions so we can report begin and end of a collision
78 public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>(); 80 public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>();
79 public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>(); 81 public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>();
80 // Keep track of all the avatars so we can send them a collision event 82 // Keep track of all the avatars so we can send them a collision event
@@ -203,6 +205,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
203 205
204 public override void Initialise(IMesher meshmerizer, IConfigSource config) 206 public override void Initialise(IMesher meshmerizer, IConfigSource config)
205 { 207 {
208 mesher = meshmerizer;
209 _taintedObjects = new List<TaintCallbackEntry>();
210 PhysObjects = new Dictionary<uint, BSPhysObject>();
211 Shapes = new BSShapeCollection(this);
212
206 // Allocate pinned memory to pass parameters. 213 // Allocate pinned memory to pass parameters.
207 m_params = new ConfigurationParameters[1]; 214 m_params = new ConfigurationParameters[1];
208 m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned); 215 m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned);
@@ -216,12 +223,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
216 m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; 223 m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
217 m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); 224 m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
218 225
219 mesher = meshmerizer;
220 _taintedObjects = new List<TaintCallbackEntry>();
221
222 // Enable very detailed logging. 226 // Enable very detailed logging.
223 // By creating an empty logger when not logging, the log message invocation code 227 // By creating an empty logger when not logging, the log message invocation code
224 // can be left in and every call doesn't have to check for null. 228 // can be left in and every call doesn't have to check for null.
225 if (m_physicsLoggingEnabled) 229 if (m_physicsLoggingEnabled)
226 { 230 {
227 PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); 231 PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes);
@@ -252,7 +256,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
252 // a child in a mega-region. 256 // a child in a mega-region.
253 // Turns out that Bullet really doesn't care about the extents of the simulated 257 // Turns out that Bullet really doesn't care about the extents of the simulated
254 // area. It tracks active objects no matter where they are. 258 // area. It tracks active objects no matter where they are.
255 Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f); 259 Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
256 260
257 // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); 261 // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
258 WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), 262 WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(),