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author | Robert Adams | 2012-09-23 18:39:46 -0700 |
---|---|---|
committer | Robert Adams | 2012-09-27 22:01:37 -0700 |
commit | d016051fa028a485b09fac47b3fa3d8fd08e207a (patch) | |
tree | 8f483976bb64b1328439b76754675126b09943b0 /OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |
parent | BulletSim: fix regression that caused cylindar shapes to have a box collision... (diff) | |
download | opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.zip opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.gz opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.bz2 opensim-SC_OLD-d016051fa028a485b09fac47b3fa3d8fd08e207a.tar.xz |
BulletSim: renamed members of BulletShape, BulletSim and BulletBody
so the members case is consistant. Caused modifications everywhere.
New logic in BSShapeCollection to track use and sharing of shapes.
I just reslized, though, that shapes cannot be shared because the
shape's UserPointer is the localID of the prim and is required
for tracking collisions. More changes coming.
Added DuplicateCollisionShape2() to API and changed BuildNativeShape2
to take a ShapeData structure so don't have to pass so many parameters.
This matches the latest version of BulletSim.dll.
Additions and removal of DetailLog() statements for debugging.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index fb802e4..093d2a4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -111,8 +111,8 @@ public class BSTerrainManager | |||
111 | BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), | 111 | BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), |
112 | ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE); | 112 | ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE); |
113 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | 113 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, |
114 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity)); | 114 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, Vector3.Zero, Quaternion.Identity)); |
115 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, m_groundPlane.Ptr); | 115 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr); |
116 | 116 | ||
117 | Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE); | 117 | Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE); |
118 | Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION); | 118 | Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION); |
@@ -128,13 +128,13 @@ public class BSTerrainManager | |||
128 | // Release all the terrain structures we might have allocated | 128 | // Release all the terrain structures we might have allocated |
129 | public void ReleaseGroundPlaneAndTerrain() | 129 | public void ReleaseGroundPlaneAndTerrain() |
130 | { | 130 | { |
131 | if (m_groundPlane.Ptr != IntPtr.Zero) | 131 | if (m_groundPlane.ptr != IntPtr.Zero) |
132 | { | 132 | { |
133 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, m_groundPlane.Ptr)) | 133 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr)) |
134 | { | 134 | { |
135 | BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, m_groundPlane.Ptr); | 135 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr); |
136 | } | 136 | } |
137 | m_groundPlane.Ptr = IntPtr.Zero; | 137 | m_groundPlane.ptr = IntPtr.Zero; |
138 | } | 138 | } |
139 | 139 | ||
140 | ReleaseTerrain(); | 140 | ReleaseTerrain(); |
@@ -145,9 +145,9 @@ public class BSTerrainManager | |||
145 | { | 145 | { |
146 | foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps) | 146 | foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps) |
147 | { | 147 | { |
148 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, kvp.Value.terrainBody.Ptr)) | 148 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr)) |
149 | { | 149 | { |
150 | BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, kvp.Value.terrainBody.Ptr); | 150 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr); |
151 | BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr); | 151 | BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr); |
152 | } | 152 | } |
153 | } | 153 | } |
@@ -248,17 +248,17 @@ public class BSTerrainManager | |||
248 | return; | 248 | return; |
249 | } | 249 | } |
250 | 250 | ||
251 | if (mapInfo.terrainBody.Ptr != IntPtr.Zero) | 251 | if (mapInfo.terrainBody.ptr != IntPtr.Zero) |
252 | { | 252 | { |
253 | // Updating an existing terrain. | 253 | // Updating an existing terrain. |
254 | DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", | 254 | DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", |
255 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); | 255 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); |
256 | 256 | ||
257 | // Remove from the dynamics world because we're going to mangle this object | 257 | // Remove from the dynamics world because we're going to mangle this object |
258 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | 258 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); |
259 | 259 | ||
260 | // Get rid of the old terrain | 260 | // Get rid of the old terrain |
261 | BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | 261 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); |
262 | BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr); | 262 | BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr); |
263 | mapInfo.Ptr = IntPtr.Zero; | 263 | mapInfo.Ptr = IntPtr.Zero; |
264 | 264 | ||
@@ -289,7 +289,7 @@ public class BSTerrainManager | |||
289 | BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); | 289 | BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); |
290 | 290 | ||
291 | mapInfo.ID = id; | 291 | mapInfo.ID = id; |
292 | mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.Ptr, mapInfo.ID, | 292 | mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID, |
293 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); | 293 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); |
294 | 294 | ||
295 | // The terrain object initial position is at the center of the object | 295 | // The terrain object initial position is at the center of the object |
@@ -303,7 +303,7 @@ public class BSTerrainManager | |||
303 | ShapeData.PhysicsShapeType.SHAPE_TERRAIN); | 303 | ShapeData.PhysicsShapeType.SHAPE_TERRAIN); |
304 | 304 | ||
305 | mapInfo.terrainBody = new BulletBody(mapInfo.ID, | 305 | mapInfo.terrainBody = new BulletBody(mapInfo.ID, |
306 | BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.Ptr, | 306 | BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr, |
307 | centerPos, Quaternion.Identity)); | 307 | centerPos, Quaternion.Identity)); |
308 | } | 308 | } |
309 | 309 | ||
@@ -311,22 +311,22 @@ public class BSTerrainManager | |||
311 | m_heightMaps[terrainRegionBase] = mapInfo; | 311 | m_heightMaps[terrainRegionBase] = mapInfo; |
312 | 312 | ||
313 | // Set current terrain attributes | 313 | // Set current terrain attributes |
314 | BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainFriction); | 314 | BulletSimAPI.SetFriction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction); |
315 | BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainHitFraction); | 315 | BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); |
316 | BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainRestitution); | 316 | BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); |
317 | BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 317 | BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); |
318 | 318 | ||
319 | BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero); | 319 | BulletSimAPI.SetMassProps2(mapInfo.terrainBody.ptr, 0f, Vector3.Zero); |
320 | BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr); | 320 | BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.ptr); |
321 | 321 | ||
322 | // Return the new terrain to the world of physical objects | 322 | // Return the new terrain to the world of physical objects |
323 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | 323 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); |
324 | 324 | ||
325 | // redo its bounding box now that it is in the world | 325 | // redo its bounding box now that it is in the world |
326 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | 326 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); |
327 | 327 | ||
328 | // Make sure the new shape is processed. | 328 | // Make sure the new shape is processed. |
329 | BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); | 329 | BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true); |
330 | 330 | ||
331 | m_terrainModified = true; | 331 | m_terrainModified = true; |
332 | }; | 332 | }; |
@@ -361,7 +361,7 @@ public class BSTerrainManager | |||
361 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); | 361 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); |
362 | // Create a new mapInfo that will be filled with the new info | 362 | // Create a new mapInfo that will be filled with the new info |
363 | mapInfo = new BulletHeightMapInfo(id, heightMapX, | 363 | mapInfo = new BulletHeightMapInfo(id, heightMapX, |
364 | BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.Ptr, newTerrainID, | 364 | BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID, |
365 | minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); | 365 | minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); |
366 | // Put the unfilled heightmap info into the collection of same | 366 | // Put the unfilled heightmap info into the collection of same |
367 | m_heightMaps.Add(terrainRegionBase, mapInfo); | 367 | m_heightMaps.Add(terrainRegionBase, mapInfo); |