diff options
author | Robert Adams | 2013-04-29 07:54:50 -0700 |
---|---|---|
committer | Robert Adams | 2013-04-29 07:54:50 -0700 |
commit | 92ee288d666963aae2a058cc964be009a504f084 (patch) | |
tree | 8c18c28f2ca757c6883c4c5d3b82e06d47962ee2 /OpenSim/Region/Physics/BulletSPlugin | |
parent | BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or 'm_phys... (diff) | |
download | opensim-SC_OLD-92ee288d666963aae2a058cc964be009a504f084.zip opensim-SC_OLD-92ee288d666963aae2a058cc964be009a504f084.tar.gz opensim-SC_OLD-92ee288d666963aae2a058cc964be009a504f084.tar.bz2 opensim-SC_OLD-92ee288d666963aae2a058cc964be009a504f084.tar.xz |
BulletSim: remove trailing white space to make git happier. No functional changes.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
20 files changed, 152 insertions, 152 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 8a22bc7..231f0f8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | |||
@@ -75,7 +75,7 @@ private sealed class BulletBodyUnman : BulletBody | |||
75 | private sealed class BulletShapeUnman : BulletShape | 75 | private sealed class BulletShapeUnman : BulletShape |
76 | { | 76 | { |
77 | public IntPtr ptr; | 77 | public IntPtr ptr; |
78 | public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) | 78 | public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) |
79 | : base() | 79 | : base() |
80 | { | 80 | { |
81 | ptr = xx; | 81 | ptr = xx; |
@@ -255,7 +255,7 @@ public override BulletShape CreateHullShape(BulletWorld world, int hullCount, fl | |||
255 | { | 255 | { |
256 | BulletWorldUnman worldu = world as BulletWorldUnman; | 256 | BulletWorldUnman worldu = world as BulletWorldUnman; |
257 | return new BulletShapeUnman( | 257 | return new BulletShapeUnman( |
258 | BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), | 258 | BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), |
259 | BSPhysicsShapeType.SHAPE_HULL); | 259 | BSPhysicsShapeType.SHAPE_HULL); |
260 | } | 260 | } |
261 | 261 | ||
@@ -1503,7 +1503,7 @@ public static extern void DestroyObject2(IntPtr sim, IntPtr obj); | |||
1503 | public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); | 1503 | public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); |
1504 | 1504 | ||
1505 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1505 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1506 | public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight, | 1506 | public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight, |
1507 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, | 1507 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, |
1508 | float scaleFactor, float collisionMargin); | 1508 | float scaleFactor, float collisionMargin); |
1509 | 1509 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 1ef8b17..59780ae 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | |||
@@ -81,7 +81,7 @@ private sealed class BulletBodyXNA : BulletBody | |||
81 | private sealed class BulletShapeXNA : BulletShape | 81 | private sealed class BulletShapeXNA : BulletShape |
82 | { | 82 | { |
83 | public CollisionShape shape; | 83 | public CollisionShape shape; |
84 | public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) | 84 | public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) |
85 | : base() | 85 | : base() |
86 | { | 86 | { |
87 | shape = xx; | 87 | shape = xx; |
@@ -137,8 +137,8 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
137 | internal int LastEntityProperty = 0; | 137 | internal int LastEntityProperty = 0; |
138 | 138 | ||
139 | internal EntityProperties[] UpdatedObjects; | 139 | internal EntityProperties[] UpdatedObjects; |
140 | internal Dictionary<uint, GhostObject> specialCollisionObjects; | 140 | internal Dictionary<uint, GhostObject> specialCollisionObjects; |
141 | 141 | ||
142 | private static int m_collisionsThisFrame; | 142 | private static int m_collisionsThisFrame; |
143 | private BSScene PhysicsScene { get; set; } | 143 | private BSScene PhysicsScene { get; set; } |
144 | 144 | ||
@@ -151,7 +151,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
151 | } | 151 | } |
152 | 152 | ||
153 | /// <summary> | 153 | /// <summary> |
154 | /// | 154 | /// |
155 | /// </summary> | 155 | /// </summary> |
156 | /// <param name="p"></param> | 156 | /// <param name="p"></param> |
157 | /// <param name="p_2"></param> | 157 | /// <param name="p_2"></param> |
@@ -174,7 +174,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
174 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | 174 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
175 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; | 175 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; |
176 | world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects); | 176 | world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects); |
177 | 177 | ||
178 | return true; | 178 | return true; |
179 | 179 | ||
180 | } | 180 | } |
@@ -300,7 +300,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
300 | public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) { | 300 | public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) { |
301 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | 301 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
302 | return world.GetForceUpdateAllAabbs(); | 302 | return world.GetForceUpdateAllAabbs(); |
303 | 303 | ||
304 | } | 304 | } |
305 | public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce) | 305 | public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce) |
306 | { | 306 | { |
@@ -404,7 +404,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
404 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | 404 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); |
405 | mat._origin = vposition; | 405 | mat._origin = vposition; |
406 | collisionObject.SetWorldTransform(mat); | 406 | collisionObject.SetWorldTransform(mat); |
407 | 407 | ||
408 | } | 408 | } |
409 | 409 | ||
410 | public override Vector3 GetPosition(BulletBody pCollisionObject) | 410 | public override Vector3 GetPosition(BulletBody pCollisionObject) |
@@ -457,7 +457,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
457 | { | 457 | { |
458 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | 458 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
459 | collisionObject.Activate(pforceactivation); | 459 | collisionObject.Activate(pforceactivation); |
460 | 460 | ||
461 | } | 461 | } |
462 | 462 | ||
463 | public override Quaternion GetOrientation(BulletBody pCollisionObject) | 463 | public override Quaternion GetOrientation(BulletBody pCollisionObject) |
@@ -486,7 +486,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
486 | { | 486 | { |
487 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | 487 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
488 | return collisionObject.GetCcdSweptSphereRadius(); | 488 | return collisionObject.GetCcdSweptSphereRadius(); |
489 | 489 | ||
490 | } | 490 | } |
491 | 491 | ||
492 | public override IntPtr GetUserPointer(BulletBody pCollisionObject) | 492 | public override IntPtr GetUserPointer(BulletBody pCollisionObject) |
@@ -559,8 +559,8 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
559 | } | 559 | } |
560 | 560 | ||
561 | 561 | ||
562 | public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, | 562 | public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, |
563 | Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, | 563 | Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, |
564 | bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | 564 | bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) |
565 | 565 | ||
566 | { | 566 | { |
@@ -604,7 +604,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
604 | } | 604 | } |
605 | 605 | ||
606 | /// <summary> | 606 | /// <summary> |
607 | /// | 607 | /// |
608 | /// </summary> | 608 | /// </summary> |
609 | /// <param name="pWorld"></param> | 609 | /// <param name="pWorld"></param> |
610 | /// <param name="pBody1"></param> | 610 | /// <param name="pBody1"></param> |
@@ -824,7 +824,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
824 | { | 824 | { |
825 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | 825 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
826 | float angularDamping = body.GetAngularDamping(); | 826 | float angularDamping = body.GetAngularDamping(); |
827 | body.SetDamping(lin_damping, angularDamping); | 827 | body.SetDamping(lin_damping, angularDamping); |
828 | } | 828 | } |
829 | 829 | ||
830 | public override float GetLinearDamping(BulletBody pBody) | 830 | public override float GetLinearDamping(BulletBody pBody) |
@@ -907,7 +907,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
907 | RigidBody bo = co as RigidBody; | 907 | RigidBody bo = co as RigidBody; |
908 | if (bo == null) | 908 | if (bo == null) |
909 | { | 909 | { |
910 | 910 | ||
911 | if (world.IsInWorld(co)) | 911 | if (world.IsInWorld(co)) |
912 | { | 912 | { |
913 | world.RemoveCollisionObject(co); | 913 | world.RemoveCollisionObject(co); |
@@ -915,7 +915,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
915 | } | 915 | } |
916 | else | 916 | else |
917 | { | 917 | { |
918 | 918 | ||
919 | if (world.IsInWorld(bo)) | 919 | if (world.IsInWorld(bo)) |
920 | { | 920 | { |
921 | world.RemoveRigidBody(bo); | 921 | world.RemoveRigidBody(bo); |
@@ -947,7 +947,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
947 | 947 | ||
948 | // TODO: Turn this from a reference copy to a Value Copy. | 948 | // TODO: Turn this from a reference copy to a Value Copy. |
949 | BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType())); | 949 | BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType())); |
950 | 950 | ||
951 | return shape2; | 951 | return shape2; |
952 | } | 952 | } |
953 | 953 | ||
@@ -957,7 +957,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
957 | return false; | 957 | return false; |
958 | } | 958 | } |
959 | //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); | 959 | //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); |
960 | 960 | ||
961 | public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | 961 | public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) |
962 | { | 962 | { |
963 | CollisionWorld world = (pWorld as BulletWorldXNA).world; | 963 | CollisionWorld world = (pWorld as BulletWorldXNA).world; |
@@ -993,11 +993,11 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
993 | m_startWorldTransform = IndexedMatrix.Identity; | 993 | m_startWorldTransform = IndexedMatrix.Identity; |
994 | */ | 994 | */ |
995 | body.SetUserPointer(pLocalID); | 995 | body.SetUserPointer(pLocalID); |
996 | 996 | ||
997 | return new BulletBodyXNA(pLocalID, body); | 997 | return new BulletBodyXNA(pLocalID, body); |
998 | } | 998 | } |
999 | 999 | ||
1000 | 1000 | ||
1001 | public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | 1001 | public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) |
1002 | { | 1002 | { |
1003 | 1003 | ||
@@ -1025,7 +1025,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1025 | public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) | 1025 | public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) |
1026 | { | 1026 | { |
1027 | 1027 | ||
1028 | /* TODO */ | 1028 | /* TODO */ |
1029 | return Vector3.Zero; | 1029 | return Vector3.Zero; |
1030 | } | 1030 | } |
1031 | public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } | 1031 | public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } |
@@ -1035,7 +1035,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1035 | { | 1035 | { |
1036 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | 1036 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
1037 | return collisionObject.IsStaticObject(); | 1037 | return collisionObject.IsStaticObject(); |
1038 | 1038 | ||
1039 | } | 1039 | } |
1040 | public override bool IsKinematicObject(BulletBody pCollisionObject) | 1040 | public override bool IsKinematicObject(BulletBody pCollisionObject) |
1041 | { | 1041 | { |
@@ -1098,10 +1098,10 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1098 | return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null)); | 1098 | return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null)); |
1099 | } | 1099 | } |
1100 | 1100 | ||
1101 | private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, | 1101 | private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, |
1102 | ConfigurationParameters[] o, | 1102 | ConfigurationParameters[] o, |
1103 | int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray, | 1103 | int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray, |
1104 | int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, | 1104 | int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, |
1105 | object mDebugLogCallbackHandle) | 1105 | object mDebugLogCallbackHandle) |
1106 | { | 1106 | { |
1107 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); | 1107 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); |
@@ -1138,9 +1138,9 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1138 | p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth; | 1138 | p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth; |
1139 | p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight; | 1139 | p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight; |
1140 | p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold; | 1140 | p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold; |
1141 | 1141 | ||
1142 | p.vehicleAngularDamping = BSParam.VehicleAngularDamping; | 1142 | p.vehicleAngularDamping = BSParam.VehicleAngularDamping; |
1143 | 1143 | ||
1144 | p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; | 1144 | p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; |
1145 | p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; | 1145 | p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; |
1146 | p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; | 1146 | p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; |
@@ -1160,7 +1160,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1160 | p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations; | 1160 | p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations; |
1161 | p.physicsLoggingFrames = o[0].physicsLoggingFrames; | 1161 | p.physicsLoggingFrames = o[0].physicsLoggingFrames; |
1162 | DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); | 1162 | DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); |
1163 | 1163 | ||
1164 | DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); | 1164 | DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); |
1165 | CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); | 1165 | CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); |
1166 | 1166 | ||
@@ -1263,7 +1263,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1263 | } | 1263 | } |
1264 | } | 1264 | } |
1265 | return ret; | 1265 | return ret; |
1266 | 1266 | ||
1267 | } | 1267 | } |
1268 | 1268 | ||
1269 | public override float GetAngularMotionDisc(BulletShape pShape) | 1269 | public override float GetAngularMotionDisc(BulletShape pShape) |
@@ -1353,10 +1353,10 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1353 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | 1353 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1354 | gObj.SetCollisionShape(shape); | 1354 | gObj.SetCollisionShape(shape); |
1355 | gObj.SetUserPointer(pLocalID); | 1355 | gObj.SetUserPointer(pLocalID); |
1356 | 1356 | ||
1357 | if (specialCollisionObjects.ContainsKey(pLocalID)) | 1357 | if (specialCollisionObjects.ContainsKey(pLocalID)) |
1358 | specialCollisionObjects[pLocalID] = gObj; | 1358 | specialCollisionObjects[pLocalID] = gObj; |
1359 | else | 1359 | else |
1360 | specialCollisionObjects.Add(pLocalID, gObj); | 1360 | specialCollisionObjects.Add(pLocalID, gObj); |
1361 | 1361 | ||
1362 | // TODO: Add to Special CollisionObjects! | 1362 | // TODO: Add to Special CollisionObjects! |
@@ -1447,8 +1447,8 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1447 | return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType())); | 1447 | return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType())); |
1448 | } | 1448 | } |
1449 | 1449 | ||
1450 | public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { | 1450 | public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { |
1451 | 1451 | ||
1452 | if (cShape == null) | 1452 | if (cShape == null) |
1453 | return null; | 1453 | return null; |
1454 | CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape; | 1454 | CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape; |
@@ -1456,7 +1456,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1456 | BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType())); | 1456 | BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType())); |
1457 | 1457 | ||
1458 | 1458 | ||
1459 | return retShape; | 1459 | return retShape; |
1460 | } | 1460 | } |
1461 | 1461 | ||
1462 | public BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin) | 1462 | public BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin) |
@@ -1598,8 +1598,8 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1598 | return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); | 1598 | return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); |
1599 | } | 1599 | } |
1600 | 1600 | ||
1601 | public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, | 1601 | public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, |
1602 | Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, | 1602 | Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, |
1603 | bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | 1603 | bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) |
1604 | 1604 | ||
1605 | { | 1605 | { |
@@ -1745,7 +1745,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1745 | { | 1745 | { |
1746 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | 1746 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1747 | CompoundShape compoundshape = new CompoundShape(false); | 1747 | CompoundShape compoundshape = new CompoundShape(false); |
1748 | 1748 | ||
1749 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); | 1749 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); |
1750 | int ii = 1; | 1750 | int ii = 1; |
1751 | 1751 | ||
@@ -1761,7 +1761,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1761 | int ender = ((ii + 4) + (vertexCount*3)); | 1761 | int ender = ((ii + 4) + (vertexCount*3)); |
1762 | for (int iii = ii + 4; iii < ender; iii+=3) | 1762 | for (int iii = ii + 4; iii < ender; iii+=3) |
1763 | { | 1763 | { |
1764 | 1764 | ||
1765 | virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); | 1765 | virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); |
1766 | } | 1766 | } |
1767 | ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); | 1767 | ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); |
@@ -1769,7 +1769,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1769 | compoundshape.AddChildShape(ref childTrans, convexShape); | 1769 | compoundshape.AddChildShape(ref childTrans, convexShape); |
1770 | ii += (vertexCount*3 + 4); | 1770 | ii += (vertexCount*3 + 4); |
1771 | } | 1771 | } |
1772 | 1772 | ||
1773 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); | 1773 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); |
1774 | } | 1774 | } |
1775 | 1775 | ||
@@ -1791,13 +1791,13 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1791 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | 1791 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) |
1792 | { | 1792 | { |
1793 | //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); | 1793 | //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); |
1794 | 1794 | ||
1795 | for (int iter = 0; iter < pVerticesCount; iter++) | 1795 | for (int iter = 0; iter < pVerticesCount; iter++) |
1796 | { | 1796 | { |
1797 | if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; | 1797 | if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; |
1798 | if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; | 1798 | if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; |
1799 | } | 1799 | } |
1800 | 1800 | ||
1801 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); | 1801 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); |
1802 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); | 1802 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); |
1803 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); | 1803 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); |
@@ -1811,7 +1811,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1811 | mesh.m_vertexStride = 3; | 1811 | mesh.m_vertexStride = 3; |
1812 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | 1812 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; |
1813 | mesh.m_triangleIndexStride = 3; | 1813 | mesh.m_triangleIndexStride = 3; |
1814 | 1814 | ||
1815 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | 1815 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); |
1816 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | 1816 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); |
1817 | BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); | 1817 | BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); |
@@ -1822,7 +1822,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1822 | } | 1822 | } |
1823 | public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) | 1823 | public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) |
1824 | { | 1824 | { |
1825 | 1825 | ||
1826 | String fileName = "objTest3.raw"; | 1826 | String fileName = "objTest3.raw"; |
1827 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | 1827 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); |
1828 | StreamWriter sw = new StreamWriter(completePath); | 1828 | StreamWriter sw = new StreamWriter(completePath); |
@@ -1848,7 +1848,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1848 | string s = vertices[indices[i * 3]].ToString("0.0000"); | 1848 | string s = vertices[indices[i * 3]].ToString("0.0000"); |
1849 | s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | 1849 | s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); |
1850 | s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | 1850 | s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); |
1851 | 1851 | ||
1852 | sw.Write(s + "\n"); | 1852 | sw.Write(s + "\n"); |
1853 | } | 1853 | } |
1854 | 1854 | ||
@@ -1870,7 +1870,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1870 | mesh.m_vertexStride = 3; | 1870 | mesh.m_vertexStride = 3; |
1871 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | 1871 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; |
1872 | mesh.m_triangleIndexStride = 3; | 1872 | mesh.m_triangleIndexStride = 3; |
1873 | 1873 | ||
1874 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | 1874 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); |
1875 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | 1875 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); |
1876 | 1876 | ||
@@ -1901,7 +1901,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1901 | sw.Close(); | 1901 | sw.Close(); |
1902 | } | 1902 | } |
1903 | 1903 | ||
1904 | public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | 1904 | public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, |
1905 | float scaleFactor, float collisionMargin) | 1905 | float scaleFactor, float collisionMargin) |
1906 | { | 1906 | { |
1907 | const int upAxis = 2; | 1907 | const int upAxis = 2; |
@@ -1943,14 +1943,14 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1943 | /* TODO */ | 1943 | /* TODO */ |
1944 | updatedEntityCount = 0; | 1944 | updatedEntityCount = 0; |
1945 | collidersCount = 0; | 1945 | collidersCount = 0; |
1946 | 1946 | ||
1947 | 1947 | ||
1948 | int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray); | 1948 | int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray); |
1949 | 1949 | ||
1950 | return ret; | 1950 | return ret; |
1951 | } | 1951 | } |
1952 | 1952 | ||
1953 | private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, | 1953 | private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, |
1954 | out int updatedEntityCount, out EntityProperties[] updatedEntities, | 1954 | out int updatedEntityCount, out EntityProperties[] updatedEntities, |
1955 | out int collidersCount, out CollisionDesc[] colliders) | 1955 | out int collidersCount, out CollisionDesc[] colliders) |
1956 | { | 1956 | { |
@@ -1959,24 +1959,24 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1959 | return epic; | 1959 | return epic; |
1960 | } | 1960 | } |
1961 | 1961 | ||
1962 | private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, | 1962 | private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, |
1963 | out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates) | 1963 | out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates) |
1964 | { | 1964 | { |
1965 | int numSimSteps = 0; | 1965 | int numSimSteps = 0; |
1966 | Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length); | 1966 | Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length); |
1967 | Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length); | 1967 | Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length); |
1968 | LastEntityProperty=0; | 1968 | LastEntityProperty=0; |
1969 | 1969 | ||
1970 | 1970 | ||
1971 | 1971 | ||
1972 | 1972 | ||
1973 | 1973 | ||
1974 | 1974 | ||
1975 | LastCollisionDesc=0; | 1975 | LastCollisionDesc=0; |
1976 | 1976 | ||
1977 | updatedEntityCount = 0; | 1977 | updatedEntityCount = 0; |
1978 | collidersCount = 0; | 1978 | collidersCount = 0; |
1979 | 1979 | ||
1980 | 1980 | ||
1981 | if (pWorld is BulletWorldXNA) | 1981 | if (pWorld is BulletWorldXNA) |
1982 | { | 1982 | { |
@@ -2033,7 +2033,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2033 | 2033 | ||
2034 | collidersCount = LastCollisionDesc; | 2034 | collidersCount = LastCollisionDesc; |
2035 | colliders = UpdatedCollisions; | 2035 | colliders = UpdatedCollisions; |
2036 | 2036 | ||
2037 | 2037 | ||
2038 | } | 2038 | } |
2039 | else | 2039 | else |
@@ -2041,15 +2041,15 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2041 | //if (updatedEntities is null) | 2041 | //if (updatedEntities is null) |
2042 | //updatedEntities = new List<BulletXNA.EntityProperties>(); | 2042 | //updatedEntities = new List<BulletXNA.EntityProperties>(); |
2043 | //updatedEntityCount = 0; | 2043 | //updatedEntityCount = 0; |
2044 | 2044 | ||
2045 | 2045 | ||
2046 | //collidersCount = 0; | 2046 | //collidersCount = 0; |
2047 | 2047 | ||
2048 | updatedEntities = new EntityProperties[0]; | 2048 | updatedEntities = new EntityProperties[0]; |
2049 | 2049 | ||
2050 | 2050 | ||
2051 | colliders = new CollisionDesc[0]; | 2051 | colliders = new CollisionDesc[0]; |
2052 | 2052 | ||
2053 | } | 2053 | } |
2054 | return numSimSteps; | 2054 | return numSimSteps; |
2055 | } | 2055 | } |
@@ -2057,7 +2057,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2057 | { | 2057 | { |
2058 | IOverlappingPairCache cache = obj.GetOverlappingPairCache(); | 2058 | IOverlappingPairCache cache = obj.GetOverlappingPairCache(); |
2059 | ObjectArray<BroadphasePair> pairs = cache.GetOverlappingPairArray(); | 2059 | ObjectArray<BroadphasePair> pairs = cache.GetOverlappingPairArray(); |
2060 | 2060 | ||
2061 | DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world; | 2061 | DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world; |
2062 | PersistentManifoldArray manifoldArray = new PersistentManifoldArray(); | 2062 | PersistentManifoldArray manifoldArray = new PersistentManifoldArray(); |
2063 | BroadphasePair collisionPair; | 2063 | BroadphasePair collisionPair; |
@@ -2069,7 +2069,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2069 | ManifoldPoint pt; | 2069 | ManifoldPoint pt; |
2070 | 2070 | ||
2071 | int numPairs = pairs.Count; | 2071 | int numPairs = pairs.Count; |
2072 | 2072 | ||
2073 | for (int i = 0; i < numPairs; i++) | 2073 | for (int i = 0; i < numPairs; i++) |
2074 | { | 2074 | { |
2075 | manifoldArray.Clear(); | 2075 | manifoldArray.Clear(); |
@@ -2078,7 +2078,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2078 | collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1); | 2078 | collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1); |
2079 | if (collisionPair == null) | 2079 | if (collisionPair == null) |
2080 | continue; | 2080 | continue; |
2081 | 2081 | ||
2082 | collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray); | 2082 | collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray); |
2083 | for (int j = 0; j < manifoldArray.Count; j++) | 2083 | for (int j = 0; j < manifoldArray.Count; j++) |
2084 | { | 2084 | { |
@@ -2101,7 +2101,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2101 | } | 2101 | } |
2102 | private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration) | 2102 | private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration) |
2103 | { | 2103 | { |
2104 | 2104 | ||
2105 | IndexedVector3 contactNormal = norm; | 2105 | IndexedVector3 contactNormal = norm; |
2106 | if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && | 2106 | if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && |
2107 | (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) | 2107 | (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) |
@@ -2171,11 +2171,11 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2171 | if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) | 2171 | if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) |
2172 | { | 2172 | { |
2173 | CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body; | 2173 | CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body; |
2174 | 2174 | ||
2175 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); | 2175 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); |
2176 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); | 2176 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); |
2177 | using ( | 2177 | using ( |
2178 | ClosestNotMeRayResultCallback rayCallback = | 2178 | ClosestNotMeRayResultCallback rayCallback = |
2179 | new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody) | 2179 | new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody) |
2180 | ) | 2180 | ) |
2181 | { | 2181 | { |
@@ -2191,9 +2191,9 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2191 | return false; | 2191 | return false; |
2192 | } | 2192 | } |
2193 | } | 2193 | } |
2194 | |||
2195 | 2194 | ||
2196 | 2195 | ||
2196 | |||
2197 | 2197 | ||
2198 | public class SimMotionState : DefaultMotionState | 2198 | public class SimMotionState : DefaultMotionState |
2199 | { | 2199 | { |
@@ -2286,12 +2286,12 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2286 | m_lastProperties = m_properties; | 2286 | m_lastProperties = m_properties; |
2287 | if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length) | 2287 | if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length) |
2288 | m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties); | 2288 | m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties); |
2289 | 2289 | ||
2290 | //(*m_updatesThisFrame)[m_properties.ID] = &m_properties; | 2290 | //(*m_updatesThisFrame)[m_properties.ID] = &m_properties; |
2291 | } | 2291 | } |
2292 | 2292 | ||
2293 | 2293 | ||
2294 | 2294 | ||
2295 | 2295 | ||
2296 | } | 2296 | } |
2297 | public override void SetRigidBody(RigidBody body) | 2297 | public override void SetRigidBody(RigidBody body) |
@@ -2314,7 +2314,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
2314 | (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) && | 2314 | (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) && |
2315 | (((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon))); | 2315 | (((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon))); |
2316 | } | 2316 | } |
2317 | 2317 | ||
2318 | } | 2318 | } |
2319 | } | 2319 | } |
2320 | 2320 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index ac05979..4e067b5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | |||
@@ -115,7 +115,7 @@ public class BSActorAvatarMove : BSActor | |||
115 | if (m_velocityMotor == null) | 115 | if (m_velocityMotor == null) |
116 | { | 116 | { |
117 | // Infinite decay and timescale values so motor only changes current to target values. | 117 | // Infinite decay and timescale values so motor only changes current to target values. |
118 | m_velocityMotor = new BSVMotor("BSCharacter.Velocity", | 118 | m_velocityMotor = new BSVMotor("BSCharacter.Velocity", |
119 | 0.2f, // time scale | 119 | 0.2f, // time scale |
120 | BSMotor.Infinite, // decay time scale | 120 | BSMotor.Infinite, // decay time scale |
121 | BSMotor.InfiniteVector, // friction timescale | 121 | BSMotor.InfiniteVector, // friction timescale |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index 6059af5..7801d8e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs | |||
@@ -63,7 +63,7 @@ public class BSActorLockAxis : BSActor | |||
63 | // BSActor.Refresh() | 63 | // BSActor.Refresh() |
64 | public override void Refresh() | 64 | public override void Refresh() |
65 | { | 65 | { |
66 | m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", | 66 | m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", |
67 | m_controllingPrim.LocalID, m_controllingPrim.LockedAxis, Enabled, m_controllingPrim.IsPhysicallyActive); | 67 | m_controllingPrim.LocalID, m_controllingPrim.LockedAxis, Enabled, m_controllingPrim.IsPhysicallyActive); |
68 | // If all the axis are free, we don't need to exist | 68 | // If all the axis are free, we don't need to exist |
69 | if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) | 69 | if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index 5e3f1c4..fff63e4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | |||
@@ -117,7 +117,7 @@ public class BSActorCollection | |||
117 | /// Each physical object can have 'actors' who are pushing the object around. | 117 | /// Each physical object can have 'actors' who are pushing the object around. |
118 | /// This can be used for hover, locking axis, making vehicles, etc. | 118 | /// This can be used for hover, locking axis, making vehicles, etc. |
119 | /// Each physical object can have multiple actors acting on it. | 119 | /// Each physical object can have multiple actors acting on it. |
120 | /// | 120 | /// |
121 | /// An actor usually registers itself with physics scene events (pre-step action) | 121 | /// An actor usually registers itself with physics scene events (pre-step action) |
122 | /// and modifies the parameters on the host physical object. | 122 | /// and modifies the parameters on the host physical object. |
123 | /// </summary> | 123 | /// </summary> |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index bfeec24..3378c93 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | |||
@@ -298,7 +298,7 @@ public abstract class BSAPITemplate | |||
298 | { | 298 | { |
299 | // Returns the name of the underlying Bullet engine | 299 | // Returns the name of the underlying Bullet engine |
300 | public abstract string BulletEngineName { get; } | 300 | public abstract string BulletEngineName { get; } |
301 | public abstract string BulletEngineVersion { get; protected set;} | 301 | public abstract string BulletEngineVersion { get; protected set;} |
302 | 302 | ||
303 | // Initialization and simulation | 303 | // Initialization and simulation |
304 | public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, | 304 | public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, |
@@ -373,7 +373,7 @@ public abstract void DestroyObject(BulletWorld sim, BulletBody obj); | |||
373 | // ===================================================================================== | 373 | // ===================================================================================== |
374 | public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin); | 374 | public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin); |
375 | 375 | ||
376 | public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | 376 | public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, |
377 | float scaleFactor, float collisionMargin); | 377 | float scaleFactor, float collisionMargin); |
378 | 378 | ||
379 | // ===================================================================================== | 379 | // ===================================================================================== |
@@ -388,7 +388,7 @@ public abstract BulletConstraint Create6DofConstraintToPoint(BulletWorld world, | |||
388 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | 388 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); |
389 | 389 | ||
390 | public abstract BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1, | 390 | public abstract BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1, |
391 | Vector3 frameInBloc, Quaternion frameInBrot, | 391 | Vector3 frameInBloc, Quaternion frameInBrot, |
392 | bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies); | 392 | bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies); |
393 | 393 | ||
394 | public abstract BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | 394 | public abstract BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e12fc8e..542f732 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -371,7 +371,7 @@ public sealed class BSCharacter : BSPhysObject | |||
371 | public override float Mass { get { return _mass; } } | 371 | public override float Mass { get { return _mass; } } |
372 | 372 | ||
373 | // used when we only want this prim's mass and not the linkset thing | 373 | // used when we only want this prim's mass and not the linkset thing |
374 | public override float RawMass { | 374 | public override float RawMass { |
375 | get {return _mass; } | 375 | get {return _mass; } |
376 | } | 376 | } |
377 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) | 377 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) |
@@ -586,7 +586,7 @@ public sealed class BSCharacter : BSPhysObject | |||
586 | } | 586 | } |
587 | public override float ForceBuoyancy { | 587 | public override float ForceBuoyancy { |
588 | get { return _buoyancy; } | 588 | get { return _buoyancy; } |
589 | set { | 589 | set { |
590 | PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); | 590 | PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); |
591 | 591 | ||
592 | _buoyancy = value; | 592 | _buoyancy = value; |
@@ -647,7 +647,7 @@ public sealed class BSCharacter : BSPhysObject | |||
647 | private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size) | 647 | private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size) |
648 | { | 648 | { |
649 | OMV.Vector3 newScale; | 649 | OMV.Vector3 newScale; |
650 | 650 | ||
651 | // Bullet's capsule total height is the "passed height + radius * 2"; | 651 | // Bullet's capsule total height is the "passed height + radius * 2"; |
652 | // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1) | 652 | // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1) |
653 | // The number we pass in for 'scaling' is the multiplier to get that base | 653 | // The number we pass in for 'scaling' is the multiplier to get that base |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs index 7714a03..ed89f63 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs | |||
@@ -45,7 +45,7 @@ public sealed class BSConstraintHinge : BSConstraint | |||
45 | m_body1 = obj1; | 45 | m_body1 = obj1; |
46 | m_body2 = obj2; | 46 | m_body2 = obj2; |
47 | m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2, | 47 | m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2, |
48 | pivotInA, pivotInB, axisInA, axisInB, | 48 | pivotInA, pivotInB, axisInA, axisInB, |
49 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | 49 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
50 | m_enabled = true; | 50 | m_enabled = true; |
51 | } | 51 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 56d2415..f535e50 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -1019,7 +1019,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1019 | Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG | 1019 | Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG |
1020 | VehicleVelocity /= VehicleVelocity.Length(); | 1020 | VehicleVelocity /= VehicleVelocity.Length(); |
1021 | VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; | 1021 | VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; |
1022 | VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", | 1022 | VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", |
1023 | ControllingPrim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity); | 1023 | ControllingPrim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity); |
1024 | } | 1024 | } |
1025 | else if (newVelocityLengthSq < 0.001f) | 1025 | else if (newVelocityLengthSq < 0.001f) |
@@ -1094,7 +1094,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1094 | if (VehiclePosition.Z > m_VhoverTargetHeight) | 1094 | if (VehiclePosition.Z > m_VhoverTargetHeight) |
1095 | m_VhoverTargetHeight = VehiclePosition.Z; | 1095 | m_VhoverTargetHeight = VehiclePosition.Z; |
1096 | } | 1096 | } |
1097 | 1097 | ||
1098 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | 1098 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) |
1099 | { | 1099 | { |
1100 | if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) | 1100 | if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) |
@@ -1188,7 +1188,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1188 | // used with conjunction with banking: the strength of the banking will decay when the | 1188 | // used with conjunction with banking: the strength of the banking will decay when the |
1189 | // vehicle no longer experiences collisions. The decay timescale is the same as | 1189 | // vehicle no longer experiences collisions. The decay timescale is the same as |
1190 | // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering | 1190 | // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering |
1191 | // when they are in mid jump. | 1191 | // when they are in mid jump. |
1192 | // TODO: this code is wrong. Also, what should it do for boats (height from water)? | 1192 | // TODO: this code is wrong. Also, what should it do for boats (height from water)? |
1193 | // This is just using the ground and a general collision check. Should really be using | 1193 | // This is just using the ground and a general collision check. Should really be using |
1194 | // a downward raycast to find what is below. | 1194 | // a downward raycast to find what is below. |
@@ -1254,7 +1254,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1254 | 1254 | ||
1255 | VehicleAddForce(appliedGravity); | 1255 | VehicleAddForce(appliedGravity); |
1256 | 1256 | ||
1257 | VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", | 1257 | VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", |
1258 | ControllingPrim.LocalID, m_VehicleGravity, | 1258 | ControllingPrim.LocalID, m_VehicleGravity, |
1259 | ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); | 1259 | ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); |
1260 | } | 1260 | } |
@@ -1330,7 +1330,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1330 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | 1330 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : |
1331 | // This flag prevents linear deflection parallel to world z-axis. This is useful | 1331 | // This flag prevents linear deflection parallel to world z-axis. This is useful |
1332 | // for preventing ground vehicles with large linear deflection, like bumper cars, | 1332 | // for preventing ground vehicles with large linear deflection, like bumper cars, |
1333 | // from climbing their linear deflection into the sky. | 1333 | // from climbing their linear deflection into the sky. |
1334 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | 1334 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement |
1335 | // TODO: This is here because this is where ODE put it but documentation says it | 1335 | // TODO: This is here because this is where ODE put it but documentation says it |
1336 | // is a linear effect. Where should this check go? | 1336 | // is a linear effect. Where should this check go? |
@@ -1463,7 +1463,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1463 | VehicleRotationalVelocity += (vertContributionV * VehicleOrientation); | 1463 | VehicleRotationalVelocity += (vertContributionV * VehicleOrientation); |
1464 | 1464 | ||
1465 | VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}", | 1465 | VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}", |
1466 | Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, | 1466 | Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, |
1467 | m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); | 1467 | m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); |
1468 | */ | 1468 | */ |
1469 | } | 1469 | } |
@@ -1530,13 +1530,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1530 | // produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude | 1530 | // produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude |
1531 | // of the yaw effect will be proportional to the | 1531 | // of the yaw effect will be proportional to the |
1532 | // VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's | 1532 | // VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's |
1533 | // velocity along its preferred axis of motion. | 1533 | // velocity along its preferred axis of motion. |
1534 | // The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any | 1534 | // The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any |
1535 | // positive rotation (by the right-hand rule) about the roll-axis will effect a | 1535 | // positive rotation (by the right-hand rule) about the roll-axis will effect a |
1536 | // (negative) torque around the yaw-axis, making it turn to the right--that is the | 1536 | // (negative) torque around the yaw-axis, making it turn to the right--that is the |
1537 | // vehicle will lean into the turn, which is how real airplanes and motorcycle's work. | 1537 | // vehicle will lean into the turn, which is how real airplanes and motorcycle's work. |
1538 | // Negating the banking coefficient will make it so that the vehicle leans to the | 1538 | // Negating the banking coefficient will make it so that the vehicle leans to the |
1539 | // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). | 1539 | // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). |
1540 | // The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making | 1540 | // The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making |
1541 | // banking vehicles do what you want rather than what the laws of physics allow. | 1541 | // banking vehicles do what you want rather than what the laws of physics allow. |
1542 | // For example, consider a real motorcycle...it must be moving forward in order for | 1542 | // For example, consider a real motorcycle...it must be moving forward in order for |
@@ -1548,11 +1548,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1548 | // totally static (0.0) and totally dynamic (1.0). By "static" we mean that the | 1548 | // totally static (0.0) and totally dynamic (1.0). By "static" we mean that the |
1549 | // banking effect depends only on the vehicle's rotation about its roll-axis compared | 1549 | // banking effect depends only on the vehicle's rotation about its roll-axis compared |
1550 | // to "dynamic" where the banking is also proportional to its velocity along its | 1550 | // to "dynamic" where the banking is also proportional to its velocity along its |
1551 | // roll-axis. Finding the best value of the "mixture" will probably require trial and error. | 1551 | // roll-axis. Finding the best value of the "mixture" will probably require trial and error. |
1552 | // The time it takes for the banking behavior to defeat a preexisting angular velocity about the | 1552 | // The time it takes for the banking behavior to defeat a preexisting angular velocity about the |
1553 | // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to | 1553 | // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to |
1554 | // bank quickly then give it a banking timescale of about a second or less, otherwise you can | 1554 | // bank quickly then give it a banking timescale of about a second or less, otherwise you can |
1555 | // make a sluggish vehicle by giving it a timescale of several seconds. | 1555 | // make a sluggish vehicle by giving it a timescale of several seconds. |
1556 | public void ComputeAngularBanking() | 1556 | public void ComputeAngularBanking() |
1557 | { | 1557 | { |
1558 | if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | 1558 | if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) |
@@ -1581,7 +1581,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1581 | 1581 | ||
1582 | //VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; | 1582 | //VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; |
1583 | VehicleRotationalVelocity += bankingContributionV; | 1583 | VehicleRotationalVelocity += bankingContributionV; |
1584 | 1584 | ||
1585 | 1585 | ||
1586 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", | 1586 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", |
1587 | ControllingPrim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); | 1587 | ControllingPrim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 6d0d0eb..76c2187 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -214,7 +214,7 @@ public abstract class BSLinkset | |||
214 | // I am the root of a linkset and a new child is being added | 214 | // I am the root of a linkset and a new child is being added |
215 | // Called while LinkActivity is locked. | 215 | // Called while LinkActivity is locked. |
216 | protected abstract void AddChildToLinkset(BSPrimLinkable child); | 216 | protected abstract void AddChildToLinkset(BSPrimLinkable child); |
217 | 217 | ||
218 | // I am the root of a linkset and one of my children is being removed. | 218 | // I am the root of a linkset and one of my children is being removed. |
219 | // Safe to call even if the child is not really in my linkset. | 219 | // Safe to call even if the child is not really in my linkset. |
220 | protected abstract void RemoveChildFromLinkset(BSPrimLinkable child); | 220 | protected abstract void RemoveChildFromLinkset(BSPrimLinkable child); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 01ada3f..1fd541f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -114,7 +114,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
114 | // Schedule a refresh to happen after all the other taint processing. | 114 | // Schedule a refresh to happen after all the other taint processing. |
115 | private void ScheduleRebuild(BSPrimLinkable requestor) | 115 | private void ScheduleRebuild(BSPrimLinkable requestor) |
116 | { | 116 | { |
117 | DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", | 117 | DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", |
118 | requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); | 118 | requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); |
119 | // When rebuilding, it is possible to set properties that would normally require a rebuild. | 119 | // When rebuilding, it is possible to set properties that would normally require a rebuild. |
120 | // If already rebuilding, don't request another rebuild. | 120 | // If already rebuilding, don't request another rebuild. |
@@ -208,7 +208,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
208 | // and that is caused by us updating the object. | 208 | // and that is caused by us updating the object. |
209 | if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) | 209 | if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) |
210 | { | 210 | { |
211 | // Find the physical instance of the child | 211 | // Find the physical instance of the child |
212 | if (LinksetRoot.PhysShape.HasPhysicalShape && m_physicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) | 212 | if (LinksetRoot.PhysShape.HasPhysicalShape && m_physicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) |
213 | { | 213 | { |
214 | // It is possible that the linkset is still under construction and the child is not yet | 214 | // It is possible that the linkset is still under construction and the child is not yet |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index 9501e2d..0128d8d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -102,7 +102,7 @@ public class BSVMotor : BSMotor | |||
102 | return ErrorIsZero(LastError); | 102 | return ErrorIsZero(LastError); |
103 | } | 103 | } |
104 | public virtual bool ErrorIsZero(Vector3 err) | 104 | public virtual bool ErrorIsZero(Vector3 err) |
105 | { | 105 | { |
106 | return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)); | 106 | return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)); |
107 | } | 107 | } |
108 | 108 | ||
@@ -115,7 +115,7 @@ public class BSVMotor : BSMotor | |||
115 | CurrentValue = TargetValue = Vector3.Zero; | 115 | CurrentValue = TargetValue = Vector3.Zero; |
116 | ErrorZeroThreshold = 0.001f; | 116 | ErrorZeroThreshold = 0.001f; |
117 | } | 117 | } |
118 | public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) | 118 | public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) |
119 | : this(useName) | 119 | : this(useName) |
120 | { | 120 | { |
121 | TimeScale = timeScale; | 121 | TimeScale = timeScale; |
@@ -237,7 +237,7 @@ public class BSVMotor : BSMotor | |||
237 | MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); | 237 | MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); |
238 | MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}", | 238 | MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}", |
239 | BSScene.DetailLogZero, UseName, | 239 | BSScene.DetailLogZero, UseName, |
240 | TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, | 240 | TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, |
241 | CurrentValue, TargetValue); | 241 | CurrentValue, TargetValue); |
242 | 242 | ||
243 | LastError = BSMotor.InfiniteVector; | 243 | LastError = BSMotor.InfiniteVector; |
@@ -248,7 +248,7 @@ public class BSVMotor : BSMotor | |||
248 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep); | 248 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep); |
249 | } | 249 | } |
250 | MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName); | 250 | MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName); |
251 | 251 | ||
252 | 252 | ||
253 | } | 253 | } |
254 | 254 | ||
@@ -279,7 +279,7 @@ public class BSFMotor : BSMotor | |||
279 | return ErrorIsZero(LastError); | 279 | return ErrorIsZero(LastError); |
280 | } | 280 | } |
281 | public virtual bool ErrorIsZero(float err) | 281 | public virtual bool ErrorIsZero(float err) |
282 | { | 282 | { |
283 | return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold); | 283 | return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold); |
284 | } | 284 | } |
285 | 285 | ||
@@ -410,7 +410,7 @@ public class BSPIDVMotor : BSVMotor | |||
410 | // The factors are vectors for the three dimensions. This is the proportional of each | 410 | // The factors are vectors for the three dimensions. This is the proportional of each |
411 | // that is applied. This could be multiplied through the actual factors but it | 411 | // that is applied. This could be multiplied through the actual factors but it |
412 | // is sometimes easier to manipulate the factors and their mix separately. | 412 | // is sometimes easier to manipulate the factors and their mix separately. |
413 | // to | 413 | // to |
414 | public Vector3 FactorMix; | 414 | public Vector3 FactorMix; |
415 | 415 | ||
416 | // Arbritrary factor range. | 416 | // Arbritrary factor range. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 980d405..5ebeace 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -37,7 +37,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
37 | { | 37 | { |
38 | public static class BSParam | 38 | public static class BSParam |
39 | { | 39 | { |
40 | private static string LogHeader = "[BULLETSIM PARAMETERS]"; | 40 | private static string LogHeader = "[BULLETSIM PARAMETERS]"; |
41 | 41 | ||
42 | // Tuning notes: | 42 | // Tuning notes: |
43 | // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575 | 43 | // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575 |
@@ -51,7 +51,7 @@ public static class BSParam | |||
51 | // This is separate/independent from the collision margin. The collision margin increases the object a bit | 51 | // This is separate/independent from the collision margin. The collision margin increases the object a bit |
52 | // to improve collision detection performance and accuracy. | 52 | // to improve collision detection performance and accuracy. |
53 | // =================== | 53 | // =================== |
54 | // From: | 54 | // From: |
55 | 55 | ||
56 | // Level of Detail values kept as float because that's what the Meshmerizer wants | 56 | // Level of Detail values kept as float because that's what the Meshmerizer wants |
57 | public static float MeshLOD { get; private set; } | 57 | public static float MeshLOD { get; private set; } |
@@ -636,7 +636,7 @@ public static class BSParam | |||
636 | new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | 636 | new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", |
637 | false, | 637 | false, |
638 | (s) => { return ShouldDisableContactPoolDynamicAllocation; }, | 638 | (s) => { return ShouldDisableContactPoolDynamicAllocation; }, |
639 | (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; | 639 | (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; |
640 | s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ), | 640 | s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ), |
641 | new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | 641 | new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", |
642 | false, | 642 | false, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 6a3ada2..28d4bd7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -38,7 +38,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
38 | * Class to wrap all objects. | 38 | * Class to wrap all objects. |
39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims | 39 | * The rest of BulletSim doesn't need to keep checking for avatars or prims |
40 | * unless the difference is significant. | 40 | * unless the difference is significant. |
41 | * | 41 | * |
42 | * Variables in the physicsl objects are in three forms: | 42 | * Variables in the physicsl objects are in three forms: |
43 | * VariableName: used by the simulator and performs taint operations, etc | 43 | * VariableName: used by the simulator and performs taint operations, etc |
44 | * RawVariableName: direct reference to the BulletSim storage for the variable value | 44 | * RawVariableName: direct reference to the BulletSim storage for the variable value |
@@ -52,7 +52,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce | 52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce |
53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse | 53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse |
54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v | 54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v |
55 | * BS.ApplyCentralForce BS.ApplyTorque | 55 | * BS.ApplyCentralForce BS.ApplyTorque |
56 | */ | 56 | */ |
57 | 57 | ||
58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. | 58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. |
@@ -353,7 +353,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
353 | } | 353 | } |
354 | public override bool CollidingObj { | 354 | public override bool CollidingObj { |
355 | get { return (CollidingObjectStep == PhysScene.SimulationStep); } | 355 | get { return (CollidingObjectStep == PhysScene.SimulationStep); } |
356 | set { | 356 | set { |
357 | if (value) | 357 | if (value) |
358 | CollidingObjectStep = PhysScene.SimulationStep; | 358 | CollidingObjectStep = PhysScene.SimulationStep; |
359 | else | 359 | else |
@@ -447,7 +447,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
447 | 447 | ||
448 | // The CollisionCollection instance is passed around in the simulator. | 448 | // The CollisionCollection instance is passed around in the simulator. |
449 | // Make sure we don't have a handle to that one and that a new one is used for next time. | 449 | // Make sure we don't have a handle to that one and that a new one is used for next time. |
450 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, | 450 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, |
451 | // a race condition is created for the other users of this instance. | 451 | // a race condition is created for the other users of this instance. |
452 | CollisionCollection = new CollisionEventUpdate(); | 452 | CollisionCollection = new CollisionEventUpdate(); |
453 | } | 453 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 0d45579..7e2af78 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -420,7 +420,7 @@ public class BSPrim : BSPhysObject | |||
420 | get { return _mass; } | 420 | get { return _mass; } |
421 | } | 421 | } |
422 | // used when we only want this prim's mass and not the linkset thing | 422 | // used when we only want this prim's mass and not the linkset thing |
423 | public override float RawMass { | 423 | public override float RawMass { |
424 | get { return _mass; } | 424 | get { return _mass; } |
425 | } | 425 | } |
426 | // Set the physical mass to the passed mass. | 426 | // Set the physical mass to the passed mass. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index bfc7ae7..5c58ad5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -142,7 +142,7 @@ public abstract class BSShape | |||
142 | // If the shape was successfully created, nothing more to do | 142 | // If the shape was successfully created, nothing more to do |
143 | if (newShape.HasPhysicalShape) | 143 | if (newShape.HasPhysicalShape) |
144 | return newShape; | 144 | return newShape; |
145 | 145 | ||
146 | // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been | 146 | // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been |
147 | // fetched but we end up here again, the meshing of the asset must have failed. | 147 | // fetched but we end up here again, the meshing of the asset must have failed. |
148 | // Prevent trying to keep fetching the mesh by declaring failure. | 148 | // Prevent trying to keep fetching the mesh by declaring failure. |
@@ -155,7 +155,7 @@ public abstract class BSShape | |||
155 | else | 155 | else |
156 | { | 156 | { |
157 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | 157 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset |
158 | if (prim.BaseShape.SculptEntry | 158 | if (prim.BaseShape.SculptEntry |
159 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed | 159 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed |
160 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting | 160 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting |
161 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero | 161 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero |
@@ -164,7 +164,7 @@ public abstract class BSShape | |||
164 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset", prim.LocalID); | 164 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset", prim.LocalID); |
165 | // Multiple requestors will know we're waiting for this asset | 165 | // Multiple requestors will know we're waiting for this asset |
166 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; | 166 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; |
167 | 167 | ||
168 | BSPhysObject xprim = prim; | 168 | BSPhysObject xprim = prim; |
169 | Util.FireAndForget(delegate | 169 | Util.FireAndForget(delegate |
170 | { | 170 | { |
@@ -245,8 +245,8 @@ public class BSShapeNative : BSShape | |||
245 | { | 245 | { |
246 | } | 246 | } |
247 | 247 | ||
248 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, | 248 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, |
249 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) | 249 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) |
250 | { | 250 | { |
251 | // Native shapes are not shared and are always built anew. | 251 | // Native shapes are not shared and are always built anew. |
252 | return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); | 252 | return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); |
@@ -379,7 +379,7 @@ public class BSShapeMesh : BSShape | |||
379 | { | 379 | { |
380 | BulletShape newShape = null; | 380 | BulletShape newShape = null; |
381 | 381 | ||
382 | IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, | 382 | IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, |
383 | false, // say it is not physical so a bounding box is not built | 383 | false, // say it is not physical so a bounding box is not built |
384 | false // do not cache the mesh and do not use previously built versions | 384 | false // do not cache the mesh and do not use previously built versions |
385 | ); | 385 | ); |
@@ -671,8 +671,8 @@ public class BSShapeCompound : BSShape | |||
671 | public BSShapeCompound(BulletShape pShape) : base(pShape) | 671 | public BSShapeCompound(BulletShape pShape) : base(pShape) |
672 | { | 672 | { |
673 | } | 673 | } |
674 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) | 674 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) |
675 | { | 675 | { |
676 | // Compound shapes are not shared so a new one is created every time. | 676 | // Compound shapes are not shared so a new one is created every time. |
677 | return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene, prim)); | 677 | return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene, prim)); |
678 | } | 678 | } |
@@ -750,8 +750,8 @@ public class BSShapeAvatar : BSShape | |||
750 | public BSShapeAvatar() : base() | 750 | public BSShapeAvatar() : base() |
751 | { | 751 | { |
752 | } | 752 | } |
753 | public static BSShape GetReference(BSPhysObject prim) | 753 | public static BSShape GetReference(BSPhysObject prim) |
754 | { | 754 | { |
755 | return new BSShapeNull(); | 755 | return new BSShapeNull(); |
756 | } | 756 | } |
757 | public override void Dereference(BSScene physicsScene) { } | 757 | public override void Dereference(BSScene physicsScene) { } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs index 5a19797..c7deb4e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs | |||
@@ -68,7 +68,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
68 | 68 | ||
69 | // This minCoords and maxCoords passed in give the size of the terrain (min and max Z | 69 | // This minCoords and maxCoords passed in give the size of the terrain (min and max Z |
70 | // are the high and low points of the heightmap). | 70 | // are the high and low points of the heightmap). |
71 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | 71 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, |
72 | Vector3 minCoords, Vector3 maxCoords) | 72 | Vector3 minCoords, Vector3 maxCoords) |
73 | : base(physicsScene, regionBase, id) | 73 | : base(physicsScene, regionBase, id) |
74 | { | 74 | { |
@@ -92,7 +92,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
92 | private void BuildHeightmapTerrain() | 92 | private void BuildHeightmapTerrain() |
93 | { | 93 | { |
94 | // Create the terrain shape from the mapInfo | 94 | // Create the terrain shape from the mapInfo |
95 | m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID, | 95 | m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID, |
96 | new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, | 96 | new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, |
97 | m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); | 97 | m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); |
98 | 98 | ||
@@ -103,7 +103,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
103 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); | 103 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); |
104 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); | 104 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); |
105 | 105 | ||
106 | m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, | 106 | m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, |
107 | m_mapInfo.ID, centerPos, Quaternion.Identity); | 107 | m_mapInfo.ID, centerPos, Quaternion.Identity); |
108 | 108 | ||
109 | // Set current terrain attributes | 109 | // Set current terrain attributes |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 0d16eda..c4807c4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -135,7 +135,7 @@ public sealed class BSTerrainManager : IDisposable | |||
135 | DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); | 135 | DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); |
136 | // The ground plane is here to catch things that are trying to drop to negative infinity | 136 | // The ground plane is here to catch things that are trying to drop to negative infinity |
137 | BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); | 137 | BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); |
138 | m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, | 138 | m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, |
139 | BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity); | 139 | BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity); |
140 | 140 | ||
141 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane); | 141 | m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane); |
@@ -318,8 +318,8 @@ public sealed class BSTerrainManager : IDisposable | |||
318 | // TODO: redo terrain implementation selection to allow other base types than heightMap. | 318 | // TODO: redo terrain implementation selection to allow other base types than heightMap. |
319 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | 319 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) |
320 | { | 320 | { |
321 | m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", | 321 | m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", |
322 | LogHeader, m_physicsScene.RegionName, terrainRegionBase, | 322 | LogHeader, m_physicsScene.RegionName, terrainRegionBase, |
323 | (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); | 323 | (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); |
324 | BSTerrainPhys newTerrainPhys = null; | 324 | BSTerrainPhys newTerrainPhys = null; |
325 | switch ((int)BSParam.TerrainImplementation) | 325 | switch ((int)BSParam.TerrainImplementation) |
@@ -334,8 +334,8 @@ public sealed class BSTerrainManager : IDisposable | |||
334 | break; | 334 | break; |
335 | default: | 335 | default: |
336 | m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", | 336 | m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", |
337 | LogHeader, | 337 | LogHeader, |
338 | (int)BSParam.TerrainImplementation, | 338 | (int)BSParam.TerrainImplementation, |
339 | BSParam.TerrainImplementation, | 339 | BSParam.TerrainImplementation, |
340 | m_physicsScene.RegionName, terrainRegionBase); | 340 | m_physicsScene.RegionName, terrainRegionBase); |
341 | break; | 341 | break; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index ee2a1f2..e4ca098 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -51,7 +51,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
51 | BulletShape m_terrainShape; | 51 | BulletShape m_terrainShape; |
52 | BulletBody m_terrainBody; | 52 | BulletBody m_terrainBody; |
53 | 53 | ||
54 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) | 54 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) |
55 | : base(physicsScene, regionBase, id) | 55 | : base(physicsScene, regionBase, id) |
56 | { | 56 | { |
57 | } | 57 | } |
@@ -62,7 +62,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
62 | } | 62 | } |
63 | 63 | ||
64 | // Create terrain mesh from a heightmap. | 64 | // Create terrain mesh from a heightmap. |
65 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | 65 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, |
66 | Vector3 minCoords, Vector3 maxCoords) | 66 | Vector3 minCoords, Vector3 maxCoords) |
67 | : base(physicsScene, regionBase, id) | 67 | : base(physicsScene, regionBase, id) |
68 | { | 68 | { |
@@ -104,7 +104,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
104 | return; | 104 | return; |
105 | } | 105 | } |
106 | 106 | ||
107 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", | 107 | m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", |
108 | BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); | 108 | BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); |
109 | 109 | ||
110 | m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices); | 110 | m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs index 906e4f9..d5060e3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs | |||
@@ -224,42 +224,42 @@ public static class BulletSimData | |||
224 | // As mentioned above, don't use the CollisionFilterGroups definitions directly in the code | 224 | // As mentioned above, don't use the CollisionFilterGroups definitions directly in the code |
225 | // but, instead, use references to this dictionary. Finding and debugging | 225 | // but, instead, use references to this dictionary. Finding and debugging |
226 | // collision flag problems will be made easier. | 226 | // collision flag problems will be made easier. |
227 | public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks | 227 | public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks |
228 | = new Dictionary<CollisionType, CollisionTypeFilterGroup>() | 228 | = new Dictionary<CollisionType, CollisionTypeFilterGroup>() |
229 | { | 229 | { |
230 | { CollisionType.Avatar, | 230 | { CollisionType.Avatar, |
231 | new CollisionTypeFilterGroup(CollisionType.Avatar, | 231 | new CollisionTypeFilterGroup(CollisionType.Avatar, |
232 | (uint)CollisionFilterGroups.BCharacterGroup, | 232 | (uint)CollisionFilterGroups.BCharacterGroup, |
233 | (uint)CollisionFilterGroups.BAllGroup) | 233 | (uint)CollisionFilterGroups.BAllGroup) |
234 | }, | 234 | }, |
235 | { CollisionType.Groundplane, | 235 | { CollisionType.Groundplane, |
236 | new CollisionTypeFilterGroup(CollisionType.Groundplane, | 236 | new CollisionTypeFilterGroup(CollisionType.Groundplane, |
237 | (uint)CollisionFilterGroups.BGroundPlaneGroup, | 237 | (uint)CollisionFilterGroups.BGroundPlaneGroup, |
238 | (uint)CollisionFilterGroups.BAllGroup) | 238 | (uint)CollisionFilterGroups.BAllGroup) |
239 | }, | 239 | }, |
240 | { CollisionType.Terrain, | 240 | { CollisionType.Terrain, |
241 | new CollisionTypeFilterGroup(CollisionType.Terrain, | 241 | new CollisionTypeFilterGroup(CollisionType.Terrain, |
242 | (uint)CollisionFilterGroups.BTerrainGroup, | 242 | (uint)CollisionFilterGroups.BTerrainGroup, |
243 | (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup)) | 243 | (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup)) |
244 | }, | 244 | }, |
245 | { CollisionType.Static, | 245 | { CollisionType.Static, |
246 | new CollisionTypeFilterGroup(CollisionType.Static, | 246 | new CollisionTypeFilterGroup(CollisionType.Static, |
247 | (uint)CollisionFilterGroups.BStaticGroup, | 247 | (uint)CollisionFilterGroups.BStaticGroup, |
248 | (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) | 248 | (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) |
249 | }, | 249 | }, |
250 | { CollisionType.Dynamic, | 250 | { CollisionType.Dynamic, |
251 | new CollisionTypeFilterGroup(CollisionType.Dynamic, | 251 | new CollisionTypeFilterGroup(CollisionType.Dynamic, |
252 | (uint)CollisionFilterGroups.BSolidGroup, | 252 | (uint)CollisionFilterGroups.BSolidGroup, |
253 | (uint)(CollisionFilterGroups.BAllGroup)) | 253 | (uint)(CollisionFilterGroups.BAllGroup)) |
254 | }, | 254 | }, |
255 | { CollisionType.VolumeDetect, | 255 | { CollisionType.VolumeDetect, |
256 | new CollisionTypeFilterGroup(CollisionType.VolumeDetect, | 256 | new CollisionTypeFilterGroup(CollisionType.VolumeDetect, |
257 | (uint)CollisionFilterGroups.BSensorTrigger, | 257 | (uint)CollisionFilterGroups.BSensorTrigger, |
258 | (uint)(~CollisionFilterGroups.BSensorTrigger)) | 258 | (uint)(~CollisionFilterGroups.BSensorTrigger)) |
259 | }, | 259 | }, |
260 | { CollisionType.LinksetChild, | 260 | { CollisionType.LinksetChild, |
261 | new CollisionTypeFilterGroup(CollisionType.LinksetChild, | 261 | new CollisionTypeFilterGroup(CollisionType.LinksetChild, |
262 | (uint)CollisionFilterGroups.BLinksetChildGroup, | 262 | (uint)CollisionFilterGroups.BLinksetChildGroup, |
263 | (uint)(CollisionFilterGroups.BNoneGroup)) | 263 | (uint)(CollisionFilterGroups.BNoneGroup)) |
264 | // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) | 264 | // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) |
265 | }, | 265 | }, |