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authorMelanie2012-11-22 14:45:41 +0000
committerMelanie2012-11-22 14:45:41 +0000
commit3b2caa63b0ba890555990a88821ee37daa2607b4 (patch)
treea1f3c176b4b80330d34bbd6ac18811c5d7299081 /OpenSim/Region/Physics/BulletSPlugin
parentFactor out command script code. (diff)
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Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because it
conflicts with PhysicsShape type defined in later libOMV
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs6
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs4
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs56
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs16
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs2
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs10
11 files changed, 54 insertions, 54 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index e2aa41e..4c195e1 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -208,9 +208,9 @@ public sealed class BSCharacter : BSPhysObject
208 set { BaseShape = value; } 208 set { BaseShape = value; }
209 } 209 }
210 // I want the physics engine to make an avatar capsule 210 // I want the physics engine to make an avatar capsule
211 public override PhysicsShapeType PreferredPhysicalShape 211 public override BSPhysicsShapeType PreferredPhysicalShape
212 { 212 {
213 get {return PhysicsShapeType.SHAPE_CAPSULE; } 213 get {return BSPhysicsShapeType.SHAPE_CAPSULE; }
214 } 214 }
215 215
216 public override bool Grabbed { 216 public override bool Grabbed {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 4ee047b..0df4310 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -82,9 +82,9 @@ public abstract class BSLinkset
82 82
83 // Some linksets have a preferred physical shape. 83 // Some linksets have a preferred physical shape.
84 // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. 84 // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected.
85 public virtual PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) 85 public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
86 { 86 {
87 return PhysicsShapeType.SHAPE_UNKNOWN; 87 return BSPhysicsShapeType.SHAPE_UNKNOWN;
88 } 88 }
89 89
90 // Linksets move around the children so the linkset might need to compute the child position 90 // Linksets move around the children so the linkset might need to compute the child position
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index cb37840..b9c2cf9 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -42,12 +42,12 @@ public sealed class BSLinksetCompound : BSLinkset
42 } 42 }
43 43
44 // For compound implimented linksets, if there are children, use compound shape for the root. 44 // For compound implimented linksets, if there are children, use compound shape for the root.
45 public override PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) 45 public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
46 { 46 {
47 PhysicsShapeType ret = PhysicsShapeType.SHAPE_UNKNOWN; 47 BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
48 if (IsRoot(requestor) && HasAnyChildren) 48 if (IsRoot(requestor) && HasAnyChildren)
49 { 49 {
50 ret = PhysicsShapeType.SHAPE_COMPOUND; 50 ret = BSPhysicsShapeType.SHAPE_COMPOUND;
51 } 51 }
52 // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret); 52 // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret);
53 return ret; 53 return ret;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index e68b167..f6a890e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -94,9 +94,9 @@ public abstract class BSPhysObject : PhysicsActor
94 public PrimitiveBaseShape BaseShape { get; protected set; } 94 public PrimitiveBaseShape BaseShape { get; protected set; }
95 // Some types of objects have preferred physical representations. 95 // Some types of objects have preferred physical representations.
96 // Returns SHAPE_UNKNOWN if there is no preference. 96 // Returns SHAPE_UNKNOWN if there is no preference.
97 public virtual PhysicsShapeType PreferredPhysicalShape 97 public virtual BSPhysicsShapeType PreferredPhysicalShape
98 { 98 {
99 get { return PhysicsShapeType.SHAPE_UNKNOWN; } 99 get { return BSPhysicsShapeType.SHAPE_UNKNOWN; }
100 } 100 }
101 101
102 // When the physical properties are updated, an EntityProperty holds the update values. 102 // When the physical properties are updated, an EntityProperty holds the update values.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 5d16bbf..2b3fa25 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -171,7 +171,7 @@ public sealed class BSPrim : BSPhysObject
171 } 171 }
172 } 172 }
173 // Whatever the linkset wants is what I want. 173 // Whatever the linkset wants is what I want.
174 public override PhysicsShapeType PreferredPhysicalShape 174 public override BSPhysicsShapeType PreferredPhysicalShape
175 { get { return Linkset.PreferredPhysicalShape(this); } } 175 { get { return Linkset.PreferredPhysicalShape(this); } }
176 176
177 public override bool ForceBodyShapeRebuild(bool inTaintTime) 177 public override bool ForceBodyShapeRebuild(bool inTaintTime)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 869735c..892c34b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -178,7 +178,7 @@ public sealed class BSShapeCollection : IDisposable
178 bool ret = false; 178 bool ret = false;
179 switch (shape.type) 179 switch (shape.type)
180 { 180 {
181 case PhysicsShapeType.SHAPE_MESH: 181 case BSPhysicsShapeType.SHAPE_MESH:
182 MeshDesc meshDesc; 182 MeshDesc meshDesc;
183 if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) 183 if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
184 { 184 {
@@ -201,7 +201,7 @@ public sealed class BSShapeCollection : IDisposable
201 meshDesc.lastReferenced = System.DateTime.Now; 201 meshDesc.lastReferenced = System.DateTime.Now;
202 Meshes[shape.shapeKey] = meshDesc; 202 Meshes[shape.shapeKey] = meshDesc;
203 break; 203 break;
204 case PhysicsShapeType.SHAPE_HULL: 204 case BSPhysicsShapeType.SHAPE_HULL:
205 HullDesc hullDesc; 205 HullDesc hullDesc;
206 if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) 206 if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
207 { 207 {
@@ -224,7 +224,7 @@ public sealed class BSShapeCollection : IDisposable
224 hullDesc.lastReferenced = System.DateTime.Now; 224 hullDesc.lastReferenced = System.DateTime.Now;
225 Hulls[shape.shapeKey] = hullDesc; 225 Hulls[shape.shapeKey] = hullDesc;
226 break; 226 break;
227 case PhysicsShapeType.SHAPE_UNKNOWN: 227 case BSPhysicsShapeType.SHAPE_UNKNOWN:
228 break; 228 break;
229 default: 229 default:
230 // Native shapes are not tracked and they don't go into any list 230 // Native shapes are not tracked and they don't go into any list
@@ -255,16 +255,16 @@ public sealed class BSShapeCollection : IDisposable
255 { 255 {
256 switch (shape.type) 256 switch (shape.type)
257 { 257 {
258 case PhysicsShapeType.SHAPE_HULL: 258 case BSPhysicsShapeType.SHAPE_HULL:
259 DereferenceHull(shape, shapeCallback); 259 DereferenceHull(shape, shapeCallback);
260 break; 260 break;
261 case PhysicsShapeType.SHAPE_MESH: 261 case BSPhysicsShapeType.SHAPE_MESH:
262 DereferenceMesh(shape, shapeCallback); 262 DereferenceMesh(shape, shapeCallback);
263 break; 263 break;
264 case PhysicsShapeType.SHAPE_COMPOUND: 264 case BSPhysicsShapeType.SHAPE_COMPOUND:
265 DereferenceCompound(shape, shapeCallback); 265 DereferenceCompound(shape, shapeCallback);
266 break; 266 break;
267 case PhysicsShapeType.SHAPE_UNKNOWN: 267 case BSPhysicsShapeType.SHAPE_UNKNOWN:
268 break; 268 break;
269 default: 269 default:
270 break; 270 break;
@@ -352,28 +352,28 @@ public sealed class BSShapeCollection : IDisposable
352 BulletShape shapeInfo = new BulletShape(cShape); 352 BulletShape shapeInfo = new BulletShape(cShape);
353 if (TryGetMeshByPtr(cShape, out meshDesc)) 353 if (TryGetMeshByPtr(cShape, out meshDesc))
354 { 354 {
355 shapeInfo.type = PhysicsShapeType.SHAPE_MESH; 355 shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH;
356 shapeInfo.shapeKey = meshDesc.shapeKey; 356 shapeInfo.shapeKey = meshDesc.shapeKey;
357 } 357 }
358 else 358 else
359 { 359 {
360 if (TryGetHullByPtr(cShape, out hullDesc)) 360 if (TryGetHullByPtr(cShape, out hullDesc))
361 { 361 {
362 shapeInfo.type = PhysicsShapeType.SHAPE_HULL; 362 shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL;
363 shapeInfo.shapeKey = hullDesc.shapeKey; 363 shapeInfo.shapeKey = hullDesc.shapeKey;
364 } 364 }
365 else 365 else
366 { 366 {
367 if (BulletSimAPI.IsCompound2(cShape)) 367 if (BulletSimAPI.IsCompound2(cShape))
368 { 368 {
369 shapeInfo.type = PhysicsShapeType.SHAPE_COMPOUND; 369 shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND;
370 } 370 }
371 else 371 else
372 { 372 {
373 if (BulletSimAPI.IsNativeShape2(cShape)) 373 if (BulletSimAPI.IsNativeShape2(cShape))
374 { 374 {
375 shapeInfo.isNativeShape = true; 375 shapeInfo.isNativeShape = true;
376 shapeInfo.type = PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) 376 shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
377 } 377 }
378 } 378 }
379 } 379 }
@@ -381,7 +381,7 @@ public sealed class BSShapeCollection : IDisposable
381 381
382 DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo); 382 DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo);
383 383
384 if (shapeInfo.type != PhysicsShapeType.SHAPE_UNKNOWN) 384 if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN)
385 { 385 {
386 DereferenceShape(shapeInfo, true, null); 386 DereferenceShape(shapeInfo, true, null);
387 } 387 }
@@ -405,10 +405,10 @@ public sealed class BSShapeCollection : IDisposable
405 bool ret = false; 405 bool ret = false;
406 bool haveShape = false; 406 bool haveShape = false;
407 407
408 if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE) 408 if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
409 { 409 {
410 // an avatar capsule is close to a native shape (it is not shared) 410 // an avatar capsule is close to a native shape (it is not shared)
411 ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_CAPSULE, 411 ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE,
412 FixedShapeKey.KEY_CAPSULE, shapeCallback); 412 FixedShapeKey.KEY_CAPSULE, shapeCallback);
413 DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); 413 DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
414 ret = true; 414 ret = true;
@@ -417,7 +417,7 @@ public sealed class BSShapeCollection : IDisposable
417 417
418 // Compound shapes are handled special as they are rebuilt from scratch. 418 // Compound shapes are handled special as they are rebuilt from scratch.
419 // This isn't too great a hardship since most of the child shapes will already been created. 419 // This isn't too great a hardship since most of the child shapes will already been created.
420 if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND) 420 if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
421 { 421 {
422 ret = GetReferenceToCompoundShape(prim, shapeCallback); 422 ret = GetReferenceToCompoundShape(prim, shapeCallback);
423 DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape); 423 DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape);
@@ -460,10 +460,10 @@ public sealed class BSShapeCollection : IDisposable
460 haveShape = true; 460 haveShape = true;
461 if (forceRebuild 461 if (forceRebuild
462 || prim.Scale != prim.Size 462 || prim.Scale != prim.Size
463 || prim.PhysShape.type != PhysicsShapeType.SHAPE_SPHERE 463 || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE
464 ) 464 )
465 { 465 {
466 ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_SPHERE, 466 ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE,
467 FixedShapeKey.KEY_SPHERE, shapeCallback); 467 FixedShapeKey.KEY_SPHERE, shapeCallback);
468 DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", 468 DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
469 prim.LocalID, forceRebuild, prim.PhysShape); 469 prim.LocalID, forceRebuild, prim.PhysShape);
@@ -474,10 +474,10 @@ public sealed class BSShapeCollection : IDisposable
474 haveShape = true; 474 haveShape = true;
475 if (forceRebuild 475 if (forceRebuild
476 || prim.Scale != prim.Size 476 || prim.Scale != prim.Size
477 || prim.PhysShape.type != PhysicsShapeType.SHAPE_BOX 477 || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX
478 ) 478 )
479 { 479 {
480 ret = GetReferenceToNativeShape( prim, PhysicsShapeType.SHAPE_BOX, 480 ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX,
481 FixedShapeKey.KEY_BOX, shapeCallback); 481 FixedShapeKey.KEY_BOX, shapeCallback);
482 DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", 482 DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
483 prim.LocalID, forceRebuild, prim.PhysShape); 483 prim.LocalID, forceRebuild, prim.PhysShape);
@@ -519,7 +519,7 @@ public sealed class BSShapeCollection : IDisposable
519 // Creates a native shape and assignes it to prim.BSShape. 519 // Creates a native shape and assignes it to prim.BSShape.
520 // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). 520 // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape().
521 private bool GetReferenceToNativeShape(BSPhysObject prim, 521 private bool GetReferenceToNativeShape(BSPhysObject prim,
522 PhysicsShapeType shapeType, FixedShapeKey shapeKey, 522 BSPhysicsShapeType shapeType, FixedShapeKey shapeKey,
523 ShapeDestructionCallback shapeCallback) 523 ShapeDestructionCallback shapeCallback)
524 { 524 {
525 // release any previous shape 525 // release any previous shape
@@ -535,7 +535,7 @@ public sealed class BSShapeCollection : IDisposable
535 return true; 535 return true;
536 } 536 }
537 537
538 private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, PhysicsShapeType shapeType, 538 private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType,
539 FixedShapeKey shapeKey) 539 FixedShapeKey shapeKey)
540 { 540 {
541 BulletShape newShape; 541 BulletShape newShape;
@@ -548,7 +548,7 @@ public sealed class BSShapeCollection : IDisposable
548 nativeShapeData.MeshKey = (ulong)shapeKey; 548 nativeShapeData.MeshKey = (ulong)shapeKey;
549 nativeShapeData.HullKey = (ulong)shapeKey; 549 nativeShapeData.HullKey = (ulong)shapeKey;
550 550
551 if (shapeType == PhysicsShapeType.SHAPE_CAPSULE) 551 if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
552 { 552 {
553 // The proper scale has been calculated in the prim. 553 // The proper scale has been calculated in the prim.
554 newShape = new BulletShape( 554 newShape = new BulletShape(
@@ -586,7 +586,7 @@ public sealed class BSShapeCollection : IDisposable
586 System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); 586 System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
587 587
588 // if this new shape is the same as last time, don't recreate the mesh 588 // if this new shape is the same as last time, don't recreate the mesh
589 if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_MESH) 589 if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH)
590 return false; 590 return false;
591 591
592 DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}", 592 DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}",
@@ -644,7 +644,7 @@ public sealed class BSShapeCollection : IDisposable
644 indices.GetLength(0), indices, vertices.Count, verticesAsFloats); 644 indices.GetLength(0), indices, vertices.Count, verticesAsFloats);
645 } 645 }
646 } 646 }
647 BulletShape newShape = new BulletShape(meshPtr, PhysicsShapeType.SHAPE_MESH); 647 BulletShape newShape = new BulletShape(meshPtr, BSPhysicsShapeType.SHAPE_MESH);
648 newShape.shapeKey = newMeshKey; 648 newShape.shapeKey = newMeshKey;
649 649
650 return newShape; 650 return newShape;
@@ -660,7 +660,7 @@ public sealed class BSShapeCollection : IDisposable
660 System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); 660 System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
661 661
662 // if the hull hasn't changed, don't rebuild it 662 // if the hull hasn't changed, don't rebuild it
663 if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_HULL) 663 if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL)
664 return false; 664 return false;
665 665
666 DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}", 666 DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}",
@@ -781,7 +781,7 @@ public sealed class BSShapeCollection : IDisposable
781 } 781 }
782 } 782 }
783 783
784 BulletShape newShape = new BulletShape(hullPtr, PhysicsShapeType.SHAPE_HULL); 784 BulletShape newShape = new BulletShape(hullPtr, BSPhysicsShapeType.SHAPE_HULL);
785 newShape.shapeKey = newHullKey; 785 newShape.shapeKey = newHullKey;
786 786
787 return newShape; // 'true' means a new shape has been added to this prim 787 return newShape; // 'true' means a new shape has been added to this prim
@@ -804,7 +804,7 @@ public sealed class BSShapeCollection : IDisposable
804 // DereferenceShape(prim.PhysShape, true, shapeCallback); 804 // DereferenceShape(prim.PhysShape, true, shapeCallback);
805 805
806 BulletShape cShape = new BulletShape( 806 BulletShape cShape = new BulletShape(
807 BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), PhysicsShapeType.SHAPE_COMPOUND); 807 BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), BSPhysicsShapeType.SHAPE_COMPOUND);
808 808
809 // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. 809 // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape.
810 CreateGeomMeshOrHull(prim, shapeCallback); 810 CreateGeomMeshOrHull(prim, shapeCallback);
@@ -895,7 +895,7 @@ public sealed class BSShapeCollection : IDisposable
895 895
896 // While we figure out the real problem, stick a simple native shape on the object. 896 // While we figure out the real problem, stick a simple native shape on the object.
897 BulletShape fillinShape = 897 BulletShape fillinShape =
898 BuildPhysicalNativeShape(prim, PhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); 898 BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
899 899
900 return fillinShape; 900 return fillinShape;
901 } 901 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index f2e62d9..96cd55e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -35,7 +35,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
35public abstract class BSShape 35public abstract class BSShape
36{ 36{
37 public IntPtr ptr { get; set; } 37 public IntPtr ptr { get; set; }
38 public PhysicsShapeType type { get; set; } 38 public BSPhysicsShapeType type { get; set; }
39 public System.UInt64 key { get; set; } 39 public System.UInt64 key { get; set; }
40 public int referenceCount { get; set; } 40 public int referenceCount { get; set; }
41 public DateTime lastReferenced { get; set; } 41 public DateTime lastReferenced { get; set; }
@@ -43,7 +43,7 @@ public abstract class BSShape
43 public BSShape() 43 public BSShape()
44 { 44 {
45 ptr = IntPtr.Zero; 45 ptr = IntPtr.Zero;
46 type = PhysicsShapeType.SHAPE_UNKNOWN; 46 type = BSPhysicsShapeType.SHAPE_UNKNOWN;
47 key = 0; 47 key = 0;
48 referenceCount = 0; 48 referenceCount = 0;
49 lastReferenced = DateTime.Now; 49 lastReferenced = DateTime.Now;
@@ -54,17 +54,17 @@ public abstract class BSShape
54 { 54 {
55 BSShape ret = null; 55 BSShape ret = null;
56 56
57 if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE) 57 if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
58 { 58 {
59 // an avatar capsule is close to a native shape (it is not shared) 59 // an avatar capsule is close to a native shape (it is not shared)
60 ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_CAPSULE, 60 ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE,
61 FixedShapeKey.KEY_CAPSULE); 61 FixedShapeKey.KEY_CAPSULE);
62 physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); 62 physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
63 } 63 }
64 64
65 // Compound shapes are handled special as they are rebuilt from scratch. 65 // Compound shapes are handled special as they are rebuilt from scratch.
66 // This isn't too great a hardship since most of the child shapes will already been created. 66 // This isn't too great a hardship since most of the child shapes will already been created.
67 if (ret == null && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND) 67 if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
68 { 68 {
69 // Getting a reference to a compound shape gets you the compound shape with the root prim shape added 69 // Getting a reference to a compound shape gets you the compound shape with the root prim shape added
70 ret = BSShapeCompound.GetReference(prim); 70 ret = BSShapeCompound.GetReference(prim);
@@ -123,14 +123,14 @@ public class BSShapeNative : BSShape
123 { 123 {
124 } 124 }
125 public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, 125 public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
126 PhysicsShapeType shapeType, FixedShapeKey shapeKey) 126 BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
127 { 127 {
128 // Native shapes are not shared and are always built anew. 128 // Native shapes are not shared and are always built anew.
129 return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); 129 return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
130 } 130 }
131 131
132 private BSShapeNative(BSScene physicsScene, BSPhysObject prim, 132 private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
133 PhysicsShapeType shapeType, FixedShapeKey shapeKey) 133 BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
134 { 134 {
135 ShapeData nativeShapeData = new ShapeData(); 135 ShapeData nativeShapeData = new ShapeData();
136 nativeShapeData.Type = shapeType; 136 nativeShapeData.Type = shapeType;
@@ -141,7 +141,7 @@ public class BSShapeNative : BSShape
141 nativeShapeData.HullKey = (ulong)shapeKey; 141 nativeShapeData.HullKey = (ulong)shapeKey;
142 142
143 143
144 if (shapeType == PhysicsShapeType.SHAPE_CAPSULE) 144 if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
145 { 145 {
146 ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); 146 ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
147 physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); 147 physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
index 8fc36d1..3ca756c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
@@ -97,7 +97,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
97 97
98 // Create the terrain shape from the mapInfo 98 // Create the terrain shape from the mapInfo
99 m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr), 99 m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr),
100 PhysicsShapeType.SHAPE_TERRAIN); 100 BSPhysicsShapeType.SHAPE_TERRAIN);
101 101
102 // The terrain object initial position is at the center of the object 102 // The terrain object initial position is at the center of the object
103 Vector3 centerPos; 103 Vector3 centerPos;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 71fca33..23fcfd3 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -130,7 +130,7 @@ public sealed class BSTerrainManager
130 // The ground plane is here to catch things that are trying to drop to negative infinity 130 // The ground plane is here to catch things that are trying to drop to negative infinity
131 BulletShape groundPlaneShape = new BulletShape( 131 BulletShape groundPlaneShape = new BulletShape(
132 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), 132 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
133 PhysicsShapeType.SHAPE_GROUNDPLANE); 133 BSPhysicsShapeType.SHAPE_GROUNDPLANE);
134 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, 134 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
135 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, 135 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
136 Vector3.Zero, Quaternion.Identity)); 136 Vector3.Zero, Quaternion.Identity));
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index 3279b6f..dca7150 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -91,7 +91,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
91 91
92 m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, 92 m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
93 indicesCount, indices, verticesCount, vertices), 93 indicesCount, indices, verticesCount, vertices),
94 PhysicsShapeType.SHAPE_MESH); 94 BSPhysicsShapeType.SHAPE_MESH);
95 if (m_terrainShape.ptr == IntPtr.Zero) 95 if (m_terrainShape.ptr == IntPtr.Zero)
96 { 96 {
97 // DISASTER!! 97 // DISASTER!!
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 4647c2d..e60a760 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -88,11 +88,11 @@ public struct BulletShape
88 public BulletShape(IntPtr xx) 88 public BulletShape(IntPtr xx)
89 { 89 {
90 ptr = xx; 90 ptr = xx;
91 type=PhysicsShapeType.SHAPE_UNKNOWN; 91 type=BSPhysicsShapeType.SHAPE_UNKNOWN;
92 shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; 92 shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
93 isNativeShape = false; 93 isNativeShape = false;
94 } 94 }
95 public BulletShape(IntPtr xx, PhysicsShapeType typ) 95 public BulletShape(IntPtr xx, BSPhysicsShapeType typ)
96 { 96 {
97 ptr = xx; 97 ptr = xx;
98 type = typ; 98 type = typ;
@@ -100,7 +100,7 @@ public struct BulletShape
100 isNativeShape = false; 100 isNativeShape = false;
101 } 101 }
102 public IntPtr ptr; 102 public IntPtr ptr;
103 public PhysicsShapeType type; 103 public BSPhysicsShapeType type;
104 public System.UInt64 shapeKey; 104 public System.UInt64 shapeKey;
105 public bool isNativeShape; 105 public bool isNativeShape;
106 public override string ToString() 106 public override string ToString()
@@ -178,7 +178,7 @@ public struct ConvexHull
178 int VertexCount; 178 int VertexCount;
179 Vector3[] Vertices; 179 Vector3[] Vertices;
180} 180}
181public enum PhysicsShapeType 181public enum BSPhysicsShapeType
182{ 182{
183 SHAPE_UNKNOWN = 0, 183 SHAPE_UNKNOWN = 0,
184 SHAPE_CAPSULE = 1, 184 SHAPE_CAPSULE = 1,
@@ -210,7 +210,7 @@ public enum FixedShapeKey : ulong
210public struct ShapeData 210public struct ShapeData
211{ 211{
212 public uint ID; 212 public uint ID;
213 public PhysicsShapeType Type; 213 public BSPhysicsShapeType Type;
214 public Vector3 Position; 214 public Vector3 Position;
215 public Quaternion Rotation; 215 public Quaternion Rotation;
216 public Vector3 Velocity; 216 public Vector3 Velocity;