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authorDavid Walter Seikel2016-11-03 21:44:39 +1000
committerDavid Walter Seikel2016-11-03 21:44:39 +1000
commit134f86e8d5c414409631b25b8c6f0ee45fbd8631 (patch)
tree216b89d3fb89acfb81be1e440c25c41ab09fa96d /OpenSim/Region/PhysicsModules/BulletS/BulletSimData.cs
parentMore changing to production grid. Double oops. (diff)
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Initial update to OpenSim 0.8.2.1 source code.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BulletSimData.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs)72
1 files changed, 43 insertions, 29 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/PhysicsModules/BulletS/BulletSimData.cs
index 662dd68..3329395 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BulletSimData.cs
@@ -29,7 +29,7 @@ using System.Collections.Generic;
29using System.Text; 29using System.Text;
30using OMV = OpenMetaverse; 30using OMV = OpenMetaverse;
31 31
32namespace OpenSim.Region.Physics.BulletSPlugin 32namespace OpenSim.Region.PhysicsModule.BulletS
33{ 33{
34// Classes to allow some type checking for the API 34// Classes to allow some type checking for the API
35// These hold pointers to allocated objects in the unmanaged space. 35// These hold pointers to allocated objects in the unmanaged space.
@@ -104,18 +104,20 @@ public class BulletShape
104{ 104{
105 public BulletShape() 105 public BulletShape()
106 { 106 {
107 type = BSPhysicsShapeType.SHAPE_UNKNOWN; 107 shapeType = BSPhysicsShapeType.SHAPE_UNKNOWN;
108 shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; 108 shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
109 isNativeShape = false; 109 isNativeShape = false;
110 } 110 }
111 public BSPhysicsShapeType type; 111 public BSPhysicsShapeType shapeType;
112 public System.UInt64 shapeKey; 112 public System.UInt64 shapeKey;
113 public bool isNativeShape; 113 public bool isNativeShape;
114 114
115 public virtual void Clear() { } 115 public virtual void Clear() { }
116 public virtual bool HasPhysicalShape { get { return false; } } 116 public virtual bool HasPhysicalShape { get { return false; } }
117
117 // Make another reference to this physical object. 118 // Make another reference to this physical object.
118 public virtual BulletShape Clone() { return new BulletShape(); } 119 public virtual BulletShape Clone() { return new BulletShape(); }
120
119 // Return 'true' if this and other refer to the same physical object 121 // Return 'true' if this and other refer to the same physical object
120 public virtual bool ReferenceSame(BulletShape xx) { return false; } 122 public virtual bool ReferenceSame(BulletShape xx) { return false; }
121 123
@@ -131,7 +133,7 @@ public class BulletShape
131 buff.Append("<p="); 133 buff.Append("<p=");
132 buff.Append(AddrString); 134 buff.Append(AddrString);
133 buff.Append(",s="); 135 buff.Append(",s=");
134 buff.Append(type.ToString()); 136 buff.Append(shapeType.ToString());
135 buff.Append(",k="); 137 buff.Append(",k=");
136 buff.Append(shapeKey.ToString("X")); 138 buff.Append(shapeKey.ToString("X"));
137 buff.Append(",n="); 139 buff.Append(",n=");
@@ -163,14 +165,15 @@ public class BulletConstraint
163// than making copies. 165// than making copies.
164public class BulletHMapInfo 166public class BulletHMapInfo
165{ 167{
166 public BulletHMapInfo(uint id, float[] hm) { 168 public BulletHMapInfo(uint id, float[] hm, float pSizeX, float pSizeY) {
167 ID = id; 169 ID = id;
168 heightMap = hm; 170 heightMap = hm;
169 terrainRegionBase = OMV.Vector3.Zero; 171 terrainRegionBase = OMV.Vector3.Zero;
170 minCoords = new OMV.Vector3(100f, 100f, 25f); 172 minCoords = new OMV.Vector3(100f, 100f, 25f);
171 maxCoords = new OMV.Vector3(101f, 101f, 26f); 173 maxCoords = new OMV.Vector3(101f, 101f, 26f);
172 minZ = maxZ = 0f; 174 minZ = maxZ = 0f;
173 sizeX = sizeY = 256f; 175 sizeX = pSizeX;
176 sizeY = pSizeY;
174 } 177 }
175 public uint ID; 178 public uint ID;
176 public float[] heightMap; 179 public float[] heightMap;
@@ -187,6 +190,7 @@ public class BulletHMapInfo
187public enum CollisionType 190public enum CollisionType
188{ 191{
189 Avatar, 192 Avatar,
193 PhantomToOthersAvatar, // An avatar that it phantom to other avatars but not to anything else
190 Groundplane, 194 Groundplane,
191 Terrain, 195 Terrain,
192 Static, 196 Static,
@@ -215,45 +219,55 @@ public static class BulletSimData
215{ 219{
216 220
217// Map of collisionTypes to flags for collision groups and masks. 221// Map of collisionTypes to flags for collision groups and masks.
222// An object's 'group' is the collison groups this object belongs to
223// An object's 'filter' is the groups another object has to belong to in order to collide with me
224// A collision happens if ((obj1.group & obj2.filter) != 0) || ((obj2.group & obj1.filter) != 0)
225//
218// As mentioned above, don't use the CollisionFilterGroups definitions directly in the code 226// As mentioned above, don't use the CollisionFilterGroups definitions directly in the code
219// but, instead, use references to this dictionary. Finding and debugging 227// but, instead, use references to this dictionary. Finding and debugging
220// collision flag problems will be made easier. 228// collision flag problems will be made easier.
221public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks 229public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeMasks
222 = new Dictionary<CollisionType, CollisionTypeFilterGroup>() 230 = new Dictionary<CollisionType, CollisionTypeFilterGroup>()
223{ 231{
224 { CollisionType.Avatar, 232 { CollisionType.Avatar,
225 new CollisionTypeFilterGroup(CollisionType.Avatar, 233 new CollisionTypeFilterGroup(CollisionType.Avatar,
226 (uint)CollisionFilterGroups.BCharacterGroup, 234 (uint)CollisionFilterGroups.BCharacterGroup,
227 (uint)CollisionFilterGroups.BAllGroup) 235 (uint)(CollisionFilterGroups.BAllGroup))
228 }, 236 },
229 { CollisionType.Groundplane, 237 { CollisionType.PhantomToOthersAvatar,
230 new CollisionTypeFilterGroup(CollisionType.Groundplane, 238 new CollisionTypeFilterGroup(CollisionType.PhantomToOthersAvatar,
231 (uint)CollisionFilterGroups.BGroundPlaneGroup, 239 (uint)CollisionFilterGroups.BCharacterGroup,
232 (uint)CollisionFilterGroups.BAllGroup) 240 (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BCharacterGroup))
241 },
242 { CollisionType.Groundplane,
243 new CollisionTypeFilterGroup(CollisionType.Groundplane,
244 (uint)CollisionFilterGroups.BGroundPlaneGroup,
245 // (uint)CollisionFilterGroups.BAllGroup)
246 (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
233 }, 247 },
234 { CollisionType.Terrain, 248 { CollisionType.Terrain,
235 new CollisionTypeFilterGroup(CollisionType.Terrain, 249 new CollisionTypeFilterGroup(CollisionType.Terrain,
236 (uint)CollisionFilterGroups.BTerrainGroup, 250 (uint)CollisionFilterGroups.BTerrainGroup,
237 (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup)) 251 (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup))
238 }, 252 },
239 { CollisionType.Static, 253 { CollisionType.Static,
240 new CollisionTypeFilterGroup(CollisionType.Static, 254 new CollisionTypeFilterGroup(CollisionType.Static,
241 (uint)CollisionFilterGroups.BStaticGroup, 255 (uint)CollisionFilterGroups.BStaticGroup,
242 (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) 256 (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
243 }, 257 },
244 { CollisionType.Dynamic, 258 { CollisionType.Dynamic,
245 new CollisionTypeFilterGroup(CollisionType.Dynamic, 259 new CollisionTypeFilterGroup(CollisionType.Dynamic,
246 (uint)CollisionFilterGroups.BSolidGroup, 260 (uint)CollisionFilterGroups.BSolidGroup,
247 (uint)(CollisionFilterGroups.BAllGroup)) 261 (uint)(CollisionFilterGroups.BAllGroup))
248 }, 262 },
249 { CollisionType.VolumeDetect, 263 { CollisionType.VolumeDetect,
250 new CollisionTypeFilterGroup(CollisionType.VolumeDetect, 264 new CollisionTypeFilterGroup(CollisionType.VolumeDetect,
251 (uint)CollisionFilterGroups.BSensorTrigger, 265 (uint)CollisionFilterGroups.BSensorTrigger,
252 (uint)(~CollisionFilterGroups.BSensorTrigger)) 266 (uint)(~CollisionFilterGroups.BSensorTrigger))
253 }, 267 },
254 { CollisionType.LinksetChild, 268 { CollisionType.LinksetChild,
255 new CollisionTypeFilterGroup(CollisionType.LinksetChild, 269 new CollisionTypeFilterGroup(CollisionType.LinksetChild,
256 (uint)CollisionFilterGroups.BLinksetChildGroup, 270 (uint)CollisionFilterGroups.BLinksetChildGroup,
257 (uint)(CollisionFilterGroups.BNoneGroup)) 271 (uint)(CollisionFilterGroups.BNoneGroup))
258 // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) 272 // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
259 }, 273 },