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authorMelanie Thielker2017-01-05 19:07:37 +0000
committerMelanie Thielker2017-01-05 19:07:37 +0000
commitb16abc8166c29585cb76cc55c3bdd76e5833cb4f (patch)
tree6a34f465a74b7a3a6dc00a3d7aa8dcc25ac3e3a5 /OpenSim/Region/PhysicsModules/BulletS
parentMake it possible to disable the bakes module in the way it is described in co... (diff)
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Massive tab and trailing space cleanup
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS')
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSAPIUnman.cs8
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs310
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSActorMoveToTarget.cs2
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs120
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs10
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSDynamics.cs6
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSLinkset.cs2
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSParam.cs210
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs6
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs8
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSScene.cs10
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/ExtendedPhysics.cs2
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs8
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/Tests/BulletSimTestsUtil.cs2
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/Tests/HullCreation.cs2
15 files changed, 353 insertions, 353 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSAPIUnman.cs b/OpenSim/Region/PhysicsModules/BulletS/BSAPIUnman.cs
index c4a923c..42db7fe 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSAPIUnman.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSAPIUnman.cs
@@ -155,8 +155,8 @@ public BSAPIUnman(string paramName, BSScene physScene)
155 155
156// Initialization and simulation 156// Initialization and simulation
157public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, 157public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
158 int maxCollisions, ref CollisionDesc[] collisionArray, 158 int maxCollisions, ref CollisionDesc[] collisionArray,
159 int maxUpdates, ref EntityProperties[] updateArray 159 int maxUpdates, ref EntityProperties[] updateArray
160 ) 160 )
161{ 161{
162 // Pin down the memory that will be used to pass object collisions and updates back from unmanaged code 162 // Pin down the memory that will be used to pass object collisions and updates back from unmanaged code
@@ -1472,8 +1472,8 @@ public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg
1472// Initialization and simulation 1472// Initialization and simulation
1473[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1473[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1474public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, 1474public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
1475 int maxCollisions, IntPtr collisionArray, 1475 int maxCollisions, IntPtr collisionArray,
1476 int maxUpdates, IntPtr updateArray, 1476 int maxUpdates, IntPtr updateArray,
1477 DebugLogCallback logRoutine); 1477 DebugLogCallback logRoutine);
1478 1478
1479[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 1479[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs b/OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs
index 887311d..37017b0 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs
@@ -815,161 +815,161 @@ private sealed class BulletConstraintXNA : BulletConstraint
815 public override bool SliderSetLimits(BulletConstraint pConstraint, int lowerUpper, int linAng, float val) 815 public override bool SliderSetLimits(BulletConstraint pConstraint, int lowerUpper, int linAng, float val)
816 { 816 {
817 SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; 817 SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
818 switch (lowerUpper) 818 switch (lowerUpper)
819 { 819 {
820 case SLIDER_LOWER_LIMIT: 820 case SLIDER_LOWER_LIMIT:
821 switch (linAng) 821 switch (linAng)
822 { 822 {
823 case SLIDER_LINEAR: 823 case SLIDER_LINEAR:
824 constraint.SetLowerLinLimit(val); 824 constraint.SetLowerLinLimit(val);
825 break; 825 break;
826 case SLIDER_ANGULAR: 826 case SLIDER_ANGULAR:
827 constraint.SetLowerAngLimit(val); 827 constraint.SetLowerAngLimit(val);
828 break; 828 break;
829 } 829 }
830 break; 830 break;
831 case SLIDER_UPPER_LIMIT: 831 case SLIDER_UPPER_LIMIT:
832 switch (linAng) 832 switch (linAng)
833 { 833 {
834 case SLIDER_LINEAR: 834 case SLIDER_LINEAR:
835 constraint.SetUpperLinLimit(val); 835 constraint.SetUpperLinLimit(val);
836 break; 836 break;
837 case SLIDER_ANGULAR: 837 case SLIDER_ANGULAR:
838 constraint.SetUpperAngLimit(val); 838 constraint.SetUpperAngLimit(val);
839 break; 839 break;
840 } 840 }
841 break; 841 break;
842 } 842 }
843 return true; 843 return true;
844 } 844 }
845 public override bool SliderSet(BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val) 845 public override bool SliderSet(BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val)
846 { 846 {
847 SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; 847 SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
848 switch (softRestDamp) 848 switch (softRestDamp)
849 { 849 {
850 case SLIDER_SET_SOFTNESS: 850 case SLIDER_SET_SOFTNESS:
851 switch (dirLimOrtho) 851 switch (dirLimOrtho)
852 { 852 {
853 case SLIDER_SET_DIRECTION: 853 case SLIDER_SET_DIRECTION:
854 switch (linAng) 854 switch (linAng)
855 { 855 {
856 case SLIDER_LINEAR: constraint.SetSoftnessDirLin(val); break; 856 case SLIDER_LINEAR: constraint.SetSoftnessDirLin(val); break;
857 case SLIDER_ANGULAR: constraint.SetSoftnessDirAng(val); break; 857 case SLIDER_ANGULAR: constraint.SetSoftnessDirAng(val); break;
858 } 858 }
859 break; 859 break;
860 case SLIDER_SET_LIMIT: 860 case SLIDER_SET_LIMIT:
861 switch (linAng) 861 switch (linAng)
862 { 862 {
863 case SLIDER_LINEAR: constraint.SetSoftnessLimLin(val); break; 863 case SLIDER_LINEAR: constraint.SetSoftnessLimLin(val); break;
864 case SLIDER_ANGULAR: constraint.SetSoftnessLimAng(val); break; 864 case SLIDER_ANGULAR: constraint.SetSoftnessLimAng(val); break;
865 } 865 }
866 break; 866 break;
867 case SLIDER_SET_ORTHO: 867 case SLIDER_SET_ORTHO:
868 switch (linAng) 868 switch (linAng)
869 { 869 {
870 case SLIDER_LINEAR: constraint.SetSoftnessOrthoLin(val); break; 870 case SLIDER_LINEAR: constraint.SetSoftnessOrthoLin(val); break;
871 case SLIDER_ANGULAR: constraint.SetSoftnessOrthoAng(val); break; 871 case SLIDER_ANGULAR: constraint.SetSoftnessOrthoAng(val); break;
872 } 872 }
873 break; 873 break;
874 } 874 }
875 break; 875 break;
876 case SLIDER_SET_RESTITUTION: 876 case SLIDER_SET_RESTITUTION:
877 switch (dirLimOrtho) 877 switch (dirLimOrtho)
878 { 878 {
879 case SLIDER_SET_DIRECTION: 879 case SLIDER_SET_DIRECTION:
880 switch (linAng) 880 switch (linAng)
881 { 881 {
882 case SLIDER_LINEAR: constraint.SetRestitutionDirLin(val); break; 882 case SLIDER_LINEAR: constraint.SetRestitutionDirLin(val); break;
883 case SLIDER_ANGULAR: constraint.SetRestitutionDirAng(val); break; 883 case SLIDER_ANGULAR: constraint.SetRestitutionDirAng(val); break;
884 } 884 }
885 break; 885 break;
886 case SLIDER_SET_LIMIT: 886 case SLIDER_SET_LIMIT:
887 switch (linAng) 887 switch (linAng)
888 { 888 {
889 case SLIDER_LINEAR: constraint.SetRestitutionLimLin(val); break; 889 case SLIDER_LINEAR: constraint.SetRestitutionLimLin(val); break;
890 case SLIDER_ANGULAR: constraint.SetRestitutionLimAng(val); break; 890 case SLIDER_ANGULAR: constraint.SetRestitutionLimAng(val); break;
891 } 891 }
892 break; 892 break;
893 case SLIDER_SET_ORTHO: 893 case SLIDER_SET_ORTHO:
894 switch (linAng) 894 switch (linAng)
895 { 895 {
896 case SLIDER_LINEAR: constraint.SetRestitutionOrthoLin(val); break; 896 case SLIDER_LINEAR: constraint.SetRestitutionOrthoLin(val); break;
897 case SLIDER_ANGULAR: constraint.SetRestitutionOrthoAng(val); break; 897 case SLIDER_ANGULAR: constraint.SetRestitutionOrthoAng(val); break;
898 } 898 }
899 break; 899 break;
900 } 900 }
901 break; 901 break;
902 case SLIDER_SET_DAMPING: 902 case SLIDER_SET_DAMPING:
903 switch (dirLimOrtho) 903 switch (dirLimOrtho)
904 { 904 {
905 case SLIDER_SET_DIRECTION: 905 case SLIDER_SET_DIRECTION:
906 switch (linAng) 906 switch (linAng)
907 { 907 {
908 case SLIDER_LINEAR: constraint.SetDampingDirLin(val); break; 908 case SLIDER_LINEAR: constraint.SetDampingDirLin(val); break;
909 case SLIDER_ANGULAR: constraint.SetDampingDirAng(val); break; 909 case SLIDER_ANGULAR: constraint.SetDampingDirAng(val); break;
910 } 910 }
911 break; 911 break;
912 case SLIDER_SET_LIMIT: 912 case SLIDER_SET_LIMIT:
913 switch (linAng) 913 switch (linAng)
914 { 914 {
915 case SLIDER_LINEAR: constraint.SetDampingLimLin(val); break; 915 case SLIDER_LINEAR: constraint.SetDampingLimLin(val); break;
916 case SLIDER_ANGULAR: constraint.SetDampingLimAng(val); break; 916 case SLIDER_ANGULAR: constraint.SetDampingLimAng(val); break;
917 } 917 }
918 break; 918 break;
919 case SLIDER_SET_ORTHO: 919 case SLIDER_SET_ORTHO:
920 switch (linAng) 920 switch (linAng)
921 { 921 {
922 case SLIDER_LINEAR: constraint.SetDampingOrthoLin(val); break; 922 case SLIDER_LINEAR: constraint.SetDampingOrthoLin(val); break;
923 case SLIDER_ANGULAR: constraint.SetDampingOrthoAng(val); break; 923 case SLIDER_ANGULAR: constraint.SetDampingOrthoAng(val); break;
924 } 924 }
925 break; 925 break;
926 } 926 }
927 break; 927 break;
928 } 928 }
929 return true; 929 return true;
930 } 930 }
931 public override bool SliderMotorEnable(BulletConstraint pConstraint, int linAng, float numericTrueFalse) 931 public override bool SliderMotorEnable(BulletConstraint pConstraint, int linAng, float numericTrueFalse)
932 { 932 {
933 SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; 933 SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
934 switch (linAng) 934 switch (linAng)
935 { 935 {
936 case SLIDER_LINEAR: 936 case SLIDER_LINEAR:
937 constraint.SetPoweredLinMotor(numericTrueFalse == 0.0 ? false : true); 937 constraint.SetPoweredLinMotor(numericTrueFalse == 0.0 ? false : true);
938 break; 938 break;
939 case SLIDER_ANGULAR: 939 case SLIDER_ANGULAR:
940 constraint.SetPoweredAngMotor(numericTrueFalse == 0.0 ? false : true); 940 constraint.SetPoweredAngMotor(numericTrueFalse == 0.0 ? false : true);
941 break; 941 break;
942 } 942 }
943 return true; 943 return true;
944 } 944 }
945 public override bool SliderMotor(BulletConstraint pConstraint, int forceVel, int linAng, float val) 945 public override bool SliderMotor(BulletConstraint pConstraint, int forceVel, int linAng, float val)
946 { 946 {
947 SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; 947 SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
948 switch (forceVel) 948 switch (forceVel)
949 { 949 {
950 case SLIDER_MOTOR_VELOCITY: 950 case SLIDER_MOTOR_VELOCITY:
951 switch (linAng) 951 switch (linAng)
952 { 952 {
953 case SLIDER_LINEAR: 953 case SLIDER_LINEAR:
954 constraint.SetTargetLinMotorVelocity(val); 954 constraint.SetTargetLinMotorVelocity(val);
955 break; 955 break;
956 case SLIDER_ANGULAR: 956 case SLIDER_ANGULAR:
957 constraint.SetTargetAngMotorVelocity(val); 957 constraint.SetTargetAngMotorVelocity(val);
958 break; 958 break;
959 } 959 }
960 break; 960 break;
961 case SLIDER_MAX_MOTOR_FORCE: 961 case SLIDER_MAX_MOTOR_FORCE:
962 switch (linAng) 962 switch (linAng)
963 { 963 {
964 case SLIDER_LINEAR: 964 case SLIDER_LINEAR:
965 constraint.SetMaxLinMotorForce(val); 965 constraint.SetMaxLinMotorForce(val);
966 break; 966 break;
967 case SLIDER_ANGULAR: 967 case SLIDER_ANGULAR:
968 constraint.SetMaxAngMotorForce(val); 968 constraint.SetMaxAngMotorForce(val);
969 break; 969 break;
970 } 970 }
971 break; 971 break;
972 } 972 }
973 return true; 973 return true;
974 } 974 }
975 975
@@ -1197,20 +1197,20 @@ private sealed class BulletConstraintXNA : BulletConstraint
1197 }; 1197 };
1198 /* 1198 /*
1199 m_mass = mass; 1199 m_mass = mass;
1200 m_motionState =motionState; 1200 m_motionState =motionState;
1201 m_collisionShape = collisionShape; 1201 m_collisionShape = collisionShape;
1202 m_localInertia = localInertia; 1202 m_localInertia = localInertia;
1203 m_linearDamping = 0f; 1203 m_linearDamping = 0f;
1204 m_angularDamping = 0f; 1204 m_angularDamping = 0f;
1205 m_friction = 0.5f; 1205 m_friction = 0.5f;
1206 m_restitution = 0f; 1206 m_restitution = 0f;
1207 m_linearSleepingThreshold = 0.8f; 1207 m_linearSleepingThreshold = 0.8f;
1208 m_angularSleepingThreshold = 1f; 1208 m_angularSleepingThreshold = 1f;
1209 m_additionalDamping = false; 1209 m_additionalDamping = false;
1210 m_additionalDampingFactor = 0.005f; 1210 m_additionalDampingFactor = 0.005f;
1211 m_additionalLinearDampingThresholdSqr = 0.01f; 1211 m_additionalLinearDampingThresholdSqr = 0.01f;
1212 m_additionalAngularDampingThresholdSqr = 0.01f; 1212 m_additionalAngularDampingThresholdSqr = 0.01f;
1213 m_additionalAngularDampingFactor = 0.01f; 1213 m_additionalAngularDampingFactor = 0.01f;
1214 m_startWorldTransform = IndexedMatrix.Identity; 1214 m_startWorldTransform = IndexedMatrix.Identity;
1215 */ 1215 */
1216 body.SetUserPointer(pLocalID); 1216 body.SetUserPointer(pLocalID);
@@ -2172,7 +2172,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
2172 } 2172 }
2173 2173
2174 public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, 2174 public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
2175 float scaleFactor, float collisionMargin) 2175 float scaleFactor, float collisionMargin)
2176 { 2176 {
2177 const int upAxis = 2; 2177 const int upAxis = 2;
2178 HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)size.X, (int)size.Y, 2178 HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)size.X, (int)size.Y,
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActorMoveToTarget.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActorMoveToTarget.cs
index 87cf972..f2019ae 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSActorMoveToTarget.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSActorMoveToTarget.cs
@@ -205,7 +205,7 @@ public class BSActorMoveToTarget : BSActor
205 addedForce = correctionVector / timeStep; 205 addedForce = correctionVector / timeStep;
206 // Remove the existing velocity (only the moveToTarget force counts) 206 // Remove the existing velocity (only the moveToTarget force counts)
207 addedForce -= m_controllingPrim.RawVelocity; 207 addedForce -= m_controllingPrim.RawVelocity;
208 // Overcome gravity. 208 // Overcome gravity.
209 addedForce -= m_controllingPrim.Gravity; 209 addedForce -= m_controllingPrim.Gravity;
210 210
211 // Add enough force to overcome the mass of the object 211 // Add enough force to overcome the mass of the object
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs b/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs
index 7756b10..816189f 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs
@@ -36,16 +36,16 @@ namespace OpenSim.Region.PhysicsModule.BulletS {
36 // Constraint type values as defined by Bullet 36 // Constraint type values as defined by Bullet
37public enum ConstraintType : int 37public enum ConstraintType : int
38{ 38{
39 POINT2POINT_CONSTRAINT_TYPE = 3, 39 POINT2POINT_CONSTRAINT_TYPE = 3,
40 HINGE_CONSTRAINT_TYPE, 40 HINGE_CONSTRAINT_TYPE,
41 CONETWIST_CONSTRAINT_TYPE, 41 CONETWIST_CONSTRAINT_TYPE,
42 D6_CONSTRAINT_TYPE, 42 D6_CONSTRAINT_TYPE,
43 SLIDER_CONSTRAINT_TYPE, 43 SLIDER_CONSTRAINT_TYPE,
44 CONTACT_CONSTRAINT_TYPE, 44 CONTACT_CONSTRAINT_TYPE,
45 D6_SPRING_CONSTRAINT_TYPE, 45 D6_SPRING_CONSTRAINT_TYPE,
46 GEAR_CONSTRAINT_TYPE, // added in Bullet 2.82 46 GEAR_CONSTRAINT_TYPE, // added in Bullet 2.82
47 FIXED_CONSTRAINT_TYPE, // added in Bullet 2.82 47 FIXED_CONSTRAINT_TYPE, // added in Bullet 2.82
48 MAX_CONSTRAINT_TYPE, // last type defined by Bullet 48 MAX_CONSTRAINT_TYPE, // last type defined by Bullet
49 // 49 //
50 BS_FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving 50 BS_FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving
51} 51}
@@ -54,25 +54,25 @@ public enum ConstraintType : int
54[StructLayout(LayoutKind.Sequential)] 54[StructLayout(LayoutKind.Sequential)]
55public struct ConvexHull 55public struct ConvexHull
56{ 56{
57 Vector3 Offset; 57 Vector3 Offset;
58 int VertexCount; 58 int VertexCount;
59 Vector3[] Vertices; 59 Vector3[] Vertices;
60} 60}
61public enum BSPhysicsShapeType 61public enum BSPhysicsShapeType
62{ 62{
63 SHAPE_UNKNOWN = 0, 63 SHAPE_UNKNOWN = 0,
64 SHAPE_CAPSULE = 1, 64 SHAPE_CAPSULE = 1,
65 SHAPE_BOX = 2, 65 SHAPE_BOX = 2,
66 SHAPE_CONE = 3, 66 SHAPE_CONE = 3,
67 SHAPE_CYLINDER = 4, 67 SHAPE_CYLINDER = 4,
68 SHAPE_SPHERE = 5, 68 SHAPE_SPHERE = 5,
69 SHAPE_MESH = 6, 69 SHAPE_MESH = 6,
70 SHAPE_HULL = 7, 70 SHAPE_HULL = 7,
71 // following defined by BulletSim 71 // following defined by BulletSim
72 SHAPE_GROUNDPLANE = 20, 72 SHAPE_GROUNDPLANE = 20,
73 SHAPE_TERRAIN = 21, 73 SHAPE_TERRAIN = 21,
74 SHAPE_COMPOUND = 22, 74 SHAPE_COMPOUND = 22,
75 SHAPE_HEIGHTMAP = 23, 75 SHAPE_HEIGHTMAP = 23,
76 SHAPE_AVATAR = 24, 76 SHAPE_AVATAR = 24,
77 SHAPE_CONVEXHULL= 25, 77 SHAPE_CONVEXHULL= 25,
78 SHAPE_GIMPACT = 26, 78 SHAPE_GIMPACT = 26,
@@ -180,16 +180,16 @@ public struct ConfigurationParameters
180 public float collisionMargin; 180 public float collisionMargin;
181 public float gravity; 181 public float gravity;
182 182
183 public float maxPersistantManifoldPoolSize; 183 public float maxPersistantManifoldPoolSize;
184 public float maxCollisionAlgorithmPoolSize; 184 public float maxCollisionAlgorithmPoolSize;
185 public float shouldDisableContactPoolDynamicAllocation; 185 public float shouldDisableContactPoolDynamicAllocation;
186 public float shouldForceUpdateAllAabbs; 186 public float shouldForceUpdateAllAabbs;
187 public float shouldRandomizeSolverOrder; 187 public float shouldRandomizeSolverOrder;
188 public float shouldSplitSimulationIslands; 188 public float shouldSplitSimulationIslands;
189 public float shouldEnableFrictionCaching; 189 public float shouldEnableFrictionCaching;
190 public float numberOfSolverIterations; 190 public float numberOfSolverIterations;
191 public float useSingleSidedMeshes; 191 public float useSingleSidedMeshes;
192 public float globalContactBreakingThreshold; 192 public float globalContactBreakingThreshold;
193 193
194 public float physicsLoggingFrames; 194 public float physicsLoggingFrames;
195 195
@@ -202,30 +202,30 @@ public struct ConfigurationParameters
202public struct HACDParams 202public struct HACDParams
203{ 203{
204 // usual default values 204 // usual default values
205 public float maxVerticesPerHull; // 100 205 public float maxVerticesPerHull; // 100
206 public float minClusters; // 2 206 public float minClusters; // 2
207 public float compacityWeight; // 0.1 207 public float compacityWeight; // 0.1
208 public float volumeWeight; // 0.0 208 public float volumeWeight; // 0.0
209 public float concavity; // 100 209 public float concavity; // 100
210 public float addExtraDistPoints; // false 210 public float addExtraDistPoints; // false
211 public float addNeighboursDistPoints; // false 211 public float addNeighboursDistPoints; // false
212 public float addFacesPoints; // false 212 public float addFacesPoints; // false
213 public float shouldAdjustCollisionMargin; // false 213 public float shouldAdjustCollisionMargin; // false
214 // VHACD 214 // VHACD
215 public float whichHACD; // zero if Bullet HACD, non-zero says VHACD 215 public float whichHACD; // zero if Bullet HACD, non-zero says VHACD
216 // http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html 216 // http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html
217 public float vHACDresolution; // 100,000 max number of voxels generated during voxelization stage 217 public float vHACDresolution; // 100,000 max number of voxels generated during voxelization stage
218 public float vHACDdepth; // 20 max number of clipping stages 218 public float vHACDdepth; // 20 max number of clipping stages
219 public float vHACDconcavity; // 0.0025 maximum concavity 219 public float vHACDconcavity; // 0.0025 maximum concavity
220 public float vHACDplaneDownsampling; // 4 granularity of search for best clipping plane 220 public float vHACDplaneDownsampling; // 4 granularity of search for best clipping plane
221 public float vHACDconvexHullDownsampling; // 4 precision of hull gen process 221 public float vHACDconvexHullDownsampling; // 4 precision of hull gen process
222 public float vHACDalpha; // 0.05 bias toward clipping along symmetry planes 222 public float vHACDalpha; // 0.05 bias toward clipping along symmetry planes
223 public float vHACDbeta; // 0.05 bias toward clipping along revolution axis 223 public float vHACDbeta; // 0.05 bias toward clipping along revolution axis
224 public float vHACDgamma; // 0.00125 max concavity when merging 224 public float vHACDgamma; // 0.00125 max concavity when merging
225 public float vHACDpca; // 0 on/off normalizing mesh before decomp 225 public float vHACDpca; // 0 on/off normalizing mesh before decomp
226 public float vHACDmode; // 0 0:voxel based, 1: tetrahedron based 226 public float vHACDmode; // 0 0:voxel based, 1: tetrahedron based
227 public float vHACDmaxNumVerticesPerCH; // 64 max triangles per convex hull 227 public float vHACDmaxNumVerticesPerCH; // 64 max triangles per convex hull
228 public float vHACDminVolumePerCH; // 0.0001 sampling of generated convex hulls 228 public float vHACDminVolumePerCH; // 0.0001 sampling of generated convex hulls
229} 229}
230 230
231// The states a bullet collision object can have 231// The states a bullet collision object can have
@@ -322,8 +322,8 @@ public abstract string BulletEngineVersion { get; protected set;}
322 322
323// Initialization and simulation 323// Initialization and simulation
324public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, 324public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
325 int maxCollisions, ref CollisionDesc[] collisionArray, 325 int maxCollisions, ref CollisionDesc[] collisionArray,
326 int maxUpdates, ref EntityProperties[] updateArray 326 int maxUpdates, ref EntityProperties[] updateArray
327 ); 327 );
328 328
329public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, 329public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
@@ -398,7 +398,7 @@ public abstract void DestroyObject(BulletWorld sim, BulletBody obj);
398public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin); 398public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin);
399 399
400public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, 400public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
401 float scaleFactor, float collisionMargin); 401 float scaleFactor, float collisionMargin);
402 402
403// ===================================================================================== 403// =====================================================================================
404// Constraint creation and helper routines 404// Constraint creation and helper routines
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
index 6322695..57f03fb 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
@@ -64,9 +64,9 @@ public sealed class BSCharacter : BSPhysObject
64 private OMV.Vector3 _PIDTarget; 64 private OMV.Vector3 _PIDTarget;
65 private float _PIDTau; 65 private float _PIDTau;
66 66
67// public override OMV.Vector3 RawVelocity 67// public override OMV.Vector3 RawVelocity
68// { get { return base.RawVelocity; } 68// { get { return base.RawVelocity; }
69// set { 69// set {
70// if (value != base.RawVelocity) 70// if (value != base.RawVelocity)
71// Util.PrintCallStack(); 71// Util.PrintCallStack();
72// Console.WriteLine("Set rawvel to {0}", value); 72// Console.WriteLine("Set rawvel to {0}", value);
@@ -82,7 +82,7 @@ public sealed class BSCharacter : BSPhysObject
82 : base(parent_scene, localID, avName, "BSCharacter") 82 : base(parent_scene, localID, avName, "BSCharacter")
83 { 83 {
84 _physicsActorType = (int)ActorTypes.Agent; 84 _physicsActorType = (int)ActorTypes.Agent;
85 RawPosition = pos; 85 RawPosition = pos;
86 86
87 _flying = isFlying; 87 _flying = isFlying;
88 RawOrientation = OMV.Quaternion.Identity; 88 RawOrientation = OMV.Quaternion.Identity;
@@ -819,7 +819,7 @@ public sealed class BSCharacter : BSPhysObject
819 // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many 819 // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many
820 // extra updates. 820 // extra updates.
821 // 821 //
822 // XXX: Contrary to the above comment, setting an update threshold here above 0.4 actually introduces jitter to 822 // XXX: Contrary to the above comment, setting an update threshold here above 0.4 actually introduces jitter to
823 // avatar movement rather than removes it. The larger the threshold, the bigger the jitter. 823 // avatar movement rather than removes it. The larger the threshold, the bigger the jitter.
824 // This is most noticeable in level flight and can be seen with 824 // This is most noticeable in level flight and can be seen with
825 // the "show updates" option in a viewer. With an update threshold, the RawVelocity cycles between a lower 825 // the "show updates" option in a viewer. With an update threshold, the RawVelocity cycles between a lower
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSDynamics.cs b/OpenSim/Region/PhysicsModules/BulletS/BSDynamics.cs
index 313c961..c4ccdbe 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSDynamics.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSDynamics.cs
@@ -125,8 +125,8 @@ namespace OpenSim.Region.PhysicsModule.BulletS
125 125
126 // Just some recomputed constants: 126 // Just some recomputed constants:
127#pragma warning disable 414 127#pragma warning disable 414
128 static readonly float TwoPI = ((float)Math.PI) * 2f; 128 static readonly float TwoPI = ((float)Math.PI) * 2f;
129 static readonly float FourPI = ((float)Math.PI) * 4f; 129 static readonly float FourPI = ((float)Math.PI) * 4f;
130 static readonly float PIOverFour = ((float)Math.PI) / 4f; 130 static readonly float PIOverFour = ((float)Math.PI) / 4f;
131 static readonly float PIOverTwo = ((float)Math.PI) / 2f; 131 static readonly float PIOverTwo = ((float)Math.PI) / 2f;
132#pragma warning restore 414 132#pragma warning restore 414
@@ -1595,7 +1595,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
1595 // in that direction. 1595 // in that direction.
1596 // TODO: implement reference frame. 1596 // TODO: implement reference frame.
1597 public void ComputeAngularDeflection() 1597 public void ComputeAngularDeflection()
1598 { 1598 {
1599 1599
1600 if (BSParam.VehicleEnableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) 1600 if (BSParam.VehicleEnableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2)
1601 { 1601 {
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSLinkset.cs b/OpenSim/Region/PhysicsModules/BulletS/BSLinkset.cs
index e73f0e8..13c1361 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSLinkset.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSLinkset.cs
@@ -319,7 +319,7 @@ public abstract class BSLinkset
319 public virtual bool AllPartsComplete 319 public virtual bool AllPartsComplete
320 { 320 {
321 get { 321 get {
322 bool ret = true; 322 bool ret = true;
323 this.ForEachMember((member) => 323 this.ForEachMember((member) =>
324 { 324 {
325 if ((!member.IsInitialized) || member.IsIncomplete || member.PrimAssetState == BSPhysObject.PrimAssetCondition.Waiting) 325 if ((!member.IsInitialized) || member.IsIncomplete || member.PrimAssetState == BSPhysObject.PrimAssetCondition.Waiting)
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs b/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs
index 28df2d9..352c03e 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs
@@ -90,8 +90,8 @@ public static class BSParam
90 public static float DeactivationTime { get; private set; } 90 public static float DeactivationTime { get; private set; }
91 public static float LinearSleepingThreshold { get; private set; } 91 public static float LinearSleepingThreshold { get; private set; }
92 public static float AngularSleepingThreshold { get; private set; } 92 public static float AngularSleepingThreshold { get; private set; }
93 public static float CcdMotionThreshold { get; private set; } 93 public static float CcdMotionThreshold { get; private set; }
94 public static float CcdSweptSphereRadius { get; private set; } 94 public static float CcdSweptSphereRadius { get; private set; }
95 public static float ContactProcessingThreshold { get; private set; } 95 public static float ContactProcessingThreshold { get; private set; }
96 96
97 public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed 97 public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
@@ -119,14 +119,14 @@ public static class BSParam
119 public static float Gravity { get; private set; } 119 public static float Gravity { get; private set; }
120 120
121 // Physics Engine operation 121 // Physics Engine operation
122 public static float MaxPersistantManifoldPoolSize { get; private set; } 122 public static float MaxPersistantManifoldPoolSize { get; private set; }
123 public static float MaxCollisionAlgorithmPoolSize { get; private set; } 123 public static float MaxCollisionAlgorithmPoolSize { get; private set; }
124 public static bool ShouldDisableContactPoolDynamicAllocation { get; private set; } 124 public static bool ShouldDisableContactPoolDynamicAllocation { get; private set; }
125 public static bool ShouldForceUpdateAllAabbs { get; private set; } 125 public static bool ShouldForceUpdateAllAabbs { get; private set; }
126 public static bool ShouldRandomizeSolverOrder { get; private set; } 126 public static bool ShouldRandomizeSolverOrder { get; private set; }
127 public static bool ShouldSplitSimulationIslands { get; private set; } 127 public static bool ShouldSplitSimulationIslands { get; private set; }
128 public static bool ShouldEnableFrictionCaching { get; private set; } 128 public static bool ShouldEnableFrictionCaching { get; private set; }
129 public static float NumberOfSolverIterations { get; private set; } 129 public static float NumberOfSolverIterations { get; private set; }
130 public static bool UseSingleSidedMeshes { get; private set; } 130 public static bool UseSingleSidedMeshes { get; private set; }
131 public static float GlobalContactBreakingThreshold { get; private set; } 131 public static float GlobalContactBreakingThreshold { get; private set; }
132 public static float PhysicsUnmanLoggingFrames { get; private set; } 132 public static float PhysicsUnmanLoggingFrames { get; private set; }
@@ -149,19 +149,19 @@ public static class BSParam
149 public static float AvatarFlyingGroundMargin { get; private set; } 149 public static float AvatarFlyingGroundMargin { get; private set; }
150 public static float AvatarFlyingGroundUpForce { get; private set; } 150 public static float AvatarFlyingGroundUpForce { get; private set; }
151 public static float AvatarTerminalVelocity { get; private set; } 151 public static float AvatarTerminalVelocity { get; private set; }
152 public static float AvatarContactProcessingThreshold { get; private set; } 152 public static float AvatarContactProcessingThreshold { get; private set; }
153 public static float AvatarAddForcePushFactor { get; private set; } 153 public static float AvatarAddForcePushFactor { get; private set; }
154 public static float AvatarStopZeroThreshold { get; private set; } 154 public static float AvatarStopZeroThreshold { get; private set; }
155 public static float AvatarStopZeroThresholdSquared { get; private set; } 155 public static float AvatarStopZeroThresholdSquared { get; private set; }
156 public static int AvatarJumpFrames { get; private set; } 156 public static int AvatarJumpFrames { get; private set; }
157 public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } 157 public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
158 public static float AvatarStepHeight { get; private set; } 158 public static float AvatarStepHeight { get; private set; }
159 public static float AvatarStepAngle { get; private set; } 159 public static float AvatarStepAngle { get; private set; }
160 public static float AvatarStepGroundFudge { get; private set; } 160 public static float AvatarStepGroundFudge { get; private set; }
161 public static float AvatarStepApproachFactor { get; private set; } 161 public static float AvatarStepApproachFactor { get; private set; }
162 public static float AvatarStepForceFactor { get; private set; } 162 public static float AvatarStepForceFactor { get; private set; }
163 public static float AvatarStepUpCorrectionFactor { get; private set; } 163 public static float AvatarStepUpCorrectionFactor { get; private set; }
164 public static int AvatarStepSmoothingSteps { get; private set; } 164 public static int AvatarStepSmoothingSteps { get; private set; }
165 165
166 // Vehicle parameters 166 // Vehicle parameters
167 public static float VehicleMaxLinearVelocity { get; private set; } 167 public static float VehicleMaxLinearVelocity { get; private set; }
@@ -193,31 +193,31 @@ public static class BSParam
193 public static float CSHullVolumeConservationThresholdPercent { get; private set; } 193 public static float CSHullVolumeConservationThresholdPercent { get; private set; }
194 public static int CSHullMaxVertices { get; private set; } 194 public static int CSHullMaxVertices { get; private set; }
195 public static float CSHullMaxSkinWidth { get; private set; } 195 public static float CSHullMaxSkinWidth { get; private set; }
196 public static float BHullMaxVerticesPerHull { get; private set; } // 100 196 public static float BHullMaxVerticesPerHull { get; private set; } // 100
197 public static float BHullMinClusters { get; private set; } // 2 197 public static float BHullMinClusters { get; private set; } // 2
198 public static float BHullCompacityWeight { get; private set; } // 0.1 198 public static float BHullCompacityWeight { get; private set; } // 0.1
199 public static float BHullVolumeWeight { get; private set; } // 0.0 199 public static float BHullVolumeWeight { get; private set; } // 0.0
200 public static float BHullConcavity { get; private set; } // 100 200 public static float BHullConcavity { get; private set; } // 100
201 public static bool BHullAddExtraDistPoints { get; private set; } // false 201 public static bool BHullAddExtraDistPoints { get; private set; } // false
202 public static bool BHullAddNeighboursDistPoints { get; private set; } // false 202 public static bool BHullAddNeighboursDistPoints { get; private set; } // false
203 public static bool BHullAddFacesPoints { get; private set; } // false 203 public static bool BHullAddFacesPoints { get; private set; } // false
204 public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false 204 public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false
205 public static float WhichHACD { get; private set; } // zero if Bullet HACD, non-zero says VHACD 205 public static float WhichHACD { get; private set; } // zero if Bullet HACD, non-zero says VHACD
206 // Parameters for VHACD 2.0: http://code.google.com/p/v-hacd 206 // Parameters for VHACD 2.0: http://code.google.com/p/v-hacd
207 // To enable, set both ShouldUseBulletHACD=true and WhichHACD=1 207 // To enable, set both ShouldUseBulletHACD=true and WhichHACD=1
208 // http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html 208 // http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html
209 public static float VHACDresolution { get; private set; } // 100,000 max number of voxels generated during voxelization stage 209 public static float VHACDresolution { get; private set; } // 100,000 max number of voxels generated during voxelization stage
210 public static float VHACDdepth { get; private set; } // 20 max number of clipping stages 210 public static float VHACDdepth { get; private set; } // 20 max number of clipping stages
211 public static float VHACDconcavity { get; private set; } // 0.0025 maximum concavity 211 public static float VHACDconcavity { get; private set; } // 0.0025 maximum concavity
212 public static float VHACDplaneDownsampling { get; private set; } // 4 granularity of search for best clipping plane 212 public static float VHACDplaneDownsampling { get; private set; } // 4 granularity of search for best clipping plane
213 public static float VHACDconvexHullDownsampling { get; private set; } // 4 precision of hull gen process 213 public static float VHACDconvexHullDownsampling { get; private set; } // 4 precision of hull gen process
214 public static float VHACDalpha { get; private set; } // 0.05 bias toward clipping along symmetry planes 214 public static float VHACDalpha { get; private set; } // 0.05 bias toward clipping along symmetry planes
215 public static float VHACDbeta { get; private set; } // 0.05 bias toward clipping along revolution axis 215 public static float VHACDbeta { get; private set; } // 0.05 bias toward clipping along revolution axis
216 public static float VHACDgamma { get; private set; } // 0.00125 max concavity when merging 216 public static float VHACDgamma { get; private set; } // 0.00125 max concavity when merging
217 public static float VHACDpca { get; private set; } // 0 on/off normalizing mesh before decomp 217 public static float VHACDpca { get; private set; } // 0 on/off normalizing mesh before decomp
218 public static float VHACDmode { get; private set; } // 0 0:voxel based, 1: tetrahedron based 218 public static float VHACDmode { get; private set; } // 0 0:voxel based, 1: tetrahedron based
219 public static float VHACDmaxNumVerticesPerCH { get; private set; } // 64 max triangles per convex hull 219 public static float VHACDmaxNumVerticesPerCH { get; private set; } // 64 max triangles per convex hull
220 public static float VHACDminVolumePerCH { get; private set; } // 0.0001 sampling of generated convex hulls 220 public static float VHACDminVolumePerCH { get; private set; } // 0.0001 sampling of generated convex hulls
221 221
222 // Linkset implementation parameters 222 // Linkset implementation parameters
223 public static float LinksetImplementation { get; private set; } 223 public static float LinksetImplementation { get; private set; }
@@ -579,7 +579,7 @@ public static class BSParam
579 (s,v) => { ContactProcessingThreshold = v;}, 579 (s,v) => { ContactProcessingThreshold = v;},
580 (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ), 580 (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ),
581 581
582 new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", 582 new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
583 (float)BSTerrainPhys.TerrainImplementation.Heightmap ), 583 (float)BSTerrainPhys.TerrainImplementation.Heightmap ),
584 new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" , 584 new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" ,
585 2 ), 585 2 ),
@@ -631,31 +631,31 @@ public static class BSParam
631 2.0f ), 631 2.0f ),
632 new ParameterDefn<float>("AvatarTerminalVelocity", "Terminal Velocity of falling avatar", 632 new ParameterDefn<float>("AvatarTerminalVelocity", "Terminal Velocity of falling avatar",
633 -54.0f ), 633 -54.0f ),
634 new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 634 new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
635 0.1f ), 635 0.1f ),
636 new ParameterDefn<float>("AvatarAddForcePushFactor", "BSCharacter.AddForce is multiplied by this and mass to be like other physics engines", 636 new ParameterDefn<float>("AvatarAddForcePushFactor", "BSCharacter.AddForce is multiplied by this and mass to be like other physics engines",
637 0.315f ), 637 0.315f ),
638 new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped", 638 new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped",
639 0.45f, 639 0.45f,
640 (s) => { return (float)AvatarStopZeroThreshold; }, 640 (s) => { return (float)AvatarStopZeroThreshold; },
641 (s,v) => { AvatarStopZeroThreshold = v; AvatarStopZeroThresholdSquared = v * v; } ), 641 (s,v) => { AvatarStopZeroThreshold = v; AvatarStopZeroThresholdSquared = v * v; } ),
642 new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", 642 new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
643 1.0f ), 643 1.0f ),
644 new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.", 644 new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.",
645 4 ), 645 4 ),
646 new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction", 646 new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction",
647 0.999f ) , 647 0.999f ) ,
648 new ParameterDefn<float>("AvatarStepAngle", "The angle (in radians) for a vertical surface to be considered a step", 648 new ParameterDefn<float>("AvatarStepAngle", "The angle (in radians) for a vertical surface to be considered a step",
649 0.3f ) , 649 0.3f ) ,
650 new ParameterDefn<float>("AvatarStepGroundFudge", "Fudge factor subtracted from avatar base when comparing collision height", 650 new ParameterDefn<float>("AvatarStepGroundFudge", "Fudge factor subtracted from avatar base when comparing collision height",
651 0.1f ) , 651 0.1f ) ,
652 new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", 652 new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)",
653 2f ), 653 2f ),
654 new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", 654 new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
655 0f ), 655 0f ),
656 new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step", 656 new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step",
657 0.8f ), 657 0.8f ),
658 new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs", 658 new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs",
659 1 ), 659 1 ),
660 660
661 new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", 661 new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
@@ -699,131 +699,131 @@ public static class BSParam
699 new ParameterDefn<bool>("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect", 699 new ParameterDefn<bool>("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect",
700 true ), 700 true ),
701 701
702 new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", 702 new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
703 0f, 703 0f,
704 (s) => { return MaxPersistantManifoldPoolSize; }, 704 (s) => { return MaxPersistantManifoldPoolSize; },
705 (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), 705 (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
706 new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", 706 new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
707 0f, 707 0f,
708 (s) => { return MaxCollisionAlgorithmPoolSize; }, 708 (s) => { return MaxCollisionAlgorithmPoolSize; },
709 (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), 709 (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
710 new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", 710 new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
711 false, 711 false,
712 (s) => { return ShouldDisableContactPoolDynamicAllocation; }, 712 (s) => { return ShouldDisableContactPoolDynamicAllocation; },
713 (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; 713 (s,v) => { ShouldDisableContactPoolDynamicAllocation = v;
714 s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ), 714 s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ),
715 new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", 715 new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
716 false, 716 false,
717 (s) => { return ShouldForceUpdateAllAabbs; }, 717 (s) => { return ShouldForceUpdateAllAabbs; },
718 (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ), 718 (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ),
719 new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", 719 new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
720 true, 720 true,
721 (s) => { return ShouldRandomizeSolverOrder; }, 721 (s) => { return ShouldRandomizeSolverOrder; },
722 (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ), 722 (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ),
723 new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", 723 new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
724 true, 724 true,
725 (s) => { return ShouldSplitSimulationIslands; }, 725 (s) => { return ShouldSplitSimulationIslands; },
726 (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ), 726 (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ),
727 new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching", 727 new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching",
728 true, 728 true,
729 (s) => { return ShouldEnableFrictionCaching; }, 729 (s) => { return ShouldEnableFrictionCaching; },
730 (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ), 730 (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ),
731 new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)", 731 new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
732 0f, // zero says use Bullet default 732 0f, // zero says use Bullet default
733 (s) => { return NumberOfSolverIterations; }, 733 (s) => { return NumberOfSolverIterations; },
734 (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ), 734 (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
735 new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.", 735 new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
736 true, 736 true,
737 (s) => { return UseSingleSidedMeshes; }, 737 (s) => { return UseSingleSidedMeshes; },
738 (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ), 738 (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ),
739 new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))", 739 new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
740 0f, 740 0f,
741 (s) => { return GlobalContactBreakingThreshold; }, 741 (s) => { return GlobalContactBreakingThreshold; },
742 (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ), 742 (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
743 new ParameterDefn<float>("PhysicsUnmanLoggingFrames", "If non-zero, frames between output of detailed unmanaged physics statistics", 743 new ParameterDefn<float>("PhysicsUnmanLoggingFrames", "If non-zero, frames between output of detailed unmanaged physics statistics",
744 0f, 744 0f,
745 (s) => { return PhysicsUnmanLoggingFrames; }, 745 (s) => { return PhysicsUnmanLoggingFrames; },
746 (s,v) => { PhysicsUnmanLoggingFrames = v; s.UnmanagedParams[0].physicsLoggingFrames = v; } ), 746 (s,v) => { PhysicsUnmanLoggingFrames = v; s.UnmanagedParams[0].physicsLoggingFrames = v; } ),
747 747
748 new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy", 748 new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy",
749 7 ), 749 7 ),
750 new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes", 750 new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes",
751 2 ), 751 2 ),
752 new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)", 752 new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)",
753 5f ), 753 5f ),
754 new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)", 754 new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)",
755 5f ), 755 5f ),
756 new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.", 756 new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.",
757 32 ), 757 32 ),
758 new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.", 758 new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.",
759 0f ), 759 0f ),
760 760
761 new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull", 761 new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull",
762 200f ), 762 200f ),
763 new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh", 763 new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh",
764 10f ), 764 10f ),
765 new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls", 765 new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls",
766 20f ), 766 20f ),
767 new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull", 767 new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull",
768 0.1f ), 768 0.1f ),
769 new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be", 769 new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be",
770 10f ), 770 10f ),
771 new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors", 771 new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors",
772 true ), 772 true ),
773 new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls", 773 new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls",
774 true ), 774 true ),
775 new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces", 775 new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces",
776 true ), 776 true ),
777 new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin", 777 new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin",
778 false ), 778 false ),
779 779
780 new ParameterDefn<float>("WhichHACD", "zero if Bullet HACD, non-zero says VHACD", 780 new ParameterDefn<float>("WhichHACD", "zero if Bullet HACD, non-zero says VHACD",
781 0f ), 781 0f ),
782 new ParameterDefn<float>("VHACDresolution", "max number of voxels generated during voxelization stage", 782 new ParameterDefn<float>("VHACDresolution", "max number of voxels generated during voxelization stage",
783 100000f ), 783 100000f ),
784 new ParameterDefn<float>("VHACDdepth", "max number of clipping stages", 784 new ParameterDefn<float>("VHACDdepth", "max number of clipping stages",
785 20f ), 785 20f ),
786 new ParameterDefn<float>("VHACDconcavity", "maximum concavity", 786 new ParameterDefn<float>("VHACDconcavity", "maximum concavity",
787 0.0025f ), 787 0.0025f ),
788 new ParameterDefn<float>("VHACDplaneDownsampling", "granularity of search for best clipping plane", 788 new ParameterDefn<float>("VHACDplaneDownsampling", "granularity of search for best clipping plane",
789 4f ), 789 4f ),
790 new ParameterDefn<float>("VHACDconvexHullDownsampling", "precision of hull gen process", 790 new ParameterDefn<float>("VHACDconvexHullDownsampling", "precision of hull gen process",
791 4f ), 791 4f ),
792 new ParameterDefn<float>("VHACDalpha", "bias toward clipping along symmetry planes", 792 new ParameterDefn<float>("VHACDalpha", "bias toward clipping along symmetry planes",
793 0.05f ), 793 0.05f ),
794 new ParameterDefn<float>("VHACDbeta", "bias toward clipping along revolution axis", 794 new ParameterDefn<float>("VHACDbeta", "bias toward clipping along revolution axis",
795 0.05f ), 795 0.05f ),
796 new ParameterDefn<float>("VHACDgamma", "max concavity when merging", 796 new ParameterDefn<float>("VHACDgamma", "max concavity when merging",
797 0.00125f ), 797 0.00125f ),
798 new ParameterDefn<float>("VHACDpca", "on/off normalizing mesh before decomp", 798 new ParameterDefn<float>("VHACDpca", "on/off normalizing mesh before decomp",
799 0f ), 799 0f ),
800 new ParameterDefn<float>("VHACDmode", "0:voxel based, 1: tetrahedron based", 800 new ParameterDefn<float>("VHACDmode", "0:voxel based, 1: tetrahedron based",
801 0f ), 801 0f ),
802 new ParameterDefn<float>("VHACDmaxNumVerticesPerCH", "max triangles per convex hull", 802 new ParameterDefn<float>("VHACDmaxNumVerticesPerCH", "max triangles per convex hull",
803 64f ), 803 64f ),
804 new ParameterDefn<float>("VHACDminVolumePerCH", "sampling of generated convex hulls", 804 new ParameterDefn<float>("VHACDminVolumePerCH", "sampling of generated convex hulls",
805 0.0001f ), 805 0.0001f ),
806 806
807 new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", 807 new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
808 (float)BSLinkset.LinksetImplementation.Compound ), 808 (float)BSLinkset.LinksetImplementation.Compound ),
809 new ParameterDefn<bool>("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same", 809 new ParameterDefn<bool>("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same",
810 true ), 810 true ),
811 new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", 811 new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
812 false ), 812 false ),
813 new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", 813 new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
814 true ), 814 true ),
815 new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", 815 new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
816 5.0f ), 816 5.0f ),
817 new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", 817 new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
818 0.1f ), 818 0.1f ),
819 new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", 819 new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
820 0.1f ), 820 0.1f ),
821 new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", 821 new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
822 0.1f ), 822 0.1f ),
823 new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", 823 new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
824 40 ), 824 40 ),
825 825
826 new ParameterDefn<float>("DebugNumber", "A console setable number sometimes used for debugging", 826 new ParameterDefn<float>("DebugNumber", "A console setable number sometimes used for debugging",
827 1.0f ), 827 1.0f ),
828 828
829 new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", 829 new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)",
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
index a846869..6aa24d5 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs
@@ -317,10 +317,10 @@ public abstract class BSPhysObject : PhysicsActor
317 317
318 public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } 318 public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
319 319
320 public override bool PIDActive 320 public override bool PIDActive
321 { 321 {
322 get { return MoveToTargetActive; } 322 get { return MoveToTargetActive; }
323 set { MoveToTargetActive = value; } 323 set { MoveToTargetActive = value; }
324 } 324 }
325 325
326 public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } } 326 public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } }
@@ -572,7 +572,7 @@ public abstract class BSPhysObject : PhysicsActor
572 newContact.RelativeSpeed = -OMV.Vector3.Dot(relvel, contactNormal); 572 newContact.RelativeSpeed = -OMV.Vector3.Dot(relvel, contactNormal);
573 // DetailLog("{0},{1}.Collision.AddCollider,vel={2},contee.vel={3},relvel={4},relspeed={5}", 573 // DetailLog("{0},{1}.Collision.AddCollider,vel={2},contee.vel={3},relvel={4},relspeed={5}",
574 // LocalID, TypeName, RawVelocity, (collidee == null ? OMV.Vector3.Zero : collidee.RawVelocity), relvel, newContact.RelativeSpeed); 574 // LocalID, TypeName, RawVelocity, (collidee == null ? OMV.Vector3.Zero : collidee.RawVelocity), relvel, newContact.RelativeSpeed);
575 575
576 lock (PhysScene.CollisionLock) 576 lock (PhysScene.CollisionLock)
577 { 577 {
578 CollisionCollection.AddCollider(collideeLocalID, newContact); 578 CollisionCollection.AddCollider(collideeLocalID, newContact);
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
index db2b9db..b153761 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
@@ -1144,14 +1144,14 @@ public class BSPrim : BSPhysObject
1144 } 1144 }
1145 } 1145 }
1146 1146
1147 public override bool PIDActive 1147 public override bool PIDActive
1148 { 1148 {
1149 get 1149 get
1150 { 1150 {
1151 return MoveToTargetActive; 1151 return MoveToTargetActive;
1152 } 1152 }
1153 1153
1154 set 1154 set
1155 { 1155 {
1156 MoveToTargetActive = value; 1156 MoveToTargetActive = value;
1157 1157
@@ -1179,13 +1179,13 @@ public class BSPrim : BSPhysObject
1179 // if the actor exists, tell it to refresh its values. 1179 // if the actor exists, tell it to refresh its values.
1180 actor.Refresh(); 1180 actor.Refresh();
1181 } 1181 }
1182 1182
1183 } 1183 }
1184 } 1184 }
1185 // Used for llSetHoverHeight and maybe vehicle height 1185 // Used for llSetHoverHeight and maybe vehicle height
1186 // Hover Height will override MoveTo target's Z 1186 // Hover Height will override MoveTo target's Z
1187 public override bool PIDHoverActive { 1187 public override bool PIDHoverActive {
1188 get 1188 get
1189 { 1189 {
1190 return base.HoverActive; 1190 return base.HoverActive;
1191 } 1191 }
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
index ee57f0c..7ff0a07 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
@@ -351,12 +351,12 @@ namespace OpenSim.Region.PhysicsModule.BulletS
351 if (BSParam.UseSeparatePhysicsThread) 351 if (BSParam.UseSeparatePhysicsThread)
352 { 352 {
353 // The physics simulation should happen independently of the heartbeat loop 353 // The physics simulation should happen independently of the heartbeat loop
354 m_physicsThread 354 m_physicsThread
355 = WorkManager.StartThread( 355 = WorkManager.StartThread(
356 BulletSPluginPhysicsThread, 356 BulletSPluginPhysicsThread,
357 string.Format("{0} ({1})", BulletEngineName, RegionName), 357 string.Format("{0} ({1})", BulletEngineName, RegionName),
358 ThreadPriority.Normal, 358 ThreadPriority.Normal,
359 true, 359 true,
360 true); 360 true);
361 } 361 }
362 } 362 }
diff --git a/OpenSim/Region/PhysicsModules/BulletS/ExtendedPhysics.cs b/OpenSim/Region/PhysicsModules/BulletS/ExtendedPhysics.cs
index 2ba3c5a..ab5d4849 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/ExtendedPhysics.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/ExtendedPhysics.cs
@@ -136,7 +136,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
136 136
137 return; 137 return;
138 } 138 }
139 139
140 // Register as LSL functions all the [ScriptInvocation] marked methods. 140 // Register as LSL functions all the [ScriptInvocation] marked methods.
141 Comms.RegisterScriptInvocations(this); 141 Comms.RegisterScriptInvocations(this);
142 Comms.RegisterConstants(this); 142 Comms.RegisterConstants(this);
diff --git a/OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs
index 6ed7af1..91ce468 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs
@@ -3,7 +3,7 @@ using System.Runtime.CompilerServices;
3using System.Runtime.InteropServices; 3using System.Runtime.InteropServices;
4using Mono.Addins; 4using Mono.Addins;
5 5
6// General Information about an assembly is controlled through the following 6// General Information about an assembly is controlled through the following
7// set of attributes. Change these attribute values to modify the information 7// set of attributes. Change these attribute values to modify the information
8// associated with an assembly. 8// associated with an assembly.
9[assembly: AssemblyTitle("OpenSim.Region.Physics.BulletSPlugin")] 9[assembly: AssemblyTitle("OpenSim.Region.Physics.BulletSPlugin")]
@@ -15,8 +15,8 @@ using Mono.Addins;
15[assembly: AssemblyTrademark("")] 15[assembly: AssemblyTrademark("")]
16[assembly: AssemblyCulture("")] 16[assembly: AssemblyCulture("")]
17 17
18// Setting ComVisible to false makes the types in this assembly not visible 18// Setting ComVisible to false makes the types in this assembly not visible
19// to COM components. If you need to access a type in this assembly from 19// to COM components. If you need to access a type in this assembly from
20// COM, set the ComVisible attribute to true on that type. 20// COM, set the ComVisible attribute to true on that type.
21[assembly: ComVisible(false)] 21[assembly: ComVisible(false)]
22 22
@@ -26,7 +26,7 @@ using Mono.Addins;
26// Version information for an assembly consists of the following four values: 26// Version information for an assembly consists of the following four values:
27// 27//
28// Major Version 28// Major Version
29// Minor Version 29// Minor Version
30// Build Number 30// Build Number
31// Revision 31// Revision
32// 32//
diff --git a/OpenSim/Region/PhysicsModules/BulletS/Tests/BulletSimTestsUtil.cs b/OpenSim/Region/PhysicsModules/BulletS/Tests/BulletSimTestsUtil.cs
index 109e19c..3e8c1cd 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/Tests/BulletSimTestsUtil.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/Tests/BulletSimTestsUtil.cs
@@ -80,7 +80,7 @@ public static class BulletSimTestsUtil
80 } 80 }
81 81
82 Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); 82 Vector3 regionExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
83 83
84 RegionInfo info = new RegionInfo(); 84 RegionInfo info = new RegionInfo();
85 info.RegionName = "BSTestRegion"; 85 info.RegionName = "BSTestRegion";
86 info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize; 86 info.RegionSizeX = info.RegionSizeY = info.RegionSizeZ = Constants.RegionSize;
diff --git a/OpenSim/Region/PhysicsModules/BulletS/Tests/HullCreation.cs b/OpenSim/Region/PhysicsModules/BulletS/Tests/HullCreation.cs
index c0cf19a..c2be568 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/Tests/HullCreation.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/Tests/HullCreation.cs
@@ -146,7 +146,7 @@ public class HullCreation : OpenSimTestCase
146 uint torusLocalID = 125; 146 uint torusLocalID = 125;
147 PhysicsScene.AddPrimShape("testTorus", pbs, pos, size, rot, isPhys, torusLocalID); 147 PhysicsScene.AddPrimShape("testTorus", pbs, pos, size, rot, isPhys, torusLocalID);
148 BSPrim primTypeTorus = (BSPrim)PhysicsScene.PhysObjects[torusLocalID]; 148 BSPrim primTypeTorus = (BSPrim)PhysicsScene.PhysObjects[torusLocalID];
149 149
150 // The actual prim shape creation happens at taint time 150 // The actual prim shape creation happens at taint time
151 PhysicsScene.ProcessTaints(); 151 PhysicsScene.ProcessTaints();
152 152