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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs66
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs28
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs29
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs40
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs67
5 files changed, 113 insertions, 117 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 57d5726..19eb1e6 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -39,18 +39,16 @@ public class BSCharacter : BSPhysObject
39 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
40 private static readonly string LogHeader = "[BULLETS CHAR]"; 40 private static readonly string LogHeader = "[BULLETS CHAR]";
41 41
42 private String _avName;
43 // private bool _stopped; 42 // private bool _stopped;
44 private OMV.Vector3 _size; 43 private OMV.Vector3 _size;
45 private OMV.Vector3 _scale; 44 private OMV.Vector3 _scale;
46 private PrimitiveBaseShape _pbs; 45 private PrimitiveBaseShape _pbs;
47 private uint _localID = 0;
48 private bool _grabbed; 46 private bool _grabbed;
49 private bool _selected; 47 private bool _selected;
50 private OMV.Vector3 _position; 48 private OMV.Vector3 _position;
51 private float _mass; 49 private float _mass;
52 public float _density; 50 private float _avatarDensity;
53 public float _avatarVolume; 51 private float _avatarVolume;
54 private OMV.Vector3 _force; 52 private OMV.Vector3 _force;
55 private OMV.Vector3 _velocity; 53 private OMV.Vector3 _velocity;
56 private OMV.Vector3 _torque; 54 private OMV.Vector3 _torque;
@@ -63,18 +61,12 @@ public class BSCharacter : BSPhysObject
63 private bool _setAlwaysRun; 61 private bool _setAlwaysRun;
64 private bool _throttleUpdates; 62 private bool _throttleUpdates;
65 private bool _isColliding; 63 private bool _isColliding;
66 private long _collidingStep;
67 private bool _collidingGround;
68 private long _collidingGroundStep;
69 private bool _collidingObj; 64 private bool _collidingObj;
70 private bool _floatOnWater; 65 private bool _floatOnWater;
71 private OMV.Vector3 _rotationalVelocity; 66 private OMV.Vector3 _rotationalVelocity;
72 private bool _kinematic; 67 private bool _kinematic;
73 private float _buoyancy; 68 private float _buoyancy;
74 69
75 private int _subscribedEventsMs = 0;
76 private int _nextCollisionOkTime = 0;
77
78 private OMV.Vector3 _PIDTarget; 70 private OMV.Vector3 _PIDTarget;
79 private bool _usePID; 71 private bool _usePID;
80 private float _PIDTau; 72 private float _PIDTau;
@@ -85,9 +77,7 @@ public class BSCharacter : BSPhysObject
85 77
86 public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) 78 public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
87 { 79 {
88 base.BaseInitialize(parent_scene); 80 base.BaseInitialize(parent_scene, localID, avName);
89 _localID = localID;
90 _avName = avName;
91 _physicsActorType = (int)ActorTypes.Agent; 81 _physicsActorType = (int)ActorTypes.Agent;
92 _position = pos; 82 _position = pos;
93 _size = size; 83 _size = size;
@@ -95,14 +85,15 @@ public class BSCharacter : BSPhysObject
95 _orientation = OMV.Quaternion.Identity; 85 _orientation = OMV.Quaternion.Identity;
96 _velocity = OMV.Vector3.Zero; 86 _velocity = OMV.Vector3.Zero;
97 _buoyancy = ComputeBuoyancyFromFlying(isFlying); 87 _buoyancy = ComputeBuoyancyFromFlying(isFlying);
88
98 // The dimensions of the avatar capsule are kept in the scale. 89 // The dimensions of the avatar capsule are kept in the scale.
99 // Physics creates a unit capsule which is scaled by the physics engine. 90 // Physics creates a unit capsule which is scaled by the physics engine.
100 _scale = new OMV.Vector3(PhysicsScene.Params.avatarCapsuleRadius, PhysicsScene.Params.avatarCapsuleRadius, size.Z); 91 ComputeAvatarScale(_size);
101 _density = PhysicsScene.Params.avatarDensity; 92 _avatarDensity = PhysicsScene.Params.avatarDensity;
102 ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale 93 ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale
103 94
104 ShapeData shapeData = new ShapeData(); 95 ShapeData shapeData = new ShapeData();
105 shapeData.ID = _localID; 96 shapeData.ID = LocalID;
106 shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; 97 shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR;
107 shapeData.Position = _position; 98 shapeData.Position = _position;
108 shapeData.Rotation = _orientation; 99 shapeData.Rotation = _orientation;
@@ -117,7 +108,7 @@ public class BSCharacter : BSPhysObject
117 // do actual create at taint time 108 // do actual create at taint time
118 PhysicsScene.TaintedObject("BSCharacter.create", delegate() 109 PhysicsScene.TaintedObject("BSCharacter.create", delegate()
119 { 110 {
120 DetailLog("{0},BSCharacter.create", _localID); 111 DetailLog("{0},BSCharacter.create,taint", LocalID);
121 BulletSimAPI.CreateObject(PhysicsScene.WorldID, shapeData); 112 BulletSimAPI.CreateObject(PhysicsScene.WorldID, shapeData);
122 113
123 // Set the buoyancy for flying. This will be refactored when all the settings happen in C# 114 // Set the buoyancy for flying. This will be refactored when all the settings happen in C#
@@ -135,7 +126,7 @@ public class BSCharacter : BSPhysObject
135 DetailLog("{0},BSCharacter.Destroy", LocalID); 126 DetailLog("{0},BSCharacter.Destroy", LocalID);
136 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() 127 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
137 { 128 {
138 BulletSimAPI.DestroyObject(PhysicsScene.WorldID, _localID); 129 BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID);
139 }); 130 });
140 } 131 }
141 132
@@ -158,7 +149,7 @@ public class BSCharacter : BSPhysObject
158 // When an avatar's size is set, only the height is changed 149 // When an avatar's size is set, only the height is changed
159 // and that really only depends on the radius. 150 // and that really only depends on the radius.
160 _size = value; 151 _size = value;
161 _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y); 152 ComputeAvatarScale(_size);
162 153
163 // TODO: something has to be done with the avatar's vertical position 154 // TODO: something has to be done with the avatar's vertical position
164 155
@@ -175,11 +166,6 @@ public class BSCharacter : BSPhysObject
175 set { _pbs = value; 166 set { _pbs = value;
176 } 167 }
177 } 168 }
178 public override uint LocalID {
179 set { _localID = value;
180 }
181 get { return _localID; }
182 }
183 public override bool Grabbed { 169 public override bool Grabbed {
184 set { _grabbed = value; 170 set { _grabbed = value;
185 } 171 }
@@ -223,7 +209,7 @@ public class BSCharacter : BSPhysObject
223 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() 209 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
224 { 210 {
225 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 211 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
226 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, _localID, _position, _orientation); 212 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation);
227 }); 213 });
228 } 214 }
229 } 215 }
@@ -261,7 +247,7 @@ public class BSCharacter : BSPhysObject
261 PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", delegate() 247 PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", delegate()
262 { 248 {
263 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); 249 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
264 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, _localID, _position, _orientation); 250 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation);
265 }); 251 });
266 ret = true; 252 ret = true;
267 } 253 }
@@ -312,7 +298,7 @@ public class BSCharacter : BSPhysObject
312 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() 298 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
313 { 299 {
314 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); 300 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
315 BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, _localID, _velocity); 301 BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity);
316 }); 302 });
317 } 303 }
318 } 304 }
@@ -338,7 +324,7 @@ public class BSCharacter : BSPhysObject
338 PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() 324 PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
339 { 325 {
340 // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); 326 // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID);
341 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, _localID, _position, _orientation); 327 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation);
342 }); 328 });
343 } 329 }
344 } 330 }
@@ -375,12 +361,12 @@ public class BSCharacter : BSPhysObject
375 set { _throttleUpdates = value; } 361 set { _throttleUpdates = value; }
376 } 362 }
377 public override bool IsColliding { 363 public override bool IsColliding {
378 get { return (_collidingStep == PhysicsScene.SimulationStep); } 364 get { return (CollidingStep == PhysicsScene.SimulationStep); }
379 set { _isColliding = value; } 365 set { _isColliding = value; }
380 } 366 }
381 public override bool CollidingGround { 367 public override bool CollidingGround {
382 get { return (_collidingGroundStep == PhysicsScene.SimulationStep); } 368 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
383 set { _collidingGround = value; } 369 set { CollidingGround = value; }
384 } 370 }
385 public override bool CollidingObj { 371 public override bool CollidingObj {
386 get { return _collidingObj; } 372 get { return _collidingObj; }
@@ -466,6 +452,16 @@ public class BSCharacter : BSPhysObject
466 public override void SetMomentum(OMV.Vector3 momentum) { 452 public override void SetMomentum(OMV.Vector3 momentum) {
467 } 453 }
468 454
455 private void ComputeAvatarScale(OMV.Vector3 size)
456 {
457 _scale.X = PhysicsScene.Params.avatarCapsuleRadius;
458 _scale.Y = PhysicsScene.Params.avatarCapsuleRadius;
459
460 // The 1.15 came from ODE but it seems to cause the avatar to float off the ground
461 // _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y);
462 _scale.Z = (_size.Z) - (_scale.X + _scale.Y);
463 }
464
469 // set _avatarVolume and _mass based on capsule size, _density and _scale 465 // set _avatarVolume and _mass based on capsule size, _density and _scale
470 private void ComputeAvatarVolumeAndMass() 466 private void ComputeAvatarVolumeAndMass()
471 { 467 {
@@ -480,7 +476,7 @@ public class BSCharacter : BSPhysObject
480 * Math.Min(_scale.X, _scale.Y) 476 * Math.Min(_scale.X, _scale.Y)
481 * _scale.Y // plus the volume of the capsule end caps 477 * _scale.Y // plus the volume of the capsule end caps
482 ); 478 );
483 _mass = _density * _avatarVolume; 479 _mass = _avatarDensity * _avatarVolume;
484 } 480 }
485 481
486 // The physics engine says that properties have updated. Update same and inform 482 // The physics engine says that properties have updated. Update same and inform
@@ -502,11 +498,5 @@ public class BSCharacter : BSPhysObject
502 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}", 498 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}",
503 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere); 499 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere);
504 } 500 }
505
506 // Invoke the detailed logger and output something if it's enabled.
507 private void DetailLog(string msg, params Object[] args)
508 {
509 PhysicsScene.PhysicsLogging.Write(msg, args);
510 }
511} 501}
512} 502}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 005a758..1e8fe52 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -77,7 +77,7 @@ public class BSLinkset
77 // A simple linkset of one (no children) 77 // A simple linkset of one (no children)
78 LinksetID = m_nextLinksetID++; 78 LinksetID = m_nextLinksetID++;
79 // We create LOTS of linksets. 79 // We create LOTS of linksets.
80 if (m_nextLinksetID < 0) 80 if (m_nextLinksetID <= 0)
81 m_nextLinksetID = 1; 81 m_nextLinksetID = 1;
82 PhysicsScene = scene; 82 PhysicsScene = scene;
83 LinksetRoot = parent; 83 LinksetRoot = parent;
@@ -157,21 +157,26 @@ public class BSLinkset
157 157
158 private float ComputeLinksetMass() 158 private float ComputeLinksetMass()
159 { 159 {
160 float mass = LinksetRoot.MassRaw; 160 float mass;
161 foreach (BSPhysObject bp in m_children) 161 lock (m_linksetActivityLock)
162 { 162 {
163 mass += bp.MassRaw; 163 mass = LinksetRoot.MassRaw;
164 foreach (BSPhysObject bp in m_children)
165 {
166 mass += bp.MassRaw;
167 }
164 } 168 }
165 return mass; 169 return mass;
166 } 170 }
167 171
168 private OMV.Vector3 ComputeLinksetCenterOfMass() 172 private OMV.Vector3 ComputeLinksetCenterOfMass()
169 { 173 {
170 OMV.Vector3 com = LinksetRoot.Position * LinksetRoot.MassRaw; 174 OMV.Vector3 com;
171 float totalMass = LinksetRoot.MassRaw;
172
173 lock (m_linksetActivityLock) 175 lock (m_linksetActivityLock)
174 { 176 {
177 com = LinksetRoot.Position * LinksetRoot.MassRaw;
178 float totalMass = LinksetRoot.MassRaw;
179
175 foreach (BSPhysObject bp in m_children) 180 foreach (BSPhysObject bp in m_children)
176 { 181 {
177 com += bp.Position * bp.MassRaw; 182 com += bp.Position * bp.MassRaw;
@@ -186,10 +191,11 @@ public class BSLinkset
186 191
187 private OMV.Vector3 ComputeLinksetGeometricCenter() 192 private OMV.Vector3 ComputeLinksetGeometricCenter()
188 { 193 {
189 OMV.Vector3 com = LinksetRoot.Position; 194 OMV.Vector3 com;
190
191 lock (m_linksetActivityLock) 195 lock (m_linksetActivityLock)
192 { 196 {
197 com = LinksetRoot.Position;
198
193 foreach (BSPhysObject bp in m_children) 199 foreach (BSPhysObject bp in m_children)
194 { 200 {
195 com += bp.Position * bp.MassRaw; 201 com += bp.Position * bp.MassRaw;
@@ -208,8 +214,8 @@ public class BSLinkset
208 // Called at taint-time! 214 // Called at taint-time!
209 public bool MakeDynamic(BSPhysObject child) 215 public bool MakeDynamic(BSPhysObject child)
210 { 216 {
211 bool ret = false; 217 // What is done for each object in BSPrim is what we want.
212 return ret; 218 return false;
213 } 219 }
214 220
215 // The object is going static (non-physical). Do any setup necessary 221 // The object is going static (non-physical). Do any setup necessary
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 242aa80..b575e37 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -39,9 +39,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
39// unless the difference is significant. 39// unless the difference is significant.
40public abstract class BSPhysObject : PhysicsActor 40public abstract class BSPhysObject : PhysicsActor
41{ 41{
42 protected void BaseInitialize(BSScene parentScene) 42 protected void BaseInitialize(BSScene parentScene, uint localID, string name)
43 { 43 {
44 PhysicsScene = parentScene; 44 PhysicsScene = parentScene;
45 LocalID = localID;
46 PhysObjectName = name;
47
45 Linkset = new BSLinkset(PhysicsScene, this); 48 Linkset = new BSLinkset(PhysicsScene, this);
46 49
47 CollisionCollection = new CollisionEventUpdate(); 50 CollisionCollection = new CollisionEventUpdate();
@@ -51,6 +54,8 @@ public abstract class BSPhysObject : PhysicsActor
51 } 54 }
52 55
53 public BSScene PhysicsScene { get; protected set; } 56 public BSScene PhysicsScene { get; protected set; }
57 // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
58 public string PhysObjectName { get; protected set; }
54 59
55 public BSLinkset Linkset { get; set; } 60 public BSLinkset Linkset { get; set; }
56 61
@@ -111,13 +116,13 @@ public abstract class BSPhysObject : PhysicsActor
111 return ret; 116 return ret;
112 } 117 }
113 118
114 PhysicsScene.PhysicsLogging.Write("{0},BSPhysObject.Collison,call,with={1}", LocalID, collidingWith); 119 DetailLog("{0},BSPhysObject.Collison,call,with={1}", LocalID, collidingWith);
115 120
116 // if someone has subscribed for collision events.... 121 // if someone has subscribed for collision events....
117 if (SubscribedEvents()) { 122 if (SubscribedEvents()) {
118 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); 123 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
119 PhysicsScene.PhysicsLogging.Write("{0},BSPhysObject.Collison.AddCollider,call,with={1},point={2},normal={3},depth={4},next={5}", 124 DetailLog("{0},BSPhysObject.Collison.AddCollider,call,with={1},point={2},normal={3},depth={4}",
120 LocalID, collidingWith, contactPoint, contactNormal, pentrationDepth, NextCollisionOkTime.ToString("yyyyMMddHHmmssfff")); 125 LocalID, collidingWith, contactPoint, contactNormal, pentrationDepth);
121 ret = true; 126 ret = true;
122 } 127 }
123 return ret; 128 return ret;
@@ -127,6 +132,8 @@ public abstract class BSPhysObject : PhysicsActor
127 // Also handles removal of this from the collection of objects with collisions if 132 // Also handles removal of this from the collection of objects with collisions if
128 // there are no collisions from this object. Mechanism is create one last 133 // there are no collisions from this object. Mechanism is create one last
129 // collision event to make collision_end work. 134 // collision event to make collision_end work.
135 // Called at taint time from within the Step() function thus no locking problems
136 // with CollisionCollection and ObjectsWithNoMoreCollisions.
130 public virtual void SendCollisions() 137 public virtual void SendCollisions()
131 { 138 {
132 // throttle the collisions to the number of milliseconds specified in the subscription 139 // throttle the collisions to the number of milliseconds specified in the subscription
@@ -140,10 +147,11 @@ public abstract class BSPhysObject : PhysicsActor
140 if (CollisionCollection.Count == 0) 147 if (CollisionCollection.Count == 0)
141 PhysicsScene.ObjectsWithNoMoreCollisions.Add(this); 148 PhysicsScene.ObjectsWithNoMoreCollisions.Add(this);
142 149
150 DetailLog("{0},SendCollisions.SendCollisionUpdate,call,numCollisions={1}", LocalID, CollisionCollection.Count);
143 base.SendCollisionUpdate(CollisionCollection); 151 base.SendCollisionUpdate(CollisionCollection);
144 152
145 // The collisionCollection structure is passed around in the simulator. 153 // The collisionCollection structure is passed around in the simulator.
146 // Make sure we don't have a handle to that one and that a new one is used next time. 154 // Make sure we don't have a handle to that one and that a new one is used for next time.
147 CollisionCollection = new CollisionEventUpdate(); 155 CollisionCollection = new CollisionEventUpdate();
148 } 156 }
149 } 157 }
@@ -156,8 +164,7 @@ public abstract class BSPhysObject : PhysicsActor
156 { 164 {
157 // make sure first collision happens 165 // make sure first collision happens
158 NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); 166 NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
159 PhysicsScene.PhysicsLogging.Write("{0},SubscribeEvents,call,ms={1},nextOKTime={2}", 167 DetailLog("{0},SubscribeEvents,call,ms={1}", LocalID, SubscribedEventsMs);
160 LocalID, SubscribedEventsMs, NextCollisionOkTime.ToString("yyyyMMddHHmmssfff"));
161 168
162 PhysicsScene.TaintedObject("BSPhysObject.SubscribeEvents", delegate() 169 PhysicsScene.TaintedObject("BSPhysObject.SubscribeEvents", delegate()
163 { 170 {
@@ -172,7 +179,7 @@ public abstract class BSPhysObject : PhysicsActor
172 } 179 }
173 public override void UnSubscribeEvents() { 180 public override void UnSubscribeEvents() {
174 SubscribedEventsMs = 0; 181 SubscribedEventsMs = 0;
175 PhysicsScene.PhysicsLogging.Write("{0},UnSubscribeEvents,call", LocalID); 182 DetailLog("{0},UnSubscribeEvents,call", LocalID);
176 PhysicsScene.TaintedObject("BSPhysObject.UnSubscribeEvents", delegate() 183 PhysicsScene.TaintedObject("BSPhysObject.UnSubscribeEvents", delegate()
177 { 184 {
178 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 185 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
@@ -184,5 +191,11 @@ public abstract class BSPhysObject : PhysicsActor
184 } 191 }
185 192
186 #endregion // Collisions 193 #endregion // Collisions
194
195 // High performance detailed logging routine used by the physical objects.
196 protected void DetailLog(string msg, params Object[] args)
197 {
198 PhysicsScene.PhysicsLogging.Write(msg, args);
199 }
187} 200}
188} 201}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 29f27e8..4f10d46 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -49,9 +49,6 @@ public sealed class BSPrim : BSPhysObject
49 private ulong _hullKey; 49 private ulong _hullKey;
50 private List<ConvexResult> _hulls; 50 private List<ConvexResult> _hulls;
51 51
52 private String _avName;
53 private uint _localID = 0;
54
55 // _size is what the user passed. _scale is what we pass to the physics engine with the mesh. 52 // _size is what the user passed. _scale is what we pass to the physics engine with the mesh.
56 // Often _scale is unity because the meshmerizer will apply _size when creating the mesh. 53 // Often _scale is unity because the meshmerizer will apply _size when creating the mesh.
57 private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user 54 private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
@@ -99,9 +96,7 @@ public sealed class BSPrim : BSPhysObject
99 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) 96 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
100 { 97 {
101 // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); 98 // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
102 base.BaseInitialize(parent_scene); 99 base.BaseInitialize(parent_scene, localID, primName);
103 _localID = localID;
104 _avName = primName;
105 _physicsActorType = (int)ActorTypes.Prim; 100 _physicsActorType = (int)ActorTypes.Prim;
106 _position = pos; 101 _position = pos;
107 _size = size; 102 _size = size;
@@ -187,10 +182,6 @@ public sealed class BSPrim : BSPhysObject
187 }); 182 });
188 } 183 }
189 } 184 }
190 public override uint LocalID {
191 set { _localID = value; }
192 get { return _localID; }
193 }
194 public override bool Grabbed { 185 public override bool Grabbed {
195 set { _grabbed = value; 186 set { _grabbed = value;
196 } 187 }
@@ -267,7 +258,7 @@ public sealed class BSPrim : BSPhysObject
267 _position = BulletSimAPI.GetPosition2(BSBody.Ptr); 258 _position = BulletSimAPI.GetPosition2(BSBody.Ptr);
268 259
269 // don't do the GetObjectPosition for root elements because this function is called a zillion times 260 // don't do the GetObjectPosition for root elements because this function is called a zillion times
270 // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); 261 // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, LocalID);
271 return _position; 262 return _position;
272 } 263 }
273 set { 264 set {
@@ -425,7 +416,7 @@ public sealed class BSPrim : BSPhysObject
425 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? 416 // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
426 PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() 417 PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate()
427 { 418 {
428 // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); 419 // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, LocalID);
429 DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); 420 DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
430 BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); 421 BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation);
431 }); 422 });
@@ -666,7 +657,7 @@ public sealed class BSPrim : BSPhysObject
666 // Buoyancy is faked by changing the gravity applied to the object 657 // Buoyancy is faked by changing the gravity applied to the object
667 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); 658 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
668 BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav)); 659 BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav));
669 // BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, _localID, _buoyancy); 660 // BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy);
670 }); 661 });
671 } 662 }
672 } 663 }
@@ -1127,7 +1118,7 @@ public sealed class BSPrim : BSPhysObject
1127 lod = PhysicsScene.MeshMegaPrimLOD; 1118 lod = PhysicsScene.MeshMegaPrimLOD;
1128 1119
1129 ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); 1120 ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod);
1130 // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); 1121 // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, LocalID, _meshKey, newMeshKey);
1131 1122
1132 // if this new shape is the same as last time, don't recreate the mesh 1123 // if this new shape is the same as last time, don't recreate the mesh
1133 if (_meshKey == newMeshKey) return false; 1124 if (_meshKey == newMeshKey) return false;
@@ -1136,7 +1127,7 @@ public sealed class BSPrim : BSPhysObject
1136 // Since we're recreating new, get rid of any previously generated shape 1127 // Since we're recreating new, get rid of any previously generated shape
1137 if (_meshKey != 0) 1128 if (_meshKey != 0)
1138 { 1129 {
1139 // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); 1130 // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, LocalID, _meshKey);
1140 DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); 1131 DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
1141 BulletSimAPI.DestroyMesh(PhysicsScene.WorldID, _meshKey); 1132 BulletSimAPI.DestroyMesh(PhysicsScene.WorldID, _meshKey);
1142 _mesh = null; 1133 _mesh = null;
@@ -1145,7 +1136,7 @@ public sealed class BSPrim : BSPhysObject
1145 1136
1146 _meshKey = newMeshKey; 1137 _meshKey = newMeshKey;
1147 // always pass false for physicalness as this creates some sort of bounding box which we don't need 1138 // always pass false for physicalness as this creates some sort of bounding box which we don't need
1148 _mesh = PhysicsScene.mesher.CreateMesh(_avName, _pbs, _size, lod, false); 1139 _mesh = PhysicsScene.mesher.CreateMesh(PhysObjectName, _pbs, _size, lod, false);
1149 1140
1150 int[] indices = _mesh.getIndexListAsInt(); 1141 int[] indices = _mesh.getIndexListAsInt();
1151 List<OMV.Vector3> vertices = _mesh.getVertexList(); 1142 List<OMV.Vector3> vertices = _mesh.getVertexList();
@@ -1160,7 +1151,7 @@ public sealed class BSPrim : BSPhysObject
1160 } 1151 }
1161 1152
1162 // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", 1153 // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
1163 // LogHeader, _localID, _meshKey, indices.Length, vertices.Count); 1154 // LogHeader, LocalID, _meshKey, indices.Length, vertices.Count);
1164 BulletSimAPI.CreateMesh(PhysicsScene.WorldID, _meshKey, indices.GetLength(0), indices, 1155 BulletSimAPI.CreateMesh(PhysicsScene.WorldID, _meshKey, indices.GetLength(0), indices,
1165 vertices.Count, verticesAsFloats); 1156 vertices.Count, verticesAsFloats);
1166 1157
@@ -1176,7 +1167,7 @@ public sealed class BSPrim : BSPhysObject
1176 { 1167 {
1177 float lod = _pbs.SculptEntry ? PhysicsScene.SculptLOD : PhysicsScene.MeshLOD; 1168 float lod = _pbs.SculptEntry ? PhysicsScene.SculptLOD : PhysicsScene.MeshLOD;
1178 ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); 1169 ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod);
1179 // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); 1170 // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, LocalID, _hullKey, newHullKey);
1180 1171
1181 // if the hull hasn't changed, don't rebuild it 1172 // if the hull hasn't changed, don't rebuild it
1182 if (newHullKey == _hullKey) return false; 1173 if (newHullKey == _hullKey) return false;
@@ -1276,7 +1267,7 @@ public sealed class BSPrim : BSPhysObject
1276 } 1267 }
1277 1268
1278 // create the hull definition in Bullet 1269 // create the hull definition in Bullet
1279 // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount); 1270 // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, LocalID, _hullKey, hullCount);
1280 BulletSimAPI.CreateHull(PhysicsScene.WorldID, _hullKey, hullCount, convHulls); 1271 BulletSimAPI.CreateHull(PhysicsScene.WorldID, _hullKey, hullCount, convHulls);
1281 _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; 1272 _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
1282 // meshes are already scaled by the meshmerizer 1273 // meshes are already scaled by the meshmerizer
@@ -1316,7 +1307,7 @@ public sealed class BSPrim : BSPhysObject
1316 // the mesh or hull must have already been created in Bullet 1307 // the mesh or hull must have already been created in Bullet
1317 ShapeData shape; 1308 ShapeData shape;
1318 FillShapeInfo(out shape); 1309 FillShapeInfo(out shape);
1319 // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); 1310 // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, LocalID, shape.Type);
1320 bool ret = BulletSimAPI.CreateObject(PhysicsScene.WorldID, shape); 1311 bool ret = BulletSimAPI.CreateObject(PhysicsScene.WorldID, shape);
1321 1312
1322 // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. 1313 // the CreateObject() may have recreated the rigid body. Make sure we have the latest address.
@@ -1329,7 +1320,7 @@ public sealed class BSPrim : BSPhysObject
1329 // Copy prim's info into the BulletSim shape description structure 1320 // Copy prim's info into the BulletSim shape description structure
1330 public void FillShapeInfo(out ShapeData shape) 1321 public void FillShapeInfo(out ShapeData shape)
1331 { 1322 {
1332 shape.ID = _localID; 1323 shape.ID = LocalID;
1333 shape.Type = _shapeType; 1324 shape.Type = _shapeType;
1334 shape.Position = _position; 1325 shape.Position = _position;
1335 shape.Rotation = _orientation; 1326 shape.Rotation = _orientation;
@@ -1350,7 +1341,7 @@ public sealed class BSPrim : BSPhysObject
1350 // No locking here because this is done when the physics engine is not simulating 1341 // No locking here because this is done when the physics engine is not simulating
1351 private void CreateGeomAndObject(bool forceRebuild) 1342 private void CreateGeomAndObject(bool forceRebuild)
1352 { 1343 {
1353 // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, _localID, forceRebuild); 1344 // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, LocalID, forceRebuild);
1354 // Create the geometry that will make up the object 1345 // Create the geometry that will make up the object
1355 if (CreateGeom(forceRebuild)) 1346 if (CreateGeom(forceRebuild))
1356 { 1347 {
@@ -1453,10 +1444,5 @@ public sealed class BSPrim : BSPhysObject
1453 } 1444 }
1454 */ 1445 */
1455 } 1446 }
1456 // Invoke the detailed logger and output something if it's enabled.
1457 private void DetailLog(string msg, params Object[] args)
1458 {
1459 PhysicsScene.PhysicsLogging.Write(msg, args);
1460 }
1461} 1447}
1462} 1448}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index d48462e..c113db1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -57,10 +57,10 @@ public class BSTerrainManager
57 public const float TERRAIN_COLLISION_MARGIN = 0.0f; 57 public const float TERRAIN_COLLISION_MARGIN = 0.0f;
58 58
59 // Until the whole simulator is changed to pass us the region size, we rely on constants. 59 // Until the whole simulator is changed to pass us the region size, we rely on constants.
60 public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, 0f); 60 public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
61 61
62 // The scene that I am part of 62 // The scene that I am part of
63 private BSScene m_physicsScene; 63 private BSScene PhysicsScene { get; set; }
64 64
65 // The ground plane created to keep thing from falling to infinity. 65 // The ground plane created to keep thing from falling to infinity.
66 private BulletBody m_groundPlane; 66 private BulletBody m_groundPlane;
@@ -84,18 +84,18 @@ public class BSTerrainManager
84 // If the parent region (region 0), this is the extent of the combined regions 84 // If the parent region (region 0), this is the extent of the combined regions
85 // relative to the origin of region zero 85 // relative to the origin of region zero
86 private Vector3 m_worldMax; 86 private Vector3 m_worldMax;
87 private PhysicsScene m_parentScene; 87 private PhysicsScene MegaRegionParentPhysicsScene { get; set; }
88 88
89 public BSTerrainManager(BSScene physicsScene) 89 public BSTerrainManager(BSScene physicsScene)
90 { 90 {
91 m_physicsScene = physicsScene; 91 PhysicsScene = physicsScene;
92 m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>(); 92 m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>();
93 m_terrainModified = false; 93 m_terrainModified = false;
94 94
95 // Assume one region of default size 95 // Assume one region of default size
96 m_worldOffset = Vector3.Zero; 96 m_worldOffset = Vector3.Zero;
97 m_worldMax = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, 4096f); 97 m_worldMax = new Vector3(DefaultRegionSize);
98 m_parentScene = null; 98 MegaRegionParentPhysicsScene = null;
99 } 99 }
100 100
101 // Create the initial instance of terrain and the underlying ground plane. 101 // Create the initial instance of terrain and the underlying ground plane.
@@ -110,7 +110,7 @@ public class BSTerrainManager
110 BulletShape groundPlaneShape = new BulletShape(BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN)); 110 BulletShape groundPlaneShape = new BulletShape(BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN));
111 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, 111 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
112 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity)); 112 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity));
113 BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); 113 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, m_groundPlane.Ptr);
114 114
115 Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE); 115 Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
116 Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION); 116 Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
@@ -128,9 +128,9 @@ public class BSTerrainManager
128 { 128 {
129 if (m_groundPlane.Ptr != IntPtr.Zero) 129 if (m_groundPlane.Ptr != IntPtr.Zero)
130 { 130 {
131 if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr)) 131 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, m_groundPlane.Ptr))
132 { 132 {
133 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); 133 BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, m_groundPlane.Ptr);
134 } 134 }
135 m_groundPlane.Ptr = IntPtr.Zero; 135 m_groundPlane.Ptr = IntPtr.Zero;
136 } 136 }
@@ -143,9 +143,9 @@ public class BSTerrainManager
143 { 143 {
144 foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps) 144 foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps)
145 { 145 {
146 if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr)) 146 if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, kvp.Value.terrainBody.Ptr))
147 { 147 {
148 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr); 148 BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, kvp.Value.terrainBody.Ptr);
149 BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr); 149 BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
150 } 150 }
151 } 151 }
@@ -155,19 +155,19 @@ public class BSTerrainManager
155 // The simulator wants to set a new heightmap for the terrain. 155 // The simulator wants to set a new heightmap for the terrain.
156 public void SetTerrain(float[] heightMap) { 156 public void SetTerrain(float[] heightMap) {
157 float[] localHeightMap = heightMap; 157 float[] localHeightMap = heightMap;
158 m_physicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() 158 PhysicsScene.TaintedObject("TerrainManager.SetTerrain", delegate()
159 { 159 {
160 if (m_worldOffset != Vector3.Zero && m_parentScene != null) 160 if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null)
161 { 161 {
162 // If a child of a mega-region, we shouldn't have any terrain allocated for us 162 // If a child of a mega-region, we shouldn't have any terrain allocated for us
163 ReleaseGroundPlaneAndTerrain(); 163 ReleaseGroundPlaneAndTerrain();
164 // If doing the mega-prim stuff and we are the child of the zero region, 164 // If doing the mega-prim stuff and we are the child of the zero region,
165 // the terrain is added to our parent 165 // the terrain is added to our parent
166 if (m_parentScene is BSScene) 166 if (MegaRegionParentPhysicsScene is BSScene)
167 { 167 {
168 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", 168 DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
169 BSScene.DetailLogZero, m_worldOffset, m_worldMax); 169 BSScene.DetailLogZero, m_worldOffset, m_worldMax);
170 ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, 170 ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
171 localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); 171 localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
172 } 172 }
173 } 173 }
@@ -176,7 +176,8 @@ public class BSTerrainManager
176 // If not doing the mega-prim thing, just change the terrain 176 // If not doing the mega-prim thing, just change the terrain
177 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); 177 DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
178 178
179 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); 179 UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap,
180 m_worldOffset, m_worldOffset + DefaultRegionSize, true);
180 } 181 }
181 }); 182 });
182 } 183 }
@@ -232,7 +233,7 @@ public class BSTerrainManager
232 233
233 BSScene.TaintCallback rebuildOperation = delegate() 234 BSScene.TaintCallback rebuildOperation = delegate()
234 { 235 {
235 if (m_parentScene != null) 236 if (MegaRegionParentPhysicsScene != null)
236 { 237 {
237 // It's possible that Combine() was called after this code was queued. 238 // It's possible that Combine() was called after this code was queued.
238 // If we are a child of combined regions, we don't create any terrain for us. 239 // If we are a child of combined regions, we don't create any terrain for us.
@@ -252,10 +253,10 @@ public class BSTerrainManager
252 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); 253 BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
253 254
254 // Remove from the dynamics world because we're going to mangle this object 255 // Remove from the dynamics world because we're going to mangle this object
255 BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 256 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
256 257
257 // Get rid of the old terrain 258 // Get rid of the old terrain
258 BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 259 BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
259 BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr); 260 BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
260 mapInfo.Ptr = IntPtr.Zero; 261 mapInfo.Ptr = IntPtr.Zero;
261 262
@@ -286,7 +287,7 @@ public class BSTerrainManager
286 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); 287 BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
287 288
288 mapInfo.ID = id; 289 mapInfo.ID = id;
289 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.ID, 290 mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.Ptr, mapInfo.ID,
290 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); 291 mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
291 292
292 // The terrain object initial position is at the center of the object 293 // The terrain object initial position is at the center of the object
@@ -307,19 +308,19 @@ public class BSTerrainManager
307 m_heightMaps[terrainRegionBase] = mapInfo; 308 m_heightMaps[terrainRegionBase] = mapInfo;
308 309
309 // Set current terrain attributes 310 // Set current terrain attributes
310 BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainFriction); 311 BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainFriction);
311 BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainHitFraction); 312 BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainHitFraction);
312 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainRestitution); 313 BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainRestitution);
313 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); 314 BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
314 315
315 BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero); 316 BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero);
316 BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr); 317 BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr);
317 318
318 // Return the new terrain to the world of physical objects 319 // Return the new terrain to the world of physical objects
319 BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 320 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
320 321
321 // redo its bounding box now that it is in the world 322 // redo its bounding box now that it is in the world
322 BulletSimAPI.UpdateSingleAabb2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); 323 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr);
323 324
324 // Make sure the new shape is processed. 325 // Make sure the new shape is processed.
325 BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); 326 BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true);
@@ -332,7 +333,7 @@ public class BSTerrainManager
332 if (doNow) 333 if (doNow)
333 rebuildOperation(); 334 rebuildOperation();
334 else 335 else
335 m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation); 336 PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation);
336 } 337 }
337 else 338 else
338 { 339 {
@@ -357,7 +358,7 @@ public class BSTerrainManager
357 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); 358 DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
358 // Create a new mapInfo that will be filled with the new info 359 // Create a new mapInfo that will be filled with the new info
359 mapInfo = new BulletHeightMapInfo(id, heightMapX, 360 mapInfo = new BulletHeightMapInfo(id, heightMapX,
360 BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, newTerrainID, 361 BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.Ptr, newTerrainID,
361 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); 362 minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
362 // Put the unfilled heightmap info into the collection of same 363 // Put the unfilled heightmap info into the collection of same
363 m_heightMaps.Add(terrainRegionBase, mapInfo); 364 m_heightMaps.Add(terrainRegionBase, mapInfo);
@@ -371,7 +372,7 @@ public class BSTerrainManager
371 if (doNow) 372 if (doNow)
372 createOperation(); 373 createOperation();
373 else 374 else
374 m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation); 375 PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation);
375 } 376 }
376 } 377 }
377 378
@@ -419,7 +420,7 @@ public class BSTerrainManager
419 catch 420 catch
420 { 421 {
421 // Sometimes they give us wonky values of X and Y. Give a warning and return something. 422 // Sometimes they give us wonky values of X and Y. Give a warning and return something.
422 m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}", 423 PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}",
423 LogHeader, terrainBaseXY, regionX, regionY); 424 LogHeader, terrainBaseXY, regionX, regionY);
424 ret = HEIGHT_GETHEIGHT_RET; 425 ret = HEIGHT_GETHEIGHT_RET;
425 } 426 }
@@ -428,8 +429,8 @@ public class BSTerrainManager
428 } 429 }
429 else 430 else
430 { 431 {
431 m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", 432 PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
432 LogHeader, m_physicsScene.RegionName, tX, tY); 433 LogHeader, PhysicsScene.RegionName, tX, tY);
433 } 434 }
434 m_terrainModified = false; 435 m_terrainModified = false;
435 lastHeight = ret; 436 lastHeight = ret;
@@ -453,7 +454,7 @@ public class BSTerrainManager
453 { 454 {
454 m_worldOffset = offset; 455 m_worldOffset = offset;
455 m_worldMax = extents; 456 m_worldMax = extents;
456 m_parentScene = pScene; 457 MegaRegionParentPhysicsScene = pScene;
457 if (pScene != null) 458 if (pScene != null)
458 { 459 {
459 // We are a child. 460 // We are a child.
@@ -474,7 +475,7 @@ public class BSTerrainManager
474 475
475 private void DetailLog(string msg, params Object[] args) 476 private void DetailLog(string msg, params Object[] args)
476 { 477 {
477 m_physicsScene.PhysicsLogging.Write(msg, args); 478 PhysicsScene.PhysicsLogging.Write(msg, args);
478 } 479 }
479} 480}
480} 481}