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-rw-r--r--BUILDING.md (renamed from BUILDING.txt)23
-rw-r--r--OpenSim/Framework/Constants.cs1
-rw-r--r--OpenSim/Framework/RegionInfo.cs18
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs21
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs18
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs2
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs12
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs14
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs6
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs98
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs8
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs450
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs2
-rw-r--r--OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs4
-rw-r--r--README.md (renamed from README.txt)42
-rw-r--r--bin/OpenSim.ini.example5
-rw-r--r--bin/OpenSimDefaults.ini4
-rwxr-xr-xbin/lib32/BulletSim.dllbin556544 -> 567296 bytes
-rwxr-xr-xbin/lib32/libBulletSim.sobin2423331 -> 2503027 bytes
-rwxr-xr-xbin/lib64/BulletSim.dllbin715264 -> 727552 bytes
-rwxr-xr-xbin/lib64/libBulletSim.sobin2645594 -> 2742386 bytes
24 files changed, 632 insertions, 122 deletions
diff --git a/BUILDING.txt b/BUILDING.md
index 12e5ea5..5210b58 100644
--- a/BUILDING.txt
+++ b/BUILDING.md
@@ -1,6 +1,4 @@
1==== Building OpenSim ==== 1# Building on Windows
2
3=== Building on Windows ===
4 2
5Steps: 3Steps:
6 * runprebuild.bat 4 * runprebuild.bat
@@ -9,16 +7,15 @@ Steps:
9 * copy OpenSim.ini.example to OpenSim.ini and other appropriate files in bin/config-include 7 * copy OpenSim.ini.example to OpenSim.ini and other appropriate files in bin/config-include
10 * run OpenSim.exe 8 * run OpenSim.exe
11 9
12=== Building on Linux === 10# Building on Linux
13 11
14Prereqs: 12Prereqs:
15 * Mono >= 2.4.3 13* Mono >= 2.4.3
16 * Nant >= 0.85 14* Nant >= 0.85
17 * On some Linux distributions you may need to install additional packages. 15* On some Linux distributions you may need to install additional packages.
18 See http://opensimulator.org/wiki/Dependencies for more information. 16 See http://opensimulator.org/wiki/Dependencies for more information.
19 17* May also use xbuild (included in mono distributions)
20 * May also use xbuild (included in mono distributions) 18* May use Monodevelop, a cross-platform IDE
21 * May use Monodevelop, a cross-platform IDE
22 19
23From the distribution type: 20From the distribution type:
24 * ./runprebuild.sh 21 * ./runprebuild.sh
@@ -27,13 +24,13 @@ From the distribution type:
27 * copy OpenSim.ini.example to OpenSim.ini and other appropriate files in bin/config-include 24 * copy OpenSim.ini.example to OpenSim.ini and other appropriate files in bin/config-include
28 * run mono OpenSim.exe 25 * run mono OpenSim.exe
29 26
30=== Using Monodevelop === 27# Using Monodevelop
31 28
32From the distribution type: 29From the distribution type:
33 * ./runprebuild.sh 30 * ./runprebuild.sh
34 * type monodevelop OpenSim.sln 31 * type monodevelop OpenSim.sln
35 32
36=== References === 33# References
37 34
38Helpful resources: 35Helpful resources:
39* http://opensimulator.org/wiki/Build_Instructions 36* http://opensimulator.org/wiki/Build_Instructions
diff --git a/OpenSim/Framework/Constants.cs b/OpenSim/Framework/Constants.cs
index 1b1aaf2..a2eb5ee 100644
--- a/OpenSim/Framework/Constants.cs
+++ b/OpenSim/Framework/Constants.cs
@@ -31,6 +31,7 @@ namespace OpenSim.Framework
31 public class Constants 31 public class Constants
32 { 32 {
33 public const uint RegionSize = 256; 33 public const uint RegionSize = 256;
34 public const uint RegionHeight = 4096;
34 public const byte TerrainPatchSize = 16; 35 public const byte TerrainPatchSize = 16;
35 public const string DefaultTexture = "89556747-24cb-43ed-920b-47caed15465f"; 36 public const string DefaultTexture = "89556747-24cb-43ed-920b-47caed15465f";
36 37
diff --git a/OpenSim/Framework/RegionInfo.cs b/OpenSim/Framework/RegionInfo.cs
index fcf1896..da87b05 100644
--- a/OpenSim/Framework/RegionInfo.cs
+++ b/OpenSim/Framework/RegionInfo.cs
@@ -128,6 +128,7 @@ namespace OpenSim.Framework
128 private int m_physPrimMax = 0; 128 private int m_physPrimMax = 0;
129 private bool m_clampPrimSize = false; 129 private bool m_clampPrimSize = false;
130 private int m_objectCapacity = 0; 130 private int m_objectCapacity = 0;
131 private int m_linksetCapacity = 0;
131 private int m_agentCapacity = 0; 132 private int m_agentCapacity = 0;
132 private string m_regionType = String.Empty; 133 private string m_regionType = String.Empty;
133 private RegionLightShareData m_windlight = new RegionLightShareData(); 134 private RegionLightShareData m_windlight = new RegionLightShareData();
@@ -319,6 +320,11 @@ namespace OpenSim.Framework
319 get { return m_objectCapacity; } 320 get { return m_objectCapacity; }
320 } 321 }
321 322
323 public int LinksetCapacity
324 {
325 get { return m_linksetCapacity; }
326 }
327
322 public int AgentCapacity 328 public int AgentCapacity
323 { 329 {
324 get { return m_agentCapacity; } 330 get { return m_agentCapacity; }
@@ -656,6 +662,9 @@ namespace OpenSim.Framework
656 662
657 m_objectCapacity = config.GetInt("MaxPrims", 15000); 663 m_objectCapacity = config.GetInt("MaxPrims", 15000);
658 allKeys.Remove("MaxPrims"); 664 allKeys.Remove("MaxPrims");
665
666 m_linksetCapacity = config.GetInt("LinksetPrims", 0);
667 allKeys.Remove("LinksetPrims");
659 668
660 #endregion 669 #endregion
661 670
@@ -714,6 +723,9 @@ namespace OpenSim.Framework
714 if (m_objectCapacity != 0) 723 if (m_objectCapacity != 0)
715 config.Set("MaxPrims", m_objectCapacity); 724 config.Set("MaxPrims", m_objectCapacity);
716 725
726 if (m_linksetCapacity != 0)
727 config.Set("LinksetPrims", m_linksetCapacity);
728
717 if (m_agentCapacity != 0) 729 if (m_agentCapacity != 0)
718 config.Set("MaxAgents", m_agentCapacity); 730 config.Set("MaxAgents", m_agentCapacity);
719 731
@@ -809,6 +821,9 @@ namespace OpenSim.Framework
809 configMember.addConfigurationOption("object_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32, 821 configMember.addConfigurationOption("object_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
810 "Max objects this sim will hold", m_objectCapacity.ToString(), true); 822 "Max objects this sim will hold", m_objectCapacity.ToString(), true);
811 823
824 configMember.addConfigurationOption("linkset_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
825 "Max prims an object will hold", m_linksetCapacity.ToString(), true);
826
812 configMember.addConfigurationOption("agent_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32, 827 configMember.addConfigurationOption("agent_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
813 "Max avatars this sim will hold", m_agentCapacity.ToString(), true); 828 "Max avatars this sim will hold", m_agentCapacity.ToString(), true);
814 829
@@ -930,6 +945,9 @@ namespace OpenSim.Framework
930 case "object_capacity": 945 case "object_capacity":
931 m_objectCapacity = (int)configuration_result; 946 m_objectCapacity = (int)configuration_result;
932 break; 947 break;
948 case "linkset_capacity":
949 m_linksetCapacity = (int)configuration_result;
950 break;
933 case "agent_capacity": 951 case "agent_capacity":
934 m_agentCapacity = (int)configuration_result; 952 m_agentCapacity = (int)configuration_result;
935 break; 953 break;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index d94d5ef..3af1060 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -123,6 +123,11 @@ namespace OpenSim.Region.Framework.Scenes
123 /// </summary> 123 /// </summary>
124 public float m_maxPhys = 10; 124 public float m_maxPhys = 10;
125 125
126 /// <summary>
127 /// Max prims an object will hold
128 /// </summary>
129 public int m_linksetCapacity = 0;
130
126 public bool m_clampPrimSize; 131 public bool m_clampPrimSize;
127 public bool m_trustBinaries; 132 public bool m_trustBinaries;
128 public bool m_allowScriptCrossings; 133 public bool m_allowScriptCrossings;
@@ -789,6 +794,12 @@ namespace OpenSim.Region.Framework.Scenes
789 m_maxPhys = RegionInfo.PhysPrimMax; 794 m_maxPhys = RegionInfo.PhysPrimMax;
790 } 795 }
791 796
797 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
798 if (RegionInfo.LinksetCapacity > 0)
799 {
800 m_linksetCapacity = RegionInfo.LinksetCapacity;
801 }
802
792 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 803 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
793 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); 804 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
794 805
@@ -4563,6 +4574,16 @@ namespace OpenSim.Region.Framework.Scenes
4563 return LandChannel.GetLandObject(x, y).LandData; 4574 return LandChannel.GetLandObject(x, y).LandData;
4564 } 4575 }
4565 4576
4577 /// <summary>
4578 /// Get LandData by position.
4579 /// </summary>
4580 /// <param name="pos"></param>
4581 /// <returns></returns>
4582 public LandData GetLandData(Vector3 pos)
4583 {
4584 return GetLandData(pos.X, pos.Y);
4585 }
4586
4566 public LandData GetLandData(uint x, uint y) 4587 public LandData GetLandData(uint x, uint y)
4567 { 4588 {
4568 m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y); 4589 m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 0448c25..38dbaa9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -2738,6 +2738,24 @@ namespace OpenSim.Region.Framework.Scenes
2738 if (objectGroup == this) 2738 if (objectGroup == this)
2739 return; 2739 return;
2740 2740
2741 // If the configured linkset capacity is greater than zero,
2742 // and the new linkset would have a prim count higher than this
2743 // value, do not link it.
2744 if (m_scene.m_linksetCapacity > 0 &&
2745 (PrimCount + objectGroup.PrimCount) >
2746 m_scene.m_linksetCapacity)
2747 {
2748 m_log.DebugFormat(
2749 "[SCENE OBJECT GROUP]: Cannot link group with root" +
2750 " part {0}, {1} ({2} prims) to group with root part" +
2751 " {3}, {4} ({5} prims) because the new linkset" +
2752 " would exceed the configured maximum of {6}",
2753 objectGroup.RootPart.Name, objectGroup.RootPart.UUID,
2754 objectGroup.PrimCount, RootPart.Name, RootPart.UUID,
2755 PrimCount, m_scene.m_linksetCapacity);
2756 return;
2757 }
2758
2741 // 'linkPart' == the root of the group being linked into this group 2759 // 'linkPart' == the root of the group being linked into this group
2742 SceneObjectPart linkPart = objectGroup.m_rootPart; 2760 SceneObjectPart linkPart = objectGroup.m_rootPart;
2743 2761
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 7b20446..f292a75 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -447,7 +447,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
447 // settings allow voice, then whether parcel allows 447 // settings allow voice, then whether parcel allows
448 // voice, if all do retrieve or obtain the parcel 448 // voice, if all do retrieve or obtain the parcel
449 // voice channel 449 // voice channel
450 LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 450 LandData land = scene.GetLandData(avatar.AbsolutePosition);
451 451
452 //m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}", 452 //m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
453 // scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param); 453 // scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index a30a38d..8a8a31c 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -623,7 +623,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
623 // settings allow voice, then whether parcel allows 623 // settings allow voice, then whether parcel allows
624 // voice, if all do retrieve or obtain the parcel 624 // voice, if all do retrieve or obtain the parcel
625 // voice channel 625 // voice channel
626 LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 626 LandData land = scene.GetLandData(avatar.AbsolutePosition);
627 627
628// m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}", 628// m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
629// scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param); 629// scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 747ae71..fa22c78 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -73,7 +73,8 @@ public class BSCharacter : BSPhysObject
73 private bool _kinematic; 73 private bool _kinematic;
74 private float _buoyancy; 74 private float _buoyancy;
75 75
76 public override BulletBody Body { get; set; } 76 public override BulletBody BSBody { get; set; }
77 public override BulletShape BSShape { get; set; }
77 public override BSLinkset Linkset { get; set; } 78 public override BSLinkset Linkset { get; set; }
78 79
79 private int _subscribedEventsMs = 0; 80 private int _subscribedEventsMs = 0;
@@ -92,6 +93,7 @@ public class BSCharacter : BSPhysObject
92 _localID = localID; 93 _localID = localID;
93 _avName = avName; 94 _avName = avName;
94 Scene = parent_scene; 95 Scene = parent_scene;
96 _physicsActorType = (int)ActorTypes.Agent;
95 _position = pos; 97 _position = pos;
96 _size = size; 98 _size = size;
97 _flying = isFlying; 99 _flying = isFlying;
@@ -128,9 +130,9 @@ public class BSCharacter : BSPhysObject
128 // Set the buoyancy for flying. This will be refactored when all the settings happen in C# 130 // Set the buoyancy for flying. This will be refactored when all the settings happen in C#
129 BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); 131 BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy);
130 132
131 Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); 133 BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID));
132 // avatars get all collisions no matter what (makes walking on ground and such work) 134 // avatars get all collisions no matter what (makes walking on ground and such work)
133 BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 135 BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
134 }); 136 });
135 137
136 return; 138 return;
@@ -440,7 +442,7 @@ public class BSCharacter : BSPhysObject
440 Scene.TaintedObject("BSCharacter.AddForce", delegate() 442 Scene.TaintedObject("BSCharacter.AddForce", delegate()
441 { 443 {
442 DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); 444 DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
443 BulletSimAPI.AddObjectForce2(Body.Ptr, _force); 445 BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force);
444 }); 446 });
445 } 447 }
446 else 448 else
@@ -465,7 +467,7 @@ public class BSCharacter : BSPhysObject
465 467
466 Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() 468 Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate()
467 { 469 {
468 BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 470 BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
469 }); 471 });
470 } 472 }
471 } 473 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
index d9270d1..2e15ced 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
@@ -98,6 +98,10 @@ public abstract class BSConstraint : IDisposable
98 { 98 {
99 // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", 99 // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}",
100 // BSScene.DetailLogZero, Body1.ID, Body2.ID); 100 // BSScene.DetailLogZero, Body1.ID, Body2.ID);
101
102 // Setting an object's mass to zero (making it static like when it's selected)
103 // automatically disables the constraints.
104 // If enabled, be sure to set the constraint itself to enabled.
101 BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); 105 BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true));
102 } 106 }
103 else 107 else
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index b04e1b6..5f6601d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -233,7 +233,7 @@ public class BSLinkset
233 foreach (BSPhysObject child in m_children) 233 foreach (BSPhysObject child in m_children)
234 { 234 {
235 BSConstraint constrain; 235 BSConstraint constrain;
236 if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, out constrain)) 236 if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
237 { 237 {
238 // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", 238 // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
239 // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); 239 // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
@@ -245,8 +245,8 @@ public class BSLinkset
245 // their constraints have not been created yet. 245 // their constraints have not been created yet.
246 // Caused by the fact that m_children is built at run time but building constraints 246 // Caused by the fact that m_children is built at run time but building constraints
247 // happens at taint time. 247 // happens at taint time.
248 // m_physicsScene.Logger.ErrorFormat("[BULLETSIM LINKSET] RecomputeLinksetConstraintVariables: constraint not found for root={0}, child={1}", 248 // m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}",
249 // m_linksetRoot.Body.ID, child.Body.ID); 249 // LogHeader, m_linksetRoot.Body.ID, child.Body.ID);
250 } 250 }
251 } 251 }
252 } 252 }
@@ -327,7 +327,7 @@ public class BSLinkset
327 DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", 327 DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}",
328 rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); 328 rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint);
329 BS6DofConstraint constrain = new BS6DofConstraint( 329 BS6DofConstraint constrain = new BS6DofConstraint(
330 m_physicsScene.World, rootPrim.Body, childPrim.Body, 330 m_physicsScene.World, rootPrim.BSBody, childPrim.BSBody,
331 midPoint, 331 midPoint,
332 true, 332 true,
333 true 333 true
@@ -388,10 +388,10 @@ public class BSLinkset
388 DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); 388 DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
389 389
390 // Find the constraint for this link and get rid of it from the overall collection and from my list 390 // Find the constraint for this link and get rid of it from the overall collection and from my list
391 m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body); 391 m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody);
392 392
393 // Make the child refresh its location 393 // Make the child refresh its location
394 BulletSimAPI.PushUpdate2(childPrim.Body.Ptr); 394 BulletSimAPI.PushUpdate2(childPrim.BSBody.Ptr);
395 } 395 }
396 396
397 // Remove linkage between myself and any possible children I might have 397 // Remove linkage between myself and any possible children I might have
@@ -400,7 +400,7 @@ public class BSLinkset
400 { 400 {
401 DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); 401 DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
402 402
403 m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); 403 m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody);
404 } 404 }
405 405
406 // Invoke the detailed logger and output something if it's enabled. 406 // Invoke the detailed logger and output something if it's enabled.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index ef463ca..e411fcb 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -48,7 +48,11 @@ public abstract class BSPhysObject : PhysicsActor
48 // Return the object mass without calculating it or side effects 48 // Return the object mass without calculating it or side effects
49 public abstract float MassRaw { get; } 49 public abstract float MassRaw { get; }
50 50
51 public abstract BulletBody Body { get; set; } 51 // Reference to the physical body (btCollisionObject) of this object
52 public abstract BulletBody BSBody { get; set; }
53 // Reference to the physical shape (btCollisionShape) of this object
54 public abstract BulletShape BSShape { get; set; }
55
52 public abstract void ZeroMotion(); 56 public abstract void ZeroMotion();
53 57
54 public virtual void StepVehicle(float timeStep) { } 58 public virtual void StepVehicle(float timeStep) { }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 6bfce5c..6d0af63 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -94,8 +94,10 @@ public sealed class BSPrim : BSPhysObject
94 private int _nextCollisionOkTime = 0; 94 private int _nextCollisionOkTime = 0;
95 long _collidingStep; 95 long _collidingStep;
96 long _collidingGroundStep; 96 long _collidingGroundStep;
97 CollisionFlags m_currentCollisionFlags = 0;
97 98
98 public override BulletBody Body { get; set; } 99 public override BulletBody BSBody { get; set; }
100 public override BulletShape BSShape { get; set; }
99 101
100 private BSDynamics _vehicle; 102 private BSDynamics _vehicle;
101 103
@@ -113,6 +115,7 @@ public sealed class BSPrim : BSPhysObject
113 // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); 115 // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
114 _localID = localID; 116 _localID = localID;
115 _avName = primName; 117 _avName = primName;
118 _physicsActorType = (int)ActorTypes.Prim;
116 _scene = parent_scene; 119 _scene = parent_scene;
117 _position = pos; 120 _position = pos;
118 _size = size; 121 _size = size;
@@ -142,7 +145,9 @@ public sealed class BSPrim : BSPhysObject
142 // Get the pointer to the physical body for this object. 145 // Get the pointer to the physical body for this object.
143 // At the moment, we're still letting BulletSim manage the creation and destruction 146 // At the moment, we're still letting BulletSim manage the creation and destruction
144 // of the object. Someday we'll move that into the C# code. 147 // of the object. Someday we'll move that into the C# code.
145 Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); 148 BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
149 BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr));
150 m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr);
146 }); 151 });
147 } 152 }
148 153
@@ -258,10 +263,10 @@ public sealed class BSPrim : BSPhysObject
258 _rotationalVelocity = OMV.Vector3.Zero; 263 _rotationalVelocity = OMV.Vector3.Zero;
259 264
260 // Zero some other properties directly into the physics engine 265 // Zero some other properties directly into the physics engine
261 BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero); 266 BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero);
262 BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero); 267 BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero);
263 BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); 268 BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
264 BulletSimAPI.ClearForces2(Body.Ptr); 269 BulletSimAPI.ClearForces2(BSBody.Ptr);
265 } 270 }
266 271
267 public override void LockAngularMotion(OMV.Vector3 axis) 272 public override void LockAngularMotion(OMV.Vector3 axis)
@@ -324,7 +329,7 @@ public sealed class BSPrim : BSPhysObject
324 { 329 {
325 DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); 330 DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
326 // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); 331 // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
327 BulletSimAPI.SetObjectForce2(Body.Ptr, _force); 332 BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force);
328 }); 333 });
329 } 334 }
330 } 335 }
@@ -442,8 +447,7 @@ public sealed class BSPrim : BSPhysObject
442 } 447 }
443 public override int PhysicsActorType { 448 public override int PhysicsActorType {
444 get { return _physicsActorType; } 449 get { return _physicsActorType; }
445 set { _physicsActorType = value; 450 set { _physicsActorType = value; }
446 }
447 } 451 }
448 public override bool IsPhysical { 452 public override bool IsPhysical {
449 get { return _isPhysical; } 453 get { return _isPhysical; }
@@ -470,6 +474,11 @@ public sealed class BSPrim : BSPhysObject
470 474
471 // Make gravity work if the object is physical and not selected 475 // Make gravity work if the object is physical and not selected
472 // No locking here because only called when it is safe 476 // No locking here because only called when it is safe
477 // There are four flags we're interested in:
478 // IsStatic: Object does not move, otherwise the object has mass and moves
479 // isSolid: other objects bounce off of this object
480 // isVolumeDetect: other objects pass through but can generate collisions
481 // collisionEvents: whether this object returns collision events
473 private void SetObjectDynamic() 482 private void SetObjectDynamic()
474 { 483 {
475 // If it's becoming dynamic, it will need hullness 484 // If it's becoming dynamic, it will need hullness
@@ -479,12 +488,66 @@ public sealed class BSPrim : BSPhysObject
479 float mass = IsStatic ? 0f : _mass; 488 float mass = IsStatic ? 0f : _mass;
480 489
481 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); 490 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
491 /*
492 BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr);
493
494 // Set up the object physicalness (static or dynamic)
495 MakeDynamic();
496
497 // Make solid or not and arrange for collisions, etc
498 MakeSolid();
499
500 m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr);
482 501
483 // recompute any linkset parameters 502 BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr);
503 */
504
505 // Recompute any linkset parameters.
506 // When going from non-physical to physical, this re-enables the constraints that
507 // had been automatically disabled when the mass was set to zero.
484 Linkset.Refresh(this); 508 Linkset.Refresh(this);
485 509
486 CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); 510 DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, m_currentCollisionFlags);
487 DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); 511 }
512
513 // "Making dynamic" means changing to and from static.
514 // When static, gravity does not effect the object and it is fixed in space.
515 // When dynamic, the object can fall and be pushed by others.
516 // This is independent of its 'solidness' which controls what passes through
517 // this object and what interacts with it.
518 private void MakeDynamic()
519 {
520 if (IsStatic)
521 {
522 // Become a Bullet 'static' object type
523 BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
524 // Stop all movement
525 BulletSimAPI.ClearAllForces2(BSBody.Ptr);
526 // Mass is zero which disables a bunch of physics stuff in Bullet
527 BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero);
528 // There is no inertia in a static object
529 BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
530 // The activation state is 'sleeping' so Bullet will not try to act on it
531 BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING);
532 }
533 else
534 {
535 // Not a Bullet static object
536 BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
537 // A dynamic object has mass
538 BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, OMV.Vector3.Zero);
539 // The shape is interesting and has mass and a center of gravity
540 IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr);
541 BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass, OMV.Vector3.Zero);
542 // Inertia is based on our new mass
543 BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
544 // Force activation of the object so Bullet will act on it.
545 BulletSimAPI.Activate2(BSBody.Ptr, true);
546 }
547 }
548
549 private void MakeSolid()
550 {
488 } 551 }
489 552
490 // prims don't fly 553 // prims don't fly
@@ -609,7 +672,7 @@ public sealed class BSPrim : BSPhysObject
609 } 672 }
610 else 673 else
611 { 674 {
612 m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); 675 m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
613 return; 676 return;
614 } 677 }
615 _scene.TaintedObject("BSPrim.AddForce", delegate() 678 _scene.TaintedObject("BSPrim.AddForce", delegate()
@@ -624,7 +687,8 @@ public sealed class BSPrim : BSPhysObject
624 m_accumulatedForces.Clear(); 687 m_accumulatedForces.Clear();
625 } 688 }
626 DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); 689 DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
627 BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); 690 // For unknown reason, "ApplyCentralForce" is really additive.
691 BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum);
628 }); 692 });
629 } 693 }
630 694
@@ -644,7 +708,7 @@ public sealed class BSPrim : BSPhysObject
644 708
645 Scene.TaintedObject("BSPrim.SubscribeEvents", delegate() 709 Scene.TaintedObject("BSPrim.SubscribeEvents", delegate()
646 { 710 {
647 BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 711 m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
648 }); 712 });
649 } 713 }
650 } 714 }
@@ -652,7 +716,7 @@ public sealed class BSPrim : BSPhysObject
652 _subscribedEventsMs = 0; 716 _subscribedEventsMs = 0;
653 Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate() 717 Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate()
654 { 718 {
655 BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 719 m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
656 }); 720 });
657 } 721 }
658 public override bool SubscribedEvents() { 722 public override bool SubscribedEvents() {
@@ -1237,7 +1301,7 @@ public sealed class BSPrim : BSPhysObject
1237 bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); 1301 bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
1238 1302
1239 // the CreateObject() may have recreated the rigid body. Make sure we have the latest. 1303 // the CreateObject() may have recreated the rigid body. Make sure we have the latest.
1240 Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); 1304 BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
1241 1305
1242 return ret; 1306 return ret;
1243 } 1307 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index ab45f8f..47d7199 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -403,13 +403,13 @@ public class BSTerrainManager
403 { 403 {
404 float regionX = tX - offsetX; 404 float regionX = tX - offsetX;
405 float regionY = tY - offsetY; 405 float regionY = tY - offsetY;
406 if (regionX > mapInfo.sizeX) regionX = 0; 406 if (regionX >= mapInfo.sizeX || regionX < 0f) regionX = 0;
407 if (regionY > mapInfo.sizeY) regionY = 0; 407 if (regionY >= mapInfo.sizeY || regionY < 0f) regionY = 0;
408 int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; 408 int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
409 ret = mapInfo.heightMap[mapIndex]; 409 ret = mapInfo.heightMap[mapIndex];
410 m_terrainModified = false; 410 m_terrainModified = false;
411 DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", 411 // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
412 BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); 412 // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
413 } 413 }
414 else 414 else
415 { 415 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index a0bad3a..e579cf2 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -218,7 +218,20 @@ public struct ConfigurationParameters
218 public const float numericFalse = 0f; 218 public const float numericFalse = 0f;
219} 219}
220 220
221// Values used by Bullet and BulletSim to control collisions 221
222// The states a bullet collision object can have
223public enum ActivationState : uint
224{
225 ACTIVE_TAG = 1,
226 ISLAND_SLEEPING,
227 WANTS_DEACTIVATION,
228 DISABLE_DEACTIVATION,
229 DISABLE_SIMULATION
230}
231
232// Values used by Bullet and BulletSim to control object properties.
233// Bullet's "CollisionFlags" has more to do with operations on the
234// object (if collisions happen, if gravity effects it, ...).
222public enum CollisionFlags : uint 235public enum CollisionFlags : uint
223{ 236{
224 CF_STATIC_OBJECT = 1 << 0, 237 CF_STATIC_OBJECT = 1 << 0,
@@ -233,8 +246,75 @@ public enum CollisionFlags : uint
233 BS_VOLUME_DETECT_OBJECT = 1 << 11, 246 BS_VOLUME_DETECT_OBJECT = 1 << 11,
234 BS_PHANTOM_OBJECT = 1 << 12, 247 BS_PHANTOM_OBJECT = 1 << 12,
235 BS_PHYSICAL_OBJECT = 1 << 13, 248 BS_PHYSICAL_OBJECT = 1 << 13,
249 BS_TERRAIN_OBJECT = 1 << 14,
250 BS_NONE = 0,
251 BS_ALL = 0xFFFFFFFF
252};
253
254// Values for collisions groups and masks
255public enum CollisionFilterGroups : uint
256{
257 NoneFilter = 0,
258 DefaultFilter = 1 << 0,
259 StaticFilter = 1 << 1,
260 KinematicFilter = 1 << 2,
261 DebrisFilter = 1 << 3,
262 SensorTrigger = 1 << 4,
263 CharacterFilter = 1 << 5,
264 AllFilter = 0xFFFFFFFF,
265 // Filter groups defined by BulletSim
266 GroundPlaneFilter = 1 << 10,
267 TerrainFilter = 1 << 11,
268 RaycastFilter = 1 << 12,
269 SolidFilter = 1 << 13,
236}; 270};
237 271
272 // For each type, we first clear and then set the collision flags
273public enum ClearCollisionFlag : uint
274{
275 Terrain = CollisionFlags.BS_ALL,
276 Phantom = CollisionFlags.BS_ALL,
277 VolumeDetect = CollisionFlags.BS_ALL,
278 PhysicalObject = CollisionFlags.BS_ALL,
279 StaticObject = CollisionFlags.BS_ALL
280}
281
282public enum SetCollisionFlag : uint
283{
284 Terrain = CollisionFlags.CF_STATIC_OBJECT
285 | CollisionFlags.BS_TERRAIN_OBJECT,
286 Phantom = CollisionFlags.CF_STATIC_OBJECT
287 | CollisionFlags.BS_PHANTOM_OBJECT
288 | CollisionFlags.CF_NO_CONTACT_RESPONSE,
289 VolumeDetect = CollisionFlags.CF_STATIC_OBJECT
290 | CollisionFlags.BS_VOLUME_DETECT_OBJECT
291 | CollisionFlags.CF_NO_CONTACT_RESPONSE,
292 PhysicalObject = CollisionFlags.BS_PHYSICAL_OBJECT,
293 StaticObject = CollisionFlags.CF_STATIC_OBJECT,
294}
295
296// Collision filters used for different types of objects
297public enum SetCollisionFilter : uint
298{
299 Terrain = CollisionFilterGroups.AllFilter,
300 Phantom = CollisionFilterGroups.GroundPlaneFilter
301 | CollisionFilterGroups.TerrainFilter,
302 VolumeDetect = CollisionFilterGroups.AllFilter,
303 PhysicalObject = CollisionFilterGroups.AllFilter,
304 StaticObject = CollisionFilterGroups.AllFilter,
305}
306
307// Collision masks used for different types of objects
308public enum SetCollisionMask : uint
309{
310 Terrain = CollisionFilterGroups.AllFilter,
311 Phantom = CollisionFilterGroups.GroundPlaneFilter
312 | CollisionFilterGroups.TerrainFilter,
313 VolumeDetect = CollisionFilterGroups.AllFilter,
314 PhysicalObject = CollisionFilterGroups.AllFilter,
315 StaticObject = CollisionFilterGroups.AllFilter
316}
317
238// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 318// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
239// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. 319// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2.
240public enum ConstraintParams : int 320public enum ConstraintParams : int
@@ -347,6 +427,7 @@ public static extern bool SetObjectVelocity(uint worldID, uint id, Vector3 veloc
347[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 427[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
348public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity); 428public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity);
349 429
430// Set the current force acting on the object
350[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 431[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
351public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force); 432public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force);
352 433
@@ -403,6 +484,7 @@ public static extern void SetDebugLogCallback(DebugLogCallback callback);
403// The names have a "2" tacked on. This will be removed as the C# code gets rebuilt 484// The names have a "2" tacked on. This will be removed as the C# code gets rebuilt
404// and the old code is removed. 485// and the old code is removed.
405 486
487// Functions use while converting from API1 to API2. Can be removed when totally converted.
406[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 488[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
407public static extern IntPtr GetSimHandle2(uint worldID); 489public static extern IntPtr GetSimHandle2(uint worldID);
408 490
@@ -413,6 +495,7 @@ public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
413public static extern IntPtr GetBodyHandle2(IntPtr world, uint id); 495public static extern IntPtr GetBodyHandle2(IntPtr world, uint id);
414 496
415// =============================================================================== 497// ===============================================================================
498// Initialization and simulation
416[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 499[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
417public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, 500public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
418 int maxCollisions, IntPtr collisionArray, 501 int maxCollisions, IntPtr collisionArray,
@@ -438,6 +521,7 @@ public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSt
438public static extern bool PushUpdate2(IntPtr obj); 521public static extern bool PushUpdate2(IntPtr obj);
439 522
440// ===================================================================================== 523// =====================================================================================
524// Mesh, hull, shape and body creation helper routines
441[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 525[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
442public static extern IntPtr CreateMeshShape2(IntPtr world, 526public static extern IntPtr CreateMeshShape2(IntPtr world,
443 int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, 527 int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
@@ -461,11 +545,25 @@ public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
461public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot); 545public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot);
462 546
463[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 547[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
548public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo);
549
550[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
464public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot); 551public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot);
465 552
466[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 553[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
467public static extern bool SetBodyShape2(IntPtr sim, IntPtr obj, IntPtr shape); 554public static extern IntPtr AllocateBodyInfo2(IntPtr obj);
555
556[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
557public static extern void ReleaseBodyInfo2(IntPtr obj);
558
559[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
560public static extern void DestroyObject2(IntPtr sim, IntPtr obj);
561
468// ===================================================================================== 562// =====================================================================================
563// Terrain creation and helper routines
564[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
565public static extern void DumpMapInfo(IntPtr sim, IntPtr manInfo);
566
469[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 567[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
470public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords, 568public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords,
471 [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); 569 [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
@@ -484,6 +582,7 @@ public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float
484public static extern IntPtr CreateTerrainShape2(IntPtr mapInfo); 582public static extern IntPtr CreateTerrainShape2(IntPtr mapInfo);
485 583
486// ===================================================================================== 584// =====================================================================================
585// Constraint creation and helper routines
487[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 586[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
488public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, 587public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
489 Vector3 frame1loc, Quaternion frame1rot, 588 Vector3 frame1loc, Quaternion frame1rot,
@@ -536,107 +635,398 @@ public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams
536public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain); 635public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain);
537 636
538// ===================================================================================== 637// =====================================================================================
638// btCollisionWorld entries
639[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
640public static extern void UpdateSingleAabb2(IntPtr world, IntPtr obj);
641
642[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
643public static extern void UpdateAabbs2(IntPtr world);
644
645[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
646public static extern bool GetForceUpdateAllAabbs2(IntPtr world);
647
648[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
649public static extern void SetForceUpdateAllAabbs2(IntPtr world, bool force);
650
651// =====================================================================================
652// btDynamicsWorld entries
539[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 653[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
540public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj); 654public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
541 655
542[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 656[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
543public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); 657public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
544 658
659[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
660public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects);
661
662[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
663public static extern bool RemoveConstraintFromWorld2(IntPtr world, IntPtr constrain);
545// ===================================================================================== 664// =====================================================================================
665// btCollisionObject entries
666[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
667public static extern Vector3 GetAnisotripicFriction2(IntPtr constrain);
668
669[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
670public static extern Vector3 SetAnisotripicFriction2(IntPtr constrain, Vector3 frict);
671
672[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
673public static extern bool HasAnisotripicFriction2(IntPtr constrain);
674
675[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
676public static extern void SetContactProcessingThreshold2(IntPtr obj, float val);
677
678[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
679public static extern float GetContactProcessingThreshold2(IntPtr obj);
680
681[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
682public static extern bool IsStaticObject2(IntPtr obj);
683
684[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
685public static extern bool IsKinematicObject2(IntPtr obj);
686
687[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
688public static extern bool IsStaticOrKinematicObject2(IntPtr obj);
689
690[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
691public static extern bool HasContactResponse2(IntPtr obj);
692
693[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
694public static extern void SetCollisionShape2(IntPtr sim, IntPtr obj, IntPtr shape);
695
696[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
697public static extern IntPtr GetCollisionShape2(IntPtr obj);
698
699[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
700public static extern int GetActivationState2(IntPtr obj);
701
702[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
703public static extern void SetActivationState2(IntPtr obj, int state);
704
705[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
706public static extern void SetDeactivationTime2(IntPtr obj, float dtime);
707
708[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
709public static extern float GetDeactivationTime2(IntPtr obj);
710
711[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
712public static extern void ForceActivationState2(IntPtr obj, ActivationState state);
713
546[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 714[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
547public static extern void Activate2(IntPtr obj, bool forceActivation); 715public static extern void Activate2(IntPtr obj, bool forceActivation);
548 716
549[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 717[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
718public static extern bool IsActive2(IntPtr obj);
719
720[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
721public static extern void SetRestitution2(IntPtr obj, float val);
722
723[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
724public static extern float GetRestitution2(IntPtr obj);
725
726[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
727public static extern void SetFriction2(IntPtr obj, float val);
728
729[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
730public static extern float GetFriction2(IntPtr obj);
731
732 /* Haven't defined the type 'Transform'
733[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
734public static extern Transform GetWorldTransform2(IntPtr obj);
735
736[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
737public static extern void setWorldTransform2(IntPtr obj, Transform trans);
738 */
739
740[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
550public static extern Vector3 GetPosition2(IntPtr obj); 741public static extern Vector3 GetPosition2(IntPtr obj);
551 742
552[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 743[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
553public static extern Quaternion GetOrientation2(IntPtr obj); 744public static extern Quaternion GetOrientation2(IntPtr obj);
554 745
555[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 746[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
556public static extern bool SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation); 747public static extern void SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
557 748
558[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 749[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
559public static extern bool SetVelocity2(IntPtr obj, Vector3 velocity); 750public static extern IntPtr GetBroadphaseHandle2(IntPtr obj);
560 751
561[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 752[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
562public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity); 753public static extern void SetBroadphaseHandle2(IntPtr obj, IntPtr handle);
563 754
755 /*
564[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 756[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
565public static extern bool SetObjectForce2(IntPtr obj, Vector3 force); 757public static extern Transform GetInterpolationWorldTransform2(IntPtr obj);
566 758
567[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 759[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
568public static extern bool AddObjectForce2(IntPtr obj, Vector3 force); 760public static extern void SetInterpolationWorldTransform2(IntPtr obj, Transform trans);
761 */
569 762
570[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 763[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
571public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val); 764public static extern void SetInterpolationLinearVelocity2(IntPtr obj, Vector3 vel);
572 765
573[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 766[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
574public static extern bool SetCcdSweepSphereRadius2(IntPtr obj, float val); 767public static extern void SetInterpolationAngularVelocity2(IntPtr obj, Vector3 vel);
575 768
576[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 769[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
577public static extern bool SetDamping2(IntPtr obj, float lin_damping, float ang_damping); 770public static extern void SetInterpolationVelocity2(IntPtr obj, Vector3 linearVel, Vector3 angularVel);
578 771
579[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 772[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
580public static extern bool SetDeactivationTime2(IntPtr obj, float val); 773public static extern float GetHitFraction2(IntPtr obj);
581 774
582[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 775[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
583public static extern bool SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold); 776public static extern void SetHitFraction2(IntPtr obj, float val);
584 777
585[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 778[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
586public static extern bool SetContactProcessingThreshold2(IntPtr obj, float val); 779public static extern CollisionFlags GetCollisionFlags2(IntPtr obj);
587 780
588[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 781[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
589public static extern bool SetFriction2(IntPtr obj, float val); 782public static extern CollisionFlags SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
590 783
591[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 784[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
592public static extern bool SetHitFraction2(IntPtr obj, float val); 785public static extern CollisionFlags AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
593 786
594[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 787[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
595public static extern bool SetRestitution2(IntPtr obj, float val); 788public static extern CollisionFlags RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
596 789
597[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 790[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
598public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val); 791public static extern float GetCcdMotionThreshold2(IntPtr obj);
599 792
600[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 793[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
601public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang); 794public static extern void SetCcdMotionThreshold2(IntPtr obj, float val);
602 795
603[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 796[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
604public static extern CollisionFlags GetCollisionFlags2(IntPtr obj); 797public static extern float GetCcdSweepSphereRadius2(IntPtr obj);
798
799[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
800public static extern void SetCcdSweepSphereRadius2(IntPtr obj, float val);
801
802[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
803public static extern IntPtr GetUserPointer2(IntPtr obj);
804
805[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
806public static extern void SetUserPointer2(IntPtr obj, IntPtr val);
807
808// =====================================================================================
809// btRigidBody entries
810[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
811public static extern void ApplyGravity2(IntPtr obj);
812
813[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
814public static extern void SetGravity2(IntPtr obj, Vector3 val);
815
816[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
817public static extern Vector3 GetGravity2(IntPtr obj);
818
819[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
820public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
821
822[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
823public static extern float GetLinearDamping2(IntPtr obj);
824
825[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
826public static extern float GetAngularDamping2(IntPtr obj);
827
828[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
829public static extern float GetLinearSleepingThreshold2(IntPtr obj);
830
831[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
832public static extern float GetAngularSleepingThreshold2(IntPtr obj);
833
834[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
835public static extern void ApplyDamping2(IntPtr obj, float timeStep);
836
837[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
838public static extern void SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
839
840[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
841public static extern Vector3 GetLinearFactor2(IntPtr obj);
842
843[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
844public static extern void SetLinearFactor2(IntPtr obj, Vector3 factor);
845
846 /*
847[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
848public static extern void SetCenterOfMassTransform2(IntPtr obj, Transform trans);
849 */
850
851[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
852public static extern void SetCenterOfMassByPosRot2(IntPtr obj, Vector3 pos, Quaternion rot);
853
854// Add a force to the object as if its mass is one.
855[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
856public static extern void ApplyCentralForce2(IntPtr obj, Vector3 force);
857
858// Set the force being applied to the object as if its mass is one.
859[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
860public static extern void SetObjectForce2(IntPtr obj, Vector3 force);
861
862[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
863public static extern Vector3 GetTotalForce2(IntPtr obj);
864
865[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
866public static extern Vector3 GetTotalTorque2(IntPtr obj);
867
868[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
869public static extern Vector3 GetInvInertiaDiagLocal2(IntPtr obj);
870
871[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
872public static extern void SetInvInertiaDiagLocal2(IntPtr obj, Vector3 inert);
873
874[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
875public static extern void SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
876
877[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
878public static extern void ApplyTorque2(IntPtr obj, Vector3 torque);
879
880// Apply force at the given point. Will add torque to the object.
881[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
882public static extern void ApplyForce2(IntPtr obj, Vector3 force, Vector3 pos);
883
884// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
885[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
886public static extern void ApplyCentralImpulse2(IntPtr obj, Vector3 imp);
887
888// Apply impulse to the object's torque. Force is scaled by object's mass.
889[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
890public static extern void ApplyTorqueImpulse2(IntPtr obj, Vector3 imp);
891
892// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
893[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
894public static extern void ApplyImpulse2(IntPtr obj, Vector3 imp, Vector3 pos);
895
896[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
897public static extern void ClearForces2(IntPtr obj);
898
899[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
900public static extern void ClearAllForces2(IntPtr obj);
901
902[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
903public static extern void UpdateInertiaTensor2(IntPtr obj);
904
905[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
906public static extern Vector3 GetCenterOfMassPosition2(IntPtr obj);
907
908 /*
909[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
910public static extern Transform GetCenterOfMassTransform2(IntPtr obj);
911 */
912
913[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
914public static extern Vector3 GetLinearVelocity2(IntPtr obj);
605 915
606[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 916[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
607public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags); 917public static extern Vector3 GetAngularVelocity2(IntPtr obj);
608 918
609[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 919[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
610public static extern IntPtr AddToCollisionFlags2(IntPtr obj, CollisionFlags flags); 920public static extern void SetLinearVelocity2(IntPtr obj, Vector3 val);
611 921
612[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 922[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
613public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags); 923public static extern void SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
614 924
615[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 925[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
616public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia); 926public static extern Vector3 GetVelocityInLocalPoint2(IntPtr obj, Vector3 pos);
617 927
618[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 928[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
619public static extern bool UpdateInertiaTensor2(IntPtr obj); 929public static extern void Translate2(IntPtr obj, Vector3 trans);
620 930
621[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 931[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
622public static extern bool SetGravity2(IntPtr obj, Vector3 val); 932public static extern void UpdateDeactivation2(IntPtr obj, float timeStep);
623 933
624[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 934[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
625public static extern IntPtr ClearForces2(IntPtr obj); 935public static extern bool WantsSleeping2(IntPtr obj);
626 936
627[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 937[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
628public static extern IntPtr ClearAllForces2(IntPtr obj); 938public static extern void SetAngularFactor2(IntPtr obj, float factor);
629 939
630[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 940[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
631public static extern bool SetMargin2(IntPtr obj, float val); 941public static extern void SetAngularFactorV2(IntPtr obj, Vector3 factor);
632 942
633[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 943[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
634public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj); 944public static extern Vector3 GetAngularFactor2(IntPtr obj);
635 945
636[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 946[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
637public static extern bool DestroyObject2(IntPtr world, IntPtr obj); 947public static extern bool IsInWorld2(IntPtr obj);
638 948
639[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 949[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
950public static extern void AddConstraintRef2(IntPtr obj, IntPtr constrain);
951
952[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
953public static extern void RemoveConstraintRef2(IntPtr obj, IntPtr constrain);
954
955[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
956public static extern IntPtr GetConstraintRef2(IntPtr obj, int index);
957
958[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
959public static extern int GetNumConstraintRefs2(IntPtr obj);
960
961[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
962public static extern Vector3 GetDeltaLinearVelocity2(IntPtr obj);
963
964[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
965public static extern Vector3 GetDeltaAngularVelocity2(IntPtr obj);
966
967[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
968public static extern Vector3 GetPushVelocity2(IntPtr obj);
969
970[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
971public static extern Vector3 GetTurnVelocity2(IntPtr obj);
972
973// =====================================================================================
974// btCollisionShape entries
975
976[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
977public static extern float GetAngularMotionDisc2(IntPtr shape);
978
979[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
980public static extern float GetContactBreakingThreshold2(IntPtr shape, float defaultFactor);
981
982[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
983public static extern bool IsPolyhedral2(IntPtr shape);
984
985[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
986public static extern bool IsConvex2d2(IntPtr shape);
987
988[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
989public static extern bool IsConvex2(IntPtr shape);
990
991[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
992public static extern bool IsNonMoving2(IntPtr shape);
993
994[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
995public static extern bool IsConcave2(IntPtr shape);
996
997[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
998public static extern bool IsCompound2(IntPtr shape);
999
1000[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1001public static extern bool IsSoftBody2(IntPtr shape);
1002
1003[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1004public static extern bool IsInfinite2(IntPtr shape);
1005
1006[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1007public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale);
1008
1009[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1010public static extern Vector3 GetLocalScaling2(IntPtr shape);
1011
1012[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1013public static extern void CalculateLocalInertia2(IntPtr shape, float mass, Vector3 inertia);
1014
1015[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1016public static extern int GetShapeType2(IntPtr shape);
1017
1018[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1019public static extern void SetMargin2(IntPtr shape, float val);
1020
1021[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1022public static extern float GetMargin2(IntPtr shape);
1023
1024[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
1025public static extern void SetCollisionFilterMask(IntPtr shape, uint filter, uint mask);
1026
1027// =====================================================================================
1028// Debugging
1029[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
640public static extern void DumpPhysicsStatistics2(IntPtr sim); 1030public static extern void DumpPhysicsStatistics2(IntPtr sim);
641 1031
642} 1032}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index efeca26..1969492 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -2182,7 +2182,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2182 pos.x > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a east-adjacent region. 2182 pos.x > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a east-adjacent region.
2183 pos.y < -10.0 || // return FALSE if more than 10 meters into a south-adjacent region. 2183 pos.y < -10.0 || // return FALSE if more than 10 meters into a south-adjacent region.
2184 pos.y > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a north-adjacent region. 2184 pos.y > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a north-adjacent region.
2185 pos.z > 4096 // return FALSE if altitude than 4096m 2185 pos.z > Constants.RegionHeight // return FALSE if altitude than 4096m
2186 ) 2186 )
2187 ) 2187 )
2188 { 2188 {
@@ -2193,8 +2193,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2193 // this could possibly be done in the above else-if block, but we're doing the check here to keep the code easier to read. 2193 // this could possibly be done in the above else-if block, but we're doing the check here to keep the code easier to read.
2194 2194
2195 Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition; 2195 Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition;
2196 LandData here = World.GetLandData((float)objectPos.X, (float)objectPos.Y); 2196 LandData here = World.GetLandData(objectPos);
2197 LandData there = World.GetLandData((float)pos.x, (float)pos.y); 2197 LandData there = World.GetLandData(pos);
2198 2198
2199 // we're only checking prim limits if it's moving to a different parcel under the assumption that if the object got onto the parcel without exceeding the prim limits. 2199 // we're only checking prim limits if it's moving to a different parcel under the assumption that if the object got onto the parcel without exceeding the prim limits.
2200 2200
@@ -10525,20 +10525,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10525 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString())) 10525 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
10526 { 10526 {
10527 case ParcelMediaCommandEnum.Url: 10527 case ParcelMediaCommandEnum.Url:
10528 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10528 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaURL));
10529 break; 10529 break;
10530 case ParcelMediaCommandEnum.Desc: 10530 case ParcelMediaCommandEnum.Desc:
10531 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).Description)); 10531 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).Description));
10532 break; 10532 break;
10533 case ParcelMediaCommandEnum.Texture: 10533 case ParcelMediaCommandEnum.Texture:
10534 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaID.ToString())); 10534 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaID.ToString()));
10535 break; 10535 break;
10536 case ParcelMediaCommandEnum.Type: 10536 case ParcelMediaCommandEnum.Type:
10537 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaType)); 10537 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaType));
10538 break; 10538 break;
10539 case ParcelMediaCommandEnum.Size: 10539 case ParcelMediaCommandEnum.Size:
10540 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaWidth)); 10540 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaWidth));
10541 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaHeight)); 10541 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaHeight));
10542 break; 10542 break;
10543 default: 10543 default:
10544 ParcelMediaCommandEnum mediaCommandEnum = ParcelMediaCommandEnum.Url; 10544 ParcelMediaCommandEnum mediaCommandEnum = ParcelMediaCommandEnum.Url;
@@ -11275,7 +11275,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11275 public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param) 11275 public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param)
11276 { 11276 {
11277 m_host.AddScriptLPS(1); 11277 m_host.AddScriptLPS(1);
11278 LandData land = World.GetLandData((float)pos.x, (float)pos.y); 11278 LandData land = World.GetLandData(pos);
11279 if (land == null) 11279 if (land == null)
11280 { 11280 {
11281 return new LSL_List(0); 11281 return new LSL_List(0);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
index a44ced4..160e2df 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -2989,7 +2989,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2989 ScenePresence presence = World.GetScenePresence(avatarId); 2989 ScenePresence presence = World.GetScenePresence(avatarId);
2990 if (presence != null) 2990 if (presence != null)
2991 { 2991 {
2992 LandData land = World.GetLandData((float)pos.X, (float)pos.Y); 2992 LandData land = World.GetLandData(pos);
2993 if ((land.Flags & (uint)ParcelFlags.AllowDamage) == (uint)ParcelFlags.AllowDamage) 2993 if ((land.Flags & (uint)ParcelFlags.AllowDamage) == (uint)ParcelFlags.AllowDamage)
2994 { 2994 {
2995 float health = presence.Health; 2995 float health = presence.Health;
diff --git a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
index 0e4d794..67a10b0 100644
--- a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
+++ b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
@@ -112,7 +112,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
112// m_log.Warn("Registering region " + regionInfo.RegionName + " (" + regionInfo.RegionID + ") that we are not tracking"); 112// m_log.Warn("Registering region " + regionInfo.RegionName + " (" + regionInfo.RegionID + ") that we are not tracking");
113 113
114 Vector3d minPosition = new Vector3d(regionInfo.RegionLocX, regionInfo.RegionLocY, 0.0); 114 Vector3d minPosition = new Vector3d(regionInfo.RegionLocX, regionInfo.RegionLocY, 0.0);
115 Vector3d maxPosition = minPosition + new Vector3d(Constants.RegionSize, Constants.RegionSize, 4096.0); 115 Vector3d maxPosition = minPosition + new Vector3d(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
116 116
117 OSDMap extraData = new OSDMap 117 OSDMap extraData = new OSDMap
118 { 118 {
@@ -297,7 +297,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
297 List<GridRegion> foundRegions = new List<GridRegion>(); 297 List<GridRegion> foundRegions = new List<GridRegion>();
298 298
299 Vector3d minPosition = new Vector3d(xmin, ymin, 0.0); 299 Vector3d minPosition = new Vector3d(xmin, ymin, 0.0);
300 Vector3d maxPosition = new Vector3d(xmax, ymax, 4096.0); 300 Vector3d maxPosition = new Vector3d(xmax, ymax, Constants.RegionHeight);
301 301
302 NameValueCollection requestArgs = new NameValueCollection 302 NameValueCollection requestArgs = new NameValueCollection
303 { 303 {
diff --git a/README.txt b/README.md
index a5dec24..552cdef 100644
--- a/README.txt
+++ b/README.md
@@ -1,8 +1,6 @@
1Welcome to OpenSim! 1Welcome to OpenSim!
2 2
3================== 3# Overview
4==== OVERVIEW ====
5==================
6 4
7OpenSim is a BSD Licensed Open Source project to develop a functioning 5OpenSim is a BSD Licensed Open Source project to develop a functioning
8virtual worlds server platform capable of supporting multiple clients 6virtual worlds server platform capable of supporting multiple clients
@@ -12,16 +10,12 @@ C#, and can run under Mono or the Microsoft .NET runtimes.
12This is considered an alpha release. Some stuff works, a lot doesn't. 10This is considered an alpha release. Some stuff works, a lot doesn't.
13If it breaks, you get to keep *both* pieces. 11If it breaks, you get to keep *both* pieces.
14 12
15========================= 13# Compiling OpenSim
16=== Compiling OpenSim ===
17=========================
18 14
19Please see BUILDING.txt if you downloaded a source distribution and 15Please see BUILDING.md if you downloaded a source distribution and
20need to build OpenSim before running it. 16need to build OpenSim before running it.
21 17
22================================== 18# Running OpenSim on Windows
23=== Running OpenSim on Windows ===
24==================================
25 19
26We recommend that you run OpenSim from a command prompt on Windows in order 20We recommend that you run OpenSim from a command prompt on Windows in order
27to capture any errors. 21to capture any errors.
@@ -33,9 +27,7 @@ To run OpenSim from a command prompt
33 27
34Now see the "Configuring OpenSim" section 28Now see the "Configuring OpenSim" section
35 29
36================================ 30# Running OpenSim on Linux
37=== Running OpenSim on Linux ===
38================================
39 31
40You will need Mono >= 2.4.3 to run OpenSim. On some Linux distributions you 32You will need Mono >= 2.4.3 to run OpenSim. On some Linux distributions you
41may need to install additional packages. See http://opensimulator.org/wiki/Dependencies 33may need to install additional packages. See http://opensimulator.org/wiki/Dependencies
@@ -48,14 +40,12 @@ To run OpenSim, from the unpacked distribution type:
48 40
49Now see the "Configuring OpenSim" section 41Now see the "Configuring OpenSim" section
50 42
51=========================== 43# Configuring OpenSim
52=== Configuring OpenSim ===
53===========================
54 44
55When OpenSim starts for the first time, you will be prompted with a 45When OpenSim starts for the first time, you will be prompted with a
56series of questions that look something like: 46series of questions that look something like:
57 47
58[09-17 03:54:40] DEFAULT REGION CONFIG: Simulator Name [OpenSim Test]: 48 [09-17 03:54:40] DEFAULT REGION CONFIG: Simulator Name [OpenSim Test]:
59 49
60For all the options except simulator name, you can safely hit enter to accept 50For all the options except simulator name, you can safely hit enter to accept
61the default if you want to connect using a client on the same machine or over 51the default if you want to connect using a client on the same machine or over
@@ -72,7 +62,7 @@ in-world. You can also use these details to perform your first login.
72 62
73Once you are presented with a prompt that looks like: 63Once you are presented with a prompt that looks like:
74 64
75 Region (My region name) # 65 Region (My region name) #
76 66
77You have successfully started OpenSim. 67You have successfully started OpenSim.
78 68
@@ -83,9 +73,7 @@ Helpful resources:
83 * http://opensimulator.org/wiki/Configuration 73 * http://opensimulator.org/wiki/Configuration
84 * http://opensimulator.org/wiki/Configuring_Regions 74 * http://opensimulator.org/wiki/Configuring_Regions
85 75
86================================== 76# Connecting to your OpenSim
87=== Connecting to your OpenSim ===
88==================================
89 77
90By default your sim will be available for login on port 9000. You can login by 78By default your sim will be available for login on port 9000. You can login by
91adding -loginuri http://127.0.0.1:9000 to the command that starts Second Life 79adding -loginuri http://127.0.0.1:9000 to the command that starts Second Life
@@ -96,15 +84,11 @@ http://192.168.1.2:9000)
96To login, use the avatar details that you gave for your estate ownership or the 84To login, use the avatar details that you gave for your estate ownership or the
97one you set up using the "create user" command. 85one you set up using the "create user" command.
98 86
99=================== 87# Bug reports
100=== Bug reports ===
101===================
102 88
103In the very likely event of bugs biting you (err, your OpenSim) we 89In the very likely event of bugs biting you (err, your OpenSim) we
104encourage you to see whether the problem has already been reported on 90encourage you to see whether the problem has already been reported on
105the OpenSim mantis system. You can find the OpenSim mantis system at 91the [OpenSim mantis system](http://opensimulator.org/mantis/main_page.php).
106
107 http://opensimulator.org/mantis/main_page.php
108 92
109If your bug has already been reported, you might want to add to the 93If your bug has already been reported, you might want to add to the
110bug description and supply additional information. 94bug description and supply additional information.
@@ -119,9 +103,7 @@ mantis"). Useful information to include:
119 103
120 mono --debug OpenSim.exe 104 mono --debug OpenSim.exe
121 105
122=================================== 106# More Information on OpenSim
123=== More Information on OpenSim ===
124===================================
125 107
126More extensive information on building, running, and configuring 108More extensive information on building, running, and configuring
127OpenSim, as well as how to report bugs, and participate in the OpenSim 109OpenSim, as well as how to report bugs, and participate in the OpenSim
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index eac30b8..f0ebcce 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -107,6 +107,11 @@
107 ;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum 107 ;; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
108 ;; This can be overriden in the region config file. 108 ;; This can be overriden in the region config file.
109 ; ClampPrimSize = false 109 ; ClampPrimSize = false
110
111 ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
112 ;; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
113 ;; This can be overriden in the region config file.
114 ; LinksetPrims = 0
110 115
111 ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true 116 ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
112 ;; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region. 117 ;; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index aa3b1a1..f4ea2a5 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -94,6 +94,10 @@
94 ; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum 94 ; If a viewer attempts to rez a prim larger than the non-physical or physical prim max, clamp the dimensions to the appropriate maximum
95 ; This can be overriden in the region config file. 95 ; This can be overriden in the region config file.
96 ClampPrimSize = false 96 ClampPrimSize = false
97
98 ; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
99 ; This can be overriden in the region config file.
100 LinksetPrims = 0
97 101
98 ; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region. 102 ; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
99 ; This only applies when crossing to a region running in a different simulator. 103 ; This only applies when crossing to a region running in a different simulator.
diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll
index 5673b91..0dd508c 100755
--- a/bin/lib32/BulletSim.dll
+++ b/bin/lib32/BulletSim.dll
Binary files differ
diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so
index a9768b2..747df24 100755
--- a/bin/lib32/libBulletSim.so
+++ b/bin/lib32/libBulletSim.so
Binary files differ
diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll
index de9df08..877ad4c 100755
--- a/bin/lib64/BulletSim.dll
+++ b/bin/lib64/BulletSim.dll
Binary files differ
diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so
index aefab07..a55e633 100755
--- a/bin/lib64/libBulletSim.so
+++ b/bin/lib64/libBulletSim.so
Binary files differ