diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 35 |
1 files changed, 12 insertions, 23 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index e05562a..a20bbc3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -98,19 +98,6 @@ public sealed class BSLinksetCompound : BSLinkset | |||
98 | { | 98 | { |
99 | } | 99 | } |
100 | 100 | ||
101 | // For compound implimented linksets, if there are children, use compound shape for the root. | ||
102 | public override BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor) | ||
103 | { | ||
104 | // Returning 'unknown' means we don't have a preference. | ||
105 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | ||
106 | if (IsRoot(requestor) && HasAnyChildren) | ||
107 | { | ||
108 | ret = BSPhysicsShapeType.SHAPE_COMPOUND; | ||
109 | } | ||
110 | // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret); | ||
111 | return ret; | ||
112 | } | ||
113 | |||
114 | // When physical properties are changed the linkset needs to recalculate | 101 | // When physical properties are changed the linkset needs to recalculate |
115 | // its internal properties. | 102 | // its internal properties. |
116 | public override void Refresh(BSPrimLinkable requestor) | 103 | public override void Refresh(BSPrimLinkable requestor) |
@@ -218,22 +205,22 @@ public sealed class BSLinksetCompound : BSLinkset | |||
218 | // and that is caused by us updating the object. | 205 | // and that is caused by us updating the object. |
219 | if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) | 206 | if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) |
220 | { | 207 | { |
221 | // Find the physical instance of the child | 208 | // Find the physical instance of the child |
222 | if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape)) | 209 | if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) |
223 | { | 210 | { |
224 | // It is possible that the linkset is still under construction and the child is not yet | 211 | // It is possible that the linkset is still under construction and the child is not yet |
225 | // inserted into the compound shape. A rebuild of the linkset in a pre-step action will | 212 | // inserted into the compound shape. A rebuild of the linkset in a pre-step action will |
226 | // build the whole thing with the new position or rotation. | 213 | // build the whole thing with the new position or rotation. |
227 | // The index must be checked because Bullet references the child array but does no validity | 214 | // The index must be checked because Bullet references the child array but does no validity |
228 | // checking of the child index passed. | 215 | // checking of the child index passed. |
229 | int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape); | 216 | int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape.physShapeInfo); |
230 | if (updated.LinksetChildIndex < numLinksetChildren) | 217 | if (updated.LinksetChildIndex < numLinksetChildren) |
231 | { | 218 | { |
232 | BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, updated.LinksetChildIndex); | 219 | BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex); |
233 | if (linksetChildShape.HasPhysicalShape) | 220 | if (linksetChildShape.HasPhysicalShape) |
234 | { | 221 | { |
235 | // Found the child shape within the compound shape | 222 | // Found the child shape within the compound shape |
236 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, updated.LinksetChildIndex, | 223 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex, |
237 | updated.RawPosition - LinksetRoot.RawPosition, | 224 | updated.RawPosition - LinksetRoot.RawPosition, |
238 | updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation), | 225 | updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation), |
239 | true /* shouldRecalculateLocalAabb */); | 226 | true /* shouldRecalculateLocalAabb */); |
@@ -278,7 +265,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
278 | // Since we don't keep in world relationships, do nothing unless it's a child changing. | 265 | // Since we don't keep in world relationships, do nothing unless it's a child changing. |
279 | // Returns 'true' of something was actually removed and would need restoring | 266 | // Returns 'true' of something was actually removed and would need restoring |
280 | // Called at taint-time!! | 267 | // Called at taint-time!! |
281 | public override bool RemoveBodyDependencies(BSPrimLinkable child) | 268 | public override bool RemoveDependencies(BSPrimLinkable child) |
282 | { | 269 | { |
283 | bool ret = false; | 270 | bool ret = false; |
284 | 271 | ||
@@ -404,11 +391,12 @@ public sealed class BSLinksetCompound : BSLinkset | |||
404 | { | 391 | { |
405 | try | 392 | try |
406 | { | 393 | { |
394 | /* | ||
407 | // Suppress rebuilding while rebuilding. (We know rebuilding is on only one thread.) | 395 | // Suppress rebuilding while rebuilding. (We know rebuilding is on only one thread.) |
408 | Rebuilding = true; | 396 | Rebuilding = true; |
409 | 397 | ||
410 | // Cause the root shape to be rebuilt as a compound object with just the root in it | 398 | // Cause the root shape to be rebuilt as a compound object with just the root in it |
411 | LinksetRoot.ForceBodyShapeRebuild(true /* inTaintTime */); | 399 | LinksetRoot.ForceBodyShapeRebuild(true /* inTaintTime ); |
412 | 400 | ||
413 | // The center of mass for the linkset is the geometric center of the group. | 401 | // The center of mass for the linkset is the geometric center of the group. |
414 | // Compute a displacement for each component so it is relative to the center-of-mass. | 402 | // Compute a displacement for each component so it is relative to the center-of-mass. |
@@ -430,10 +418,10 @@ public sealed class BSLinksetCompound : BSLinkset | |||
430 | LinksetRoot.ForcePosition = LinksetRoot.RawPosition; | 418 | LinksetRoot.ForcePosition = LinksetRoot.RawPosition; |
431 | 419 | ||
432 | // Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM | 420 | // Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM |
433 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0 /* childIndex */, | 421 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, 0 /* childIndex , |
434 | -centerDisplacement, | 422 | -centerDisplacement, |
435 | OMV.Quaternion.Identity, // LinksetRoot.RawOrientation, | 423 | OMV.Quaternion.Identity, // LinksetRoot.RawOrientation, |
436 | false /* shouldRecalculateLocalAabb (is done later after linkset built) */); | 424 | false /* shouldRecalculateLocalAabb (is done later after linkset built) ); |
437 | 425 | ||
438 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}", | 426 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}", |
439 | LinksetRoot.LocalID, centerOfMassW, LinksetRoot.RawPosition, centerDisplacement); | 427 | LinksetRoot.LocalID, centerOfMassW, LinksetRoot.RawPosition, centerDisplacement); |
@@ -501,6 +489,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
501 | 489 | ||
502 | // Enable the physical position updator to return the position and rotation of the root shape | 490 | // Enable the physical position updator to return the position and rotation of the root shape |
503 | PhysicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); | 491 | PhysicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); |
492 | */ | ||
504 | } | 493 | } |
505 | finally | 494 | finally |
506 | { | 495 | { |
@@ -508,7 +497,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
508 | } | 497 | } |
509 | 498 | ||
510 | // See that the Aabb surrounds the new shape | 499 | // See that the Aabb surrounds the new shape |
511 | PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape); | 500 | PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo); |
512 | } | 501 | } |
513 | } | 502 | } |
514 | } \ No newline at end of file | 503 | } \ No newline at end of file |