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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs74
1 files changed, 37 insertions, 37 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index cf09be2..613606f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -120,7 +120,7 @@ public sealed class BSPrim : BSPhysObject
120 { 120 {
121 CreateGeomAndObject(true); 121 CreateGeomAndObject(true);
122 122
123 CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr); 123 CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody);
124 }); 124 });
125 } 125 }
126 126
@@ -265,7 +265,7 @@ public sealed class BSPrim : BSPhysObject
265 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); 265 // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
266 if (PhysBody.HasPhysicalBody) 266 if (PhysBody.HasPhysicalBody)
267 { 267 {
268 BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, _rotationalVelocity); 268 PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
269 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); 269 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
270 } 270 }
271 }); 271 });
@@ -318,14 +318,14 @@ public sealed class BSPrim : BSPhysObject
318 } 318 }
319 public override OMV.Vector3 ForcePosition { 319 public override OMV.Vector3 ForcePosition {
320 get { 320 get {
321 _position = BulletSimAPI.GetPosition2(PhysBody.ptr); 321 _position = PhysicsScene.PE.GetPosition(PhysBody);
322 return _position; 322 return _position;
323 } 323 }
324 set { 324 set {
325 _position = value; 325 _position = value;
326 if (PhysBody.HasPhysicalBody) 326 if (PhysBody.HasPhysicalBody)
327 { 327 {
328 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 328 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
329 ActivateIfPhysical(false); 329 ActivateIfPhysical(false);
330 } 330 }
331 } 331 }
@@ -419,7 +419,7 @@ public sealed class BSPrim : BSPhysObject
419 // Changing interesting properties doesn't change proxy and collision cache 419 // Changing interesting properties doesn't change proxy and collision cache
420 // information. The Bullet solution is to re-add the object to the world 420 // information. The Bullet solution is to re-add the object to the world
421 // after parameters are changed. 421 // after parameters are changed.
422 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 422 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
423 } 423 }
424 424
425 // The computation of mass props requires gravity to be set on the object. 425 // The computation of mass props requires gravity to be set on the object.
@@ -649,9 +649,9 @@ public sealed class BSPrim : BSPhysObject
649 { 649 {
650 if (PhysBody.HasPhysicalBody) 650 if (PhysBody.HasPhysicalBody)
651 { 651 {
652 // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); 652 // _position = PhysicsScene.PE.GetObjectPosition(PhysicsScene.World, BSBody);
653 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); 653 // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
654 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 654 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
655 } 655 }
656 }); 656 });
657 } 657 }
@@ -661,13 +661,13 @@ public sealed class BSPrim : BSPhysObject
661 { 661 {
662 get 662 get
663 { 663 {
664 _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); 664 _orientation = PhysicsScene.PE.GetOrientation(PhysBody);
665 return _orientation; 665 return _orientation;
666 } 666 }
667 set 667 set
668 { 668 {
669 _orientation = value; 669 _orientation = value;
670 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 670 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
671 } 671 }
672 } 672 }
673 public override int PhysicsActorType { 673 public override int PhysicsActorType {
@@ -723,7 +723,7 @@ public sealed class BSPrim : BSPhysObject
723 723
724 // Mangling all the physical properties requires the object not be in the physical world. 724 // Mangling all the physical properties requires the object not be in the physical world.
725 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). 725 // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
726 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 726 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
727 727
728 // Set up the object physicalness (does gravity and collisions move this object) 728 // Set up the object physicalness (does gravity and collisions move this object)
729 MakeDynamic(IsStatic); 729 MakeDynamic(IsStatic);
@@ -740,7 +740,7 @@ public sealed class BSPrim : BSPhysObject
740 AddObjectToPhysicalWorld(); 740 AddObjectToPhysicalWorld();
741 741
742 // Rebuild its shape 742 // Rebuild its shape
743 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); 743 PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody);
744 744
745 // Recompute any linkset parameters. 745 // Recompute any linkset parameters.
746 // When going from non-physical to physical, this re-enables the constraints that 746 // When going from non-physical to physical, this re-enables the constraints that
@@ -762,28 +762,28 @@ public sealed class BSPrim : BSPhysObject
762 if (makeStatic) 762 if (makeStatic)
763 { 763 {
764 // Become a Bullet 'static' object type 764 // Become a Bullet 'static' object type
765 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); 765 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
766 // Stop all movement 766 // Stop all movement
767 ZeroMotion(true); 767 ZeroMotion(true);
768 768
769 // Set various physical properties so other object interact properly 769 // Set various physical properties so other object interact properly
770 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); 770 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
771 BulletSimAPI.SetFriction2(PhysBody.ptr, matAttrib.friction); 771 PhysicsScene.PE.SetFriction(PhysBody, matAttrib.friction);
772 BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution); 772 PhysicsScene.PE.SetRestitution(PhysBody, matAttrib.restitution);
773 773
774 // Mass is zero which disables a bunch of physics stuff in Bullet 774 // Mass is zero which disables a bunch of physics stuff in Bullet
775 UpdatePhysicalMassProperties(0f, false); 775 UpdatePhysicalMassProperties(0f, false);
776 // Set collision detection parameters 776 // Set collision detection parameters
777 if (BSParam.CcdMotionThreshold > 0f) 777 if (BSParam.CcdMotionThreshold > 0f)
778 { 778 {
779 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); 779 PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
780 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); 780 PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
781 } 781 }
782 782
783 // The activation state is 'disabled' so Bullet will not try to act on it. 783 // The activation state is 'disabled' so Bullet will not try to act on it.
784 // BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION); 784 // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION);
785 // Start it out sleeping and physical actions could wake it up. 785 // Start it out sleeping and physical actions could wake it up.
786 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING); 786 PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING);
787 787
788 // This collides like a static object 788 // This collides like a static object
789 PhysBody.collisionType = CollisionType.Static; 789 PhysBody.collisionType = CollisionType.Static;
@@ -794,22 +794,22 @@ public sealed class BSPrim : BSPhysObject
794 else 794 else
795 { 795 {
796 // Not a Bullet static object 796 // Not a Bullet static object
797 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); 797 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT);
798 798
799 // Set various physical properties so other object interact properly 799 // Set various physical properties so other object interact properly
800 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, true); 800 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, true);
801 BulletSimAPI.SetFriction2(PhysBody.ptr, matAttrib.friction); 801 PhysicsScene.PE.SetFriction(PhysBody, matAttrib.friction);
802 BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution); 802 PhysicsScene.PE.SetRestitution(PhysBody, matAttrib.restitution);
803 803
804 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 804 // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
805 // Since this can be called multiple times, only zero forces when becoming physical 805 // Since this can be called multiple times, only zero forces when becoming physical
806 // BulletSimAPI.ClearAllForces2(BSBody.ptr); 806 // PhysicsScene.PE.ClearAllForces(BSBody);
807 807
808 // For good measure, make sure the transform is set through to the motion state 808 // For good measure, make sure the transform is set through to the motion state
809 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 809 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
810 810
811 // Center of mass is at the center of the object 811 // Center of mass is at the center of the object
812 // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); 812 // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody, _position, _orientation);
813 813
814 // A dynamic object has mass 814 // A dynamic object has mass
815 UpdatePhysicalMassProperties(RawMass, false); 815 UpdatePhysicalMassProperties(RawMass, false);
@@ -817,22 +817,22 @@ public sealed class BSPrim : BSPhysObject
817 // Set collision detection parameters 817 // Set collision detection parameters
818 if (BSParam.CcdMotionThreshold > 0f) 818 if (BSParam.CcdMotionThreshold > 0f)
819 { 819 {
820 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); 820 PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
821 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); 821 PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
822 } 822 }
823 823
824 // Various values for simulation limits 824 // Various values for simulation limits
825 BulletSimAPI.SetDamping2(PhysBody.ptr, BSParam.LinearDamping, BSParam.AngularDamping); 825 BulletSimAPI.SetDamping2(PhysBody.ptr, BSParam.LinearDamping, BSParam.AngularDamping);
826 BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, BSParam.DeactivationTime); 826 PhysicsScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime);
827 BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); 827 BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold);
828 BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); 828 PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
829 829
830 // This collides like an object. 830 // This collides like an object.
831 PhysBody.collisionType = CollisionType.Dynamic; 831 PhysBody.collisionType = CollisionType.Dynamic;
832 832
833 // Force activation of the object so Bullet will act on it. 833 // Force activation of the object so Bullet will act on it.
834 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. 834 // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
835 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG); 835 PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
836 836
837 // There might be special things needed for implementing linksets. 837 // There might be special things needed for implementing linksets.
838 Linkset.MakeDynamic(this); 838 Linkset.MakeDynamic(this);
@@ -853,7 +853,7 @@ public sealed class BSPrim : BSPhysObject
853 { 853 {
854 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); 854 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
855 } 855 }
856 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 856 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
857 } 857 }
858 else 858 else
859 { 859 {
@@ -861,7 +861,7 @@ public sealed class BSPrim : BSPhysObject
861 { 861 {
862 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); 862 m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
863 } 863 }
864 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 864 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
865 865
866 // Change collision info from a static object to a ghosty collision object 866 // Change collision info from a static object to a ghosty collision object
867 PhysBody.collisionType = CollisionType.VolumeDetect; 867 PhysBody.collisionType = CollisionType.VolumeDetect;
@@ -874,7 +874,7 @@ public sealed class BSPrim : BSPhysObject
874 private void ActivateIfPhysical(bool forceIt) 874 private void ActivateIfPhysical(bool forceIt)
875 { 875 {
876 if (IsPhysical && PhysBody.HasPhysicalBody) 876 if (IsPhysical && PhysBody.HasPhysicalBody)
877 BulletSimAPI.Activate2(PhysBody.ptr, forceIt); 877 PhysicsScene.PE.Activate(PhysBody, forceIt);
878 } 878 }
879 879
880 // Turn on or off the flag controlling whether collision events are returned to the simulator. 880 // Turn on or off the flag controlling whether collision events are returned to the simulator.
@@ -882,11 +882,11 @@ public sealed class BSPrim : BSPhysObject
882 { 882 {
883 if (wantsCollisionEvents) 883 if (wantsCollisionEvents)
884 { 884 {
885 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 885 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
886 } 886 }
887 else 887 else
888 { 888 {
889 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 889 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
890 } 890 }
891 } 891 }
892 892
@@ -897,7 +897,7 @@ public sealed class BSPrim : BSPhysObject
897 { 897 {
898 if (PhysBody.HasPhysicalBody) 898 if (PhysBody.HasPhysicalBody)
899 { 899 {
900 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 900 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
901 901
902 // TODO: Fix this. Total kludge because adding object to world resets its gravity to default. 902 // TODO: Fix this. Total kludge because adding object to world resets its gravity to default.
903 // Replace this when the new AddObjectToWorld function is complete. 903 // Replace this when the new AddObjectToWorld function is complete.
@@ -941,9 +941,9 @@ public sealed class BSPrim : BSPhysObject
941 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() 941 PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
942 { 942 {
943 if (_floatOnWater) 943 if (_floatOnWater)
944 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); 944 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
945 else 945 else
946 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); 946 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
947 }); 947 });
948 } 948 }
949 } 949 }