diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 58 |
1 files changed, 29 insertions, 29 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 45056bc..15b7090 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -102,7 +102,7 @@ public class BSPrim : BSPhysObject | |||
102 | 102 | ||
103 | // DetailLog("{0},BSPrim.constructor,call", LocalID); | 103 | // DetailLog("{0},BSPrim.constructor,call", LocalID); |
104 | // do the actual object creation at taint time | 104 | // do the actual object creation at taint time |
105 | PhysScene.TaintedObject("BSPrim.create", delegate() | 105 | PhysScene.TaintedObject(LocalID, "BSPrim.create", delegate() |
106 | { | 106 | { |
107 | // Make sure the object is being created with some sanity. | 107 | // Make sure the object is being created with some sanity. |
108 | ExtremeSanityCheck(true /* inTaintTime */); | 108 | ExtremeSanityCheck(true /* inTaintTime */); |
@@ -126,7 +126,7 @@ public class BSPrim : BSPhysObject | |||
126 | // Undo any vehicle properties | 126 | // Undo any vehicle properties |
127 | this.VehicleType = (int)Vehicle.TYPE_NONE; | 127 | this.VehicleType = (int)Vehicle.TYPE_NONE; |
128 | 128 | ||
129 | PhysScene.TaintedObject("BSPrim.Destroy", delegate() | 129 | PhysScene.TaintedObject(LocalID, "BSPrim.Destroy", delegate() |
130 | { | 130 | { |
131 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 131 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
132 | // If there are physical body and shape, release my use of same. | 132 | // If there are physical body and shape, release my use of same. |
@@ -161,7 +161,7 @@ public class BSPrim : BSPhysObject | |||
161 | } | 161 | } |
162 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | 162 | public override bool ForceBodyShapeRebuild(bool inTaintTime) |
163 | { | 163 | { |
164 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() | 164 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ForceBodyShapeRebuild", delegate() |
165 | { | 165 | { |
166 | _mass = CalculateMass(); // changing the shape changes the mass | 166 | _mass = CalculateMass(); // changing the shape changes the mass |
167 | CreateGeomAndObject(true); | 167 | CreateGeomAndObject(true); |
@@ -178,7 +178,7 @@ public class BSPrim : BSPhysObject | |||
178 | if (value != _isSelected) | 178 | if (value != _isSelected) |
179 | { | 179 | { |
180 | _isSelected = value; | 180 | _isSelected = value; |
181 | PhysScene.TaintedObject("BSPrim.setSelected", delegate() | 181 | PhysScene.TaintedObject(LocalID, "BSPrim.setSelected", delegate() |
182 | { | 182 | { |
183 | DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); | 183 | DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); |
184 | SetObjectDynamic(false); | 184 | SetObjectDynamic(false); |
@@ -224,7 +224,7 @@ public class BSPrim : BSPhysObject | |||
224 | _rotationalVelocity = OMV.Vector3.Zero; | 224 | _rotationalVelocity = OMV.Vector3.Zero; |
225 | 225 | ||
226 | // Zero some other properties in the physics engine | 226 | // Zero some other properties in the physics engine |
227 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | 227 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() |
228 | { | 228 | { |
229 | if (PhysBody.HasPhysicalBody) | 229 | if (PhysBody.HasPhysicalBody) |
230 | PhysScene.PE.ClearAllForces(PhysBody); | 230 | PhysScene.PE.ClearAllForces(PhysBody); |
@@ -234,7 +234,7 @@ public class BSPrim : BSPhysObject | |||
234 | { | 234 | { |
235 | _rotationalVelocity = OMV.Vector3.Zero; | 235 | _rotationalVelocity = OMV.Vector3.Zero; |
236 | // Zero some other properties in the physics engine | 236 | // Zero some other properties in the physics engine |
237 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | 237 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() |
238 | { | 238 | { |
239 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); | 239 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); |
240 | if (PhysBody.HasPhysicalBody) | 240 | if (PhysBody.HasPhysicalBody) |
@@ -262,7 +262,7 @@ public class BSPrim : BSPhysObject | |||
262 | }); | 262 | }); |
263 | 263 | ||
264 | // Update parameters so the new actor's Refresh() action is called at the right time. | 264 | // Update parameters so the new actor's Refresh() action is called at the right time. |
265 | PhysScene.TaintedObject("BSPrim.LockAngularMotion", delegate() | 265 | PhysScene.TaintedObject(LocalID, "BSPrim.LockAngularMotion", delegate() |
266 | { | 266 | { |
267 | UpdatePhysicalParameters(); | 267 | UpdatePhysicalParameters(); |
268 | }); | 268 | }); |
@@ -287,7 +287,7 @@ public class BSPrim : BSPhysObject | |||
287 | RawPosition = value; | 287 | RawPosition = value; |
288 | PositionSanityCheck(false); | 288 | PositionSanityCheck(false); |
289 | 289 | ||
290 | PhysScene.TaintedObject("BSPrim.setPosition", delegate() | 290 | PhysScene.TaintedObject(LocalID, "BSPrim.setPosition", delegate() |
291 | { | 291 | { |
292 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); | 292 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
293 | ForcePosition = RawPosition; | 293 | ForcePosition = RawPosition; |
@@ -531,7 +531,7 @@ public class BSPrim : BSPhysObject | |||
531 | set { | 531 | set { |
532 | Vehicle type = (Vehicle)value; | 532 | Vehicle type = (Vehicle)value; |
533 | 533 | ||
534 | PhysScene.TaintedObject("setVehicleType", delegate() | 534 | PhysScene.TaintedObject(LocalID, "setVehicleType", delegate() |
535 | { | 535 | { |
536 | // Some vehicle scripts change vehicle type on the fly as an easy way to | 536 | // Some vehicle scripts change vehicle type on the fly as an easy way to |
537 | // change all the parameters. Like a plane changing to CAR when on the | 537 | // change all the parameters. Like a plane changing to CAR when on the |
@@ -561,7 +561,7 @@ public class BSPrim : BSPhysObject | |||
561 | } | 561 | } |
562 | public override void VehicleFloatParam(int param, float value) | 562 | public override void VehicleFloatParam(int param, float value) |
563 | { | 563 | { |
564 | PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 564 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFloatParam", delegate() |
565 | { | 565 | { |
566 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 566 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); |
567 | if (vehicleActor != null) | 567 | if (vehicleActor != null) |
@@ -573,7 +573,7 @@ public class BSPrim : BSPhysObject | |||
573 | } | 573 | } |
574 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 574 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
575 | { | 575 | { |
576 | PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 576 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleVectorParam", delegate() |
577 | { | 577 | { |
578 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 578 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); |
579 | if (vehicleActor != null) | 579 | if (vehicleActor != null) |
@@ -585,7 +585,7 @@ public class BSPrim : BSPhysObject | |||
585 | } | 585 | } |
586 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 586 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
587 | { | 587 | { |
588 | PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 588 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleRotationParam", delegate() |
589 | { | 589 | { |
590 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 590 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); |
591 | if (vehicleActor != null) | 591 | if (vehicleActor != null) |
@@ -597,7 +597,7 @@ public class BSPrim : BSPhysObject | |||
597 | } | 597 | } |
598 | public override void VehicleFlags(int param, bool remove) | 598 | public override void VehicleFlags(int param, bool remove) |
599 | { | 599 | { |
600 | PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() | 600 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFlags", delegate() |
601 | { | 601 | { |
602 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 602 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); |
603 | if (vehicleActor != null) | 603 | if (vehicleActor != null) |
@@ -613,7 +613,7 @@ public class BSPrim : BSPhysObject | |||
613 | if (_isVolumeDetect != newValue) | 613 | if (_isVolumeDetect != newValue) |
614 | { | 614 | { |
615 | _isVolumeDetect = newValue; | 615 | _isVolumeDetect = newValue; |
616 | PhysScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() | 616 | PhysScene.TaintedObject(LocalID, "BSPrim.SetVolumeDetect", delegate() |
617 | { | 617 | { |
618 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); | 618 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); |
619 | SetObjectDynamic(true); | 619 | SetObjectDynamic(true); |
@@ -628,7 +628,7 @@ public class BSPrim : BSPhysObject | |||
628 | public override void SetMaterial(int material) | 628 | public override void SetMaterial(int material) |
629 | { | 629 | { |
630 | base.SetMaterial(material); | 630 | base.SetMaterial(material); |
631 | PhysScene.TaintedObject("BSPrim.SetMaterial", delegate() | 631 | PhysScene.TaintedObject(LocalID, "BSPrim.SetMaterial", delegate() |
632 | { | 632 | { |
633 | UpdatePhysicalParameters(); | 633 | UpdatePhysicalParameters(); |
634 | }); | 634 | }); |
@@ -641,7 +641,7 @@ public class BSPrim : BSPhysObject | |||
641 | if (base.Friction != value) | 641 | if (base.Friction != value) |
642 | { | 642 | { |
643 | base.Friction = value; | 643 | base.Friction = value; |
644 | PhysScene.TaintedObject("BSPrim.setFriction", delegate() | 644 | PhysScene.TaintedObject(LocalID, "BSPrim.setFriction", delegate() |
645 | { | 645 | { |
646 | UpdatePhysicalParameters(); | 646 | UpdatePhysicalParameters(); |
647 | }); | 647 | }); |
@@ -656,7 +656,7 @@ public class BSPrim : BSPhysObject | |||
656 | if (base.Restitution != value) | 656 | if (base.Restitution != value) |
657 | { | 657 | { |
658 | base.Restitution = value; | 658 | base.Restitution = value; |
659 | PhysScene.TaintedObject("BSPrim.setRestitution", delegate() | 659 | PhysScene.TaintedObject(LocalID, "BSPrim.setRestitution", delegate() |
660 | { | 660 | { |
661 | UpdatePhysicalParameters(); | 661 | UpdatePhysicalParameters(); |
662 | }); | 662 | }); |
@@ -673,7 +673,7 @@ public class BSPrim : BSPhysObject | |||
673 | if (base.Density != value) | 673 | if (base.Density != value) |
674 | { | 674 | { |
675 | base.Density = value; | 675 | base.Density = value; |
676 | PhysScene.TaintedObject("BSPrim.setDensity", delegate() | 676 | PhysScene.TaintedObject(LocalID, "BSPrim.setDensity", delegate() |
677 | { | 677 | { |
678 | UpdatePhysicalParameters(); | 678 | UpdatePhysicalParameters(); |
679 | }); | 679 | }); |
@@ -688,7 +688,7 @@ public class BSPrim : BSPhysObject | |||
688 | if (base.GravModifier != value) | 688 | if (base.GravModifier != value) |
689 | { | 689 | { |
690 | base.GravModifier = value; | 690 | base.GravModifier = value; |
691 | PhysScene.TaintedObject("BSPrim.setGravityModifier", delegate() | 691 | PhysScene.TaintedObject(LocalID, "BSPrim.setGravityModifier", delegate() |
692 | { | 692 | { |
693 | UpdatePhysicalParameters(); | 693 | UpdatePhysicalParameters(); |
694 | }); | 694 | }); |
@@ -699,7 +699,7 @@ public class BSPrim : BSPhysObject | |||
699 | get { return RawVelocity; } | 699 | get { return RawVelocity; } |
700 | set { | 700 | set { |
701 | RawVelocity = value; | 701 | RawVelocity = value; |
702 | PhysScene.TaintedObject("BSPrim.setVelocity", delegate() | 702 | PhysScene.TaintedObject(LocalID, "BSPrim.setVelocity", delegate() |
703 | { | 703 | { |
704 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); | 704 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); |
705 | ForceVelocity = RawVelocity; | 705 | ForceVelocity = RawVelocity; |
@@ -745,7 +745,7 @@ public class BSPrim : BSPhysObject | |||
745 | return; | 745 | return; |
746 | RawOrientation = value; | 746 | RawOrientation = value; |
747 | 747 | ||
748 | PhysScene.TaintedObject("BSPrim.setOrientation", delegate() | 748 | PhysScene.TaintedObject(LocalID, "BSPrim.setOrientation", delegate() |
749 | { | 749 | { |
750 | ForceOrientation = RawOrientation; | 750 | ForceOrientation = RawOrientation; |
751 | }); | 751 | }); |
@@ -776,7 +776,7 @@ public class BSPrim : BSPhysObject | |||
776 | if (_isPhysical != value) | 776 | if (_isPhysical != value) |
777 | { | 777 | { |
778 | _isPhysical = value; | 778 | _isPhysical = value; |
779 | PhysScene.TaintedObject("BSPrim.setIsPhysical", delegate() | 779 | PhysScene.TaintedObject(LocalID, "BSPrim.setIsPhysical", delegate() |
780 | { | 780 | { |
781 | DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | 781 | DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); |
782 | SetObjectDynamic(true); | 782 | SetObjectDynamic(true); |
@@ -1020,7 +1020,7 @@ public class BSPrim : BSPhysObject | |||
1020 | public override bool FloatOnWater { | 1020 | public override bool FloatOnWater { |
1021 | set { | 1021 | set { |
1022 | _floatOnWater = value; | 1022 | _floatOnWater = value; |
1023 | PhysScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | 1023 | PhysScene.TaintedObject(LocalID, "BSPrim.setFloatOnWater", delegate() |
1024 | { | 1024 | { |
1025 | if (_floatOnWater) | 1025 | if (_floatOnWater) |
1026 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | 1026 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
@@ -1037,7 +1037,7 @@ public class BSPrim : BSPhysObject | |||
1037 | _rotationalVelocity = value; | 1037 | _rotationalVelocity = value; |
1038 | Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); | 1038 | Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); |
1039 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 1039 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
1040 | PhysScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 1040 | PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate() |
1041 | { | 1041 | { |
1042 | ForceRotationalVelocity = _rotationalVelocity; | 1042 | ForceRotationalVelocity = _rotationalVelocity; |
1043 | }); | 1043 | }); |
@@ -1068,7 +1068,7 @@ public class BSPrim : BSPhysObject | |||
1068 | get { return _buoyancy; } | 1068 | get { return _buoyancy; } |
1069 | set { | 1069 | set { |
1070 | _buoyancy = value; | 1070 | _buoyancy = value; |
1071 | PhysScene.TaintedObject("BSPrim.setBuoyancy", delegate() | 1071 | PhysScene.TaintedObject(LocalID, "BSPrim.setBuoyancy", delegate() |
1072 | { | 1072 | { |
1073 | ForceBuoyancy = _buoyancy; | 1073 | ForceBuoyancy = _buoyancy; |
1074 | }); | 1074 | }); |
@@ -1142,7 +1142,7 @@ public class BSPrim : BSPhysObject | |||
1142 | // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); | 1142 | // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); |
1143 | 1143 | ||
1144 | OMV.Vector3 addForce = force; | 1144 | OMV.Vector3 addForce = force; |
1145 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | 1145 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddForce", delegate() |
1146 | { | 1146 | { |
1147 | // Bullet adds this central force to the total force for this tick. | 1147 | // Bullet adds this central force to the total force for this tick. |
1148 | // Deep down in Bullet: | 1148 | // Deep down in Bullet: |
@@ -1172,7 +1172,7 @@ public class BSPrim : BSPhysObject | |||
1172 | OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); | 1172 | OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); |
1173 | // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); | 1173 | // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); |
1174 | 1174 | ||
1175 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() | 1175 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddImpulse", delegate() |
1176 | { | 1176 | { |
1177 | // Bullet adds this impulse immediately to the velocity | 1177 | // Bullet adds this impulse immediately to the velocity |
1178 | DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); | 1178 | DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); |
@@ -1197,7 +1197,7 @@ public class BSPrim : BSPhysObject | |||
1197 | if (force.IsFinite()) | 1197 | if (force.IsFinite()) |
1198 | { | 1198 | { |
1199 | OMV.Vector3 angForce = force; | 1199 | OMV.Vector3 angForce = force; |
1200 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() | 1200 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddAngularForce", delegate() |
1201 | { | 1201 | { |
1202 | if (PhysBody.HasPhysicalBody) | 1202 | if (PhysBody.HasPhysicalBody) |
1203 | { | 1203 | { |
@@ -1221,7 +1221,7 @@ public class BSPrim : BSPhysObject | |||
1221 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) | 1221 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) |
1222 | { | 1222 | { |
1223 | OMV.Vector3 applyImpulse = impulse; | 1223 | OMV.Vector3 applyImpulse = impulse; |
1224 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() | 1224 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ApplyTorqueImpulse", delegate() |
1225 | { | 1225 | { |
1226 | if (PhysBody.HasPhysicalBody) | 1226 | if (PhysBody.HasPhysicalBody) |
1227 | { | 1227 | { |