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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs137
1 files changed, 61 insertions, 76 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 56924aa..ce64b9b 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -78,14 +78,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
78 78
79 public string BulletSimVersion = "?"; 79 public string BulletSimVersion = "?";
80 80
81 private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); 81 public Dictionary<uint, BSPhysObject> PhysObjects = new Dictionary<uint, BSPhysObject>();
82 public Dictionary<uint, BSCharacter> Characters { get { return m_avatars; } }
83
84 private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>();
85 public Dictionary<uint, BSPrim> Prims { get { return m_prims; } }
86 82
83 private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>();
84 // Following is a kludge and can be removed when avatar animation updating is
85 // moved to a better place.
87 private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); 86 private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>();
88 private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>();
89 87
90 private List<BSPrim> m_vehicles = new List<BSPrim>(); 88 private List<BSPrim> m_vehicles = new List<BSPrim>();
91 89
@@ -235,7 +233,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
235 // BulletSimVersion = BulletSimAPI.GetVersion(); 233 // BulletSimVersion = BulletSimAPI.GetVersion();
236 // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); 234 // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion);
237 235
238 // if Debug, enable logging from the unmanaged code 236 // If Debug logging level, enable logging from the unmanaged code
239 if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) 237 if (m_log.IsDebugEnabled || PhysicsLogging.Enabled)
240 { 238 {
241 m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); 239 m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
@@ -243,13 +241,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters
243 m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog); 241 m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog);
244 else 242 else
245 m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); 243 m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
246 // the handle is saved in a variable to make sure it doesn't get freed after this call 244 // The handle is saved in a variable to make sure it doesn't get freed after this call
247 BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); 245 BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle);
248 } 246 }
249 247
250 _taintedObjects = new List<TaintCallbackEntry>(); 248 _taintedObjects = new List<TaintCallbackEntry>();
251 249
252 mesher = meshmerizer; 250 mesher = meshmerizer;
251
253 // The bounding box for the simulated world 252 // The bounding box for the simulated world
254 Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f); 253 Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f);
255 254
@@ -337,7 +336,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
337 if (!m_initialized) return null; 336 if (!m_initialized) return null;
338 337
339 BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); 338 BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying);
340 lock (m_avatars) m_avatars.Add(localID, actor); 339 lock (PhysObjects) PhysObjects.Add(localID, actor);
340
341 // Remove kludge someday
342 lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Add(actor);
343
341 return actor; 344 return actor;
342 } 345 }
343 346
@@ -352,7 +355,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
352 { 355 {
353 try 356 try
354 { 357 {
355 lock (m_avatars) m_avatars.Remove(actor.LocalID); 358 lock (PhysObjects) PhysObjects.Remove(actor.LocalID);
359 // Remove kludge someday
360 lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Remove(bsactor);
356 } 361 }
357 catch (Exception e) 362 catch (Exception e)
358 { 363 {
@@ -374,7 +379,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
374 // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); 379 // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
375 try 380 try
376 { 381 {
377 lock (m_prims) m_prims.Remove(bsprim.LocalID); 382 lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID);
378 } 383 }
379 catch (Exception e) 384 catch (Exception e)
380 { 385 {
@@ -399,7 +404,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
399 DetailLog("{0},AddPrimShape,call", localID); 404 DetailLog("{0},AddPrimShape,call", localID);
400 405
401 BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); 406 BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
402 lock (m_prims) m_prims.Add(localID, prim); 407 lock (PhysObjects) PhysObjects.Add(localID, prim);
403 return prim; 408 return prim;
404 } 409 }
405 410
@@ -470,19 +475,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters
470 475
471 // The above SendCollision's batch up the collisions on the objects. 476 // The above SendCollision's batch up the collisions on the objects.
472 // Now push the collisions into the simulator. 477 // Now push the collisions into the simulator.
473 foreach (BSPrim bsp in m_primsWithCollisions) 478 foreach (BSPhysObject bsp in m_objectsWithCollisions)
474 bsp.SendCollisions(); 479 bsp.SendCollisions();
475 m_primsWithCollisions.Clear(); 480 m_objectsWithCollisions.Clear();
476 481
477 // This is a kludge to get avatar movement updated. 482 // This is a kludge to get avatar movement updated.
478 // Don't send collisions only if there were collisions -- send everytime.
479 // ODE sends collisions even if there are none and this is used to update 483 // ODE sends collisions even if there are none and this is used to update
480 // avatar animations and stuff. 484 // avatar animations and stuff.
481 // foreach (BSCharacter bsc in m_avatarsWithCollisions) 485 foreach (BSPhysObject bpo in m_avatarsWithCollisions)
482 // bsc.SendCollisions(); 486 bpo.SendCollisions();
483 foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) 487 // m_avatarsWithCollisions.Clear();
484 kvp.Value.SendCollisions();
485 m_avatarsWithCollisions.Clear();
486 488
487 // If any of the objects had updated properties, tell the object it has been changed by the physics engine 489 // If any of the objects had updated properties, tell the object it has been changed by the physics engine
488 if (updatedEntityCount > 0) 490 if (updatedEntityCount > 0)
@@ -490,16 +492,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
490 for (int ii = 0; ii < updatedEntityCount; ii++) 492 for (int ii = 0; ii < updatedEntityCount; ii++)
491 { 493 {
492 EntityProperties entprop = m_updateArray[ii]; 494 EntityProperties entprop = m_updateArray[ii];
493 BSPrim prim; 495 BSPhysObject pobj;
494 if (m_prims.TryGetValue(entprop.ID, out prim)) 496 if (PhysObjects.TryGetValue(entprop.ID, out pobj))
495 {
496 prim.UpdateProperties(entprop);
497 continue;
498 }
499 BSCharacter actor;
500 if (m_avatars.TryGetValue(entprop.ID, out actor))
501 { 497 {
502 actor.UpdateProperties(entprop); 498 pobj.UpdateProperties(entprop);
503 continue; 499 continue;
504 } 500 }
505 } 501 }
@@ -529,33 +525,36 @@ public class BSScene : PhysicsScene, IPhysicsParameters
529 } 525 }
530 526
531 // Something has collided 527 // Something has collided
532 private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penitration) 528 private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration)
533 { 529 {
534 if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID) 530 if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID)
535 { 531 {
536 return; // don't send collisions to the terrain 532 return; // don't send collisions to the terrain
537 } 533 }
538 534
535 BSPhysObject collider = PhysObjects[localID];
536 // TODO: as of this code, terrain was not in the physical object list.
537 // When BSTerrain is created and it will be in the list, we can remove
538 // the possibility that it's not there and just fetch the collidee.
539 BSPhysObject collidee = null;
540
539 ActorTypes type = ActorTypes.Prim; 541 ActorTypes type = ActorTypes.Prim;
540 if (collidingWith == TERRAIN_ID || collidingWith == GROUNDPLANE_ID) 542 if (collidingWith == TERRAIN_ID || collidingWith == GROUNDPLANE_ID)
543 {
541 type = ActorTypes.Ground; 544 type = ActorTypes.Ground;
542 else if (m_avatars.ContainsKey(collidingWith)) 545 }
543 type = ActorTypes.Agent; 546 else
547 {
548 collidee = PhysObjects[collidingWith];
549 if (collidee is BSCharacter)
550 type = ActorTypes.Agent;
551 }
544 552
545 // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); 553 // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
546 554
547 BSPrim prim; 555 collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration);
548 if (m_prims.TryGetValue(localID, out prim)) { 556 m_objectsWithCollisions.Add(collider);
549 prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); 557
550 m_primsWithCollisions.Add(prim);
551 return;
552 }
553 BSCharacter actor;
554 if (m_avatars.TryGetValue(localID, out actor)) {
555 actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
556 m_avatarsWithCollisions.Add(actor);
557 return;
558 }
559 return; 558 return;
560 } 559 }
561 560
@@ -605,17 +604,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
605 // make sure no stepping happens while we're deleting stuff 604 // make sure no stepping happens while we're deleting stuff
606 m_initialized = false; 605 m_initialized = false;
607 606
608 foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) 607 foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
609 {
610 kvp.Value.Destroy();
611 }
612 m_avatars.Clear();
613
614 foreach (KeyValuePair<uint, BSPrim> kvp in m_prims)
615 { 608 {
616 kvp.Value.Destroy(); 609 kvp.Value.Destroy();
617 } 610 }
618 m_prims.Clear(); 611 PhysObjects.Clear();
619 612
620 // Now that the prims are all cleaned up, there should be no constraints left 613 // Now that the prims are all cleaned up, there should be no constraints left
621 if (m_constraintCollection != null) 614 if (m_constraintCollection != null)
@@ -996,42 +989,42 @@ public class BSScene : PhysicsScene, IPhysicsParameters
996 0f, 989 0f,
997 (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, 990 (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); },
998 (s) => { return s.m_params[0].linearDamping; }, 991 (s) => { return s.m_params[0].linearDamping; },
999 (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearDamping, p, l, v); } ), 992 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); } ),
1000 new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", 993 new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
1001 0f, 994 0f,
1002 (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, 995 (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); },
1003 (s) => { return s.m_params[0].angularDamping; }, 996 (s) => { return s.m_params[0].angularDamping; },
1004 (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularDamping, p, l, v); } ), 997 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); } ),
1005 new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", 998 new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
1006 0.2f, 999 0.2f,
1007 (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, 1000 (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); },
1008 (s) => { return s.m_params[0].deactivationTime; }, 1001 (s) => { return s.m_params[0].deactivationTime; },
1009 (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].deactivationTime, p, l, v); } ), 1002 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); } ),
1010 new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", 1003 new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
1011 0.8f, 1004 0.8f,
1012 (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, 1005 (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); },
1013 (s) => { return s.m_params[0].linearSleepingThreshold; }, 1006 (s) => { return s.m_params[0].linearSleepingThreshold; },
1014 (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ), 1007 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ),
1015 new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", 1008 new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
1016 1.0f, 1009 1.0f,
1017 (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, 1010 (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); },
1018 (s) => { return s.m_params[0].angularSleepingThreshold; }, 1011 (s) => { return s.m_params[0].angularSleepingThreshold; },
1019 (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ), 1012 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ),
1020 new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , 1013 new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
1021 0f, // set to zero to disable 1014 0f, // set to zero to disable
1022 (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, 1015 (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); },
1023 (s) => { return s.m_params[0].ccdMotionThreshold; }, 1016 (s) => { return s.m_params[0].ccdMotionThreshold; },
1024 (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ), 1017 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ),
1025 new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , 1018 new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
1026 0f, 1019 0f,
1027 (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, 1020 (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); },
1028 (s) => { return s.m_params[0].ccdSweptSphereRadius; }, 1021 (s) => { return s.m_params[0].ccdSweptSphereRadius; },
1029 (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ), 1022 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ),
1030 new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , 1023 new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" ,
1031 0.1f, 1024 0.1f,
1032 (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, 1025 (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); },
1033 (s) => { return s.m_params[0].contactProcessingThreshold; }, 1026 (s) => { return s.m_params[0].contactProcessingThreshold; },
1034 (s,p,l,v) => { s.UpdateParameterPrims(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ), 1027 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ),
1035 1028
1036 new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , 1029 new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" ,
1037 0.5f, 1030 0.5f,
@@ -1052,32 +1045,32 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1052 0.5f, 1045 0.5f,
1053 (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, 1046 (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); },
1054 (s) => { return s.m_params[0].avatarFriction; }, 1047 (s) => { return s.m_params[0].avatarFriction; },
1055 (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarFriction, p, l, v); } ), 1048 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ),
1056 new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", 1049 new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
1057 60f, 1050 60f,
1058 (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, 1051 (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); },
1059 (s) => { return s.m_params[0].avatarDensity; }, 1052 (s) => { return s.m_params[0].avatarDensity; },
1060 (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarDensity, p, l, v); } ), 1053 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarDensity, p, l, v); } ),
1061 new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", 1054 new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
1062 0f, 1055 0f,
1063 (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, 1056 (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); },
1064 (s) => { return s.m_params[0].avatarRestitution; }, 1057 (s) => { return s.m_params[0].avatarRestitution; },
1065 (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarRestitution, p, l, v); } ), 1058 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ),
1066 new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar", 1059 new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar",
1067 0.37f, 1060 0.37f,
1068 (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); }, 1061 (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); },
1069 (s) => { return s.m_params[0].avatarCapsuleRadius; }, 1062 (s) => { return s.m_params[0].avatarCapsuleRadius; },
1070 (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ), 1063 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ),
1071 new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", 1064 new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar",
1072 1.5f, 1065 1.5f,
1073 (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, 1066 (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); },
1074 (s) => { return s.m_params[0].avatarCapsuleHeight; }, 1067 (s) => { return s.m_params[0].avatarCapsuleHeight; },
1075 (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ), 1068 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ),
1076 new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 1069 new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
1077 0.1f, 1070 0.1f,
1078 (s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); }, 1071 (s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); },
1079 (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, 1072 (s) => { return s.m_params[0].avatarContactProcessingThreshold; },
1080 (s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), 1073 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ),
1081 1074
1082 1075
1083 new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", 1076 new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
@@ -1264,18 +1257,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1264 } 1257 }
1265 1258
1266 // check to see if we are updating a parameter for a particular or all of the prims 1259 // check to see if we are updating a parameter for a particular or all of the prims
1267 protected void UpdateParameterPrims(ref float loc, string parm, uint localID, float val) 1260 protected void UpdateParameterObject(ref float loc, string parm, uint localID, float val)
1268 {
1269 List<uint> operateOn;
1270 lock (m_prims) operateOn = new List<uint>(m_prims.Keys);
1271 UpdateParameterSet(operateOn, ref loc, parm, localID, val);
1272 }
1273
1274 // check to see if we are updating a parameter for a particular or all of the avatars
1275 protected void UpdateParameterAvatars(ref float loc, string parm, uint localID, float val)
1276 { 1261 {
1277 List<uint> operateOn; 1262 List<uint> operateOn;
1278 lock (m_avatars) operateOn = new List<uint>(m_avatars.Keys); 1263 lock (PhysObjects) operateOn = new List<uint>(PhysObjects.Keys);
1279 UpdateParameterSet(operateOn, ref loc, parm, localID, val); 1264 UpdateParameterSet(operateOn, ref loc, parm, localID, val);
1280 } 1265 }
1281 1266