diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 66 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 28 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 29 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 40 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 67 |
5 files changed, 113 insertions, 117 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 57d5726..19eb1e6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -39,18 +39,16 @@ public class BSCharacter : BSPhysObject | |||
39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
40 | private static readonly string LogHeader = "[BULLETS CHAR]"; | 40 | private static readonly string LogHeader = "[BULLETS CHAR]"; |
41 | 41 | ||
42 | private String _avName; | ||
43 | // private bool _stopped; | 42 | // private bool _stopped; |
44 | private OMV.Vector3 _size; | 43 | private OMV.Vector3 _size; |
45 | private OMV.Vector3 _scale; | 44 | private OMV.Vector3 _scale; |
46 | private PrimitiveBaseShape _pbs; | 45 | private PrimitiveBaseShape _pbs; |
47 | private uint _localID = 0; | ||
48 | private bool _grabbed; | 46 | private bool _grabbed; |
49 | private bool _selected; | 47 | private bool _selected; |
50 | private OMV.Vector3 _position; | 48 | private OMV.Vector3 _position; |
51 | private float _mass; | 49 | private float _mass; |
52 | public float _density; | 50 | private float _avatarDensity; |
53 | public float _avatarVolume; | 51 | private float _avatarVolume; |
54 | private OMV.Vector3 _force; | 52 | private OMV.Vector3 _force; |
55 | private OMV.Vector3 _velocity; | 53 | private OMV.Vector3 _velocity; |
56 | private OMV.Vector3 _torque; | 54 | private OMV.Vector3 _torque; |
@@ -63,18 +61,12 @@ public class BSCharacter : BSPhysObject | |||
63 | private bool _setAlwaysRun; | 61 | private bool _setAlwaysRun; |
64 | private bool _throttleUpdates; | 62 | private bool _throttleUpdates; |
65 | private bool _isColliding; | 63 | private bool _isColliding; |
66 | private long _collidingStep; | ||
67 | private bool _collidingGround; | ||
68 | private long _collidingGroundStep; | ||
69 | private bool _collidingObj; | 64 | private bool _collidingObj; |
70 | private bool _floatOnWater; | 65 | private bool _floatOnWater; |
71 | private OMV.Vector3 _rotationalVelocity; | 66 | private OMV.Vector3 _rotationalVelocity; |
72 | private bool _kinematic; | 67 | private bool _kinematic; |
73 | private float _buoyancy; | 68 | private float _buoyancy; |
74 | 69 | ||
75 | private int _subscribedEventsMs = 0; | ||
76 | private int _nextCollisionOkTime = 0; | ||
77 | |||
78 | private OMV.Vector3 _PIDTarget; | 70 | private OMV.Vector3 _PIDTarget; |
79 | private bool _usePID; | 71 | private bool _usePID; |
80 | private float _PIDTau; | 72 | private float _PIDTau; |
@@ -85,9 +77,7 @@ public class BSCharacter : BSPhysObject | |||
85 | 77 | ||
86 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) | 78 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) |
87 | { | 79 | { |
88 | base.BaseInitialize(parent_scene); | 80 | base.BaseInitialize(parent_scene, localID, avName); |
89 | _localID = localID; | ||
90 | _avName = avName; | ||
91 | _physicsActorType = (int)ActorTypes.Agent; | 81 | _physicsActorType = (int)ActorTypes.Agent; |
92 | _position = pos; | 82 | _position = pos; |
93 | _size = size; | 83 | _size = size; |
@@ -95,14 +85,15 @@ public class BSCharacter : BSPhysObject | |||
95 | _orientation = OMV.Quaternion.Identity; | 85 | _orientation = OMV.Quaternion.Identity; |
96 | _velocity = OMV.Vector3.Zero; | 86 | _velocity = OMV.Vector3.Zero; |
97 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 87 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
88 | |||
98 | // The dimensions of the avatar capsule are kept in the scale. | 89 | // The dimensions of the avatar capsule are kept in the scale. |
99 | // Physics creates a unit capsule which is scaled by the physics engine. | 90 | // Physics creates a unit capsule which is scaled by the physics engine. |
100 | _scale = new OMV.Vector3(PhysicsScene.Params.avatarCapsuleRadius, PhysicsScene.Params.avatarCapsuleRadius, size.Z); | 91 | ComputeAvatarScale(_size); |
101 | _density = PhysicsScene.Params.avatarDensity; | 92 | _avatarDensity = PhysicsScene.Params.avatarDensity; |
102 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale | 93 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale |
103 | 94 | ||
104 | ShapeData shapeData = new ShapeData(); | 95 | ShapeData shapeData = new ShapeData(); |
105 | shapeData.ID = _localID; | 96 | shapeData.ID = LocalID; |
106 | shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; | 97 | shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; |
107 | shapeData.Position = _position; | 98 | shapeData.Position = _position; |
108 | shapeData.Rotation = _orientation; | 99 | shapeData.Rotation = _orientation; |
@@ -117,7 +108,7 @@ public class BSCharacter : BSPhysObject | |||
117 | // do actual create at taint time | 108 | // do actual create at taint time |
118 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() | 109 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() |
119 | { | 110 | { |
120 | DetailLog("{0},BSCharacter.create", _localID); | 111 | DetailLog("{0},BSCharacter.create,taint", LocalID); |
121 | BulletSimAPI.CreateObject(PhysicsScene.WorldID, shapeData); | 112 | BulletSimAPI.CreateObject(PhysicsScene.WorldID, shapeData); |
122 | 113 | ||
123 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# | 114 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# |
@@ -135,7 +126,7 @@ public class BSCharacter : BSPhysObject | |||
135 | DetailLog("{0},BSCharacter.Destroy", LocalID); | 126 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
136 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() | 127 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() |
137 | { | 128 | { |
138 | BulletSimAPI.DestroyObject(PhysicsScene.WorldID, _localID); | 129 | BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); |
139 | }); | 130 | }); |
140 | } | 131 | } |
141 | 132 | ||
@@ -158,7 +149,7 @@ public class BSCharacter : BSPhysObject | |||
158 | // When an avatar's size is set, only the height is changed | 149 | // When an avatar's size is set, only the height is changed |
159 | // and that really only depends on the radius. | 150 | // and that really only depends on the radius. |
160 | _size = value; | 151 | _size = value; |
161 | _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y); | 152 | ComputeAvatarScale(_size); |
162 | 153 | ||
163 | // TODO: something has to be done with the avatar's vertical position | 154 | // TODO: something has to be done with the avatar's vertical position |
164 | 155 | ||
@@ -175,11 +166,6 @@ public class BSCharacter : BSPhysObject | |||
175 | set { _pbs = value; | 166 | set { _pbs = value; |
176 | } | 167 | } |
177 | } | 168 | } |
178 | public override uint LocalID { | ||
179 | set { _localID = value; | ||
180 | } | ||
181 | get { return _localID; } | ||
182 | } | ||
183 | public override bool Grabbed { | 169 | public override bool Grabbed { |
184 | set { _grabbed = value; | 170 | set { _grabbed = value; |
185 | } | 171 | } |
@@ -223,7 +209,7 @@ public class BSCharacter : BSPhysObject | |||
223 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() | 209 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() |
224 | { | 210 | { |
225 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 211 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
226 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, _localID, _position, _orientation); | 212 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); |
227 | }); | 213 | }); |
228 | } | 214 | } |
229 | } | 215 | } |
@@ -261,7 +247,7 @@ public class BSCharacter : BSPhysObject | |||
261 | PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", delegate() | 247 | PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", delegate() |
262 | { | 248 | { |
263 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 249 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
264 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, _localID, _position, _orientation); | 250 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); |
265 | }); | 251 | }); |
266 | ret = true; | 252 | ret = true; |
267 | } | 253 | } |
@@ -312,7 +298,7 @@ public class BSCharacter : BSPhysObject | |||
312 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() | 298 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() |
313 | { | 299 | { |
314 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | 300 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); |
315 | BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, _localID, _velocity); | 301 | BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity); |
316 | }); | 302 | }); |
317 | } | 303 | } |
318 | } | 304 | } |
@@ -338,7 +324,7 @@ public class BSCharacter : BSPhysObject | |||
338 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() | 324 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() |
339 | { | 325 | { |
340 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); | 326 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); |
341 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, _localID, _position, _orientation); | 327 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); |
342 | }); | 328 | }); |
343 | } | 329 | } |
344 | } | 330 | } |
@@ -375,12 +361,12 @@ public class BSCharacter : BSPhysObject | |||
375 | set { _throttleUpdates = value; } | 361 | set { _throttleUpdates = value; } |
376 | } | 362 | } |
377 | public override bool IsColliding { | 363 | public override bool IsColliding { |
378 | get { return (_collidingStep == PhysicsScene.SimulationStep); } | 364 | get { return (CollidingStep == PhysicsScene.SimulationStep); } |
379 | set { _isColliding = value; } | 365 | set { _isColliding = value; } |
380 | } | 366 | } |
381 | public override bool CollidingGround { | 367 | public override bool CollidingGround { |
382 | get { return (_collidingGroundStep == PhysicsScene.SimulationStep); } | 368 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } |
383 | set { _collidingGround = value; } | 369 | set { CollidingGround = value; } |
384 | } | 370 | } |
385 | public override bool CollidingObj { | 371 | public override bool CollidingObj { |
386 | get { return _collidingObj; } | 372 | get { return _collidingObj; } |
@@ -466,6 +452,16 @@ public class BSCharacter : BSPhysObject | |||
466 | public override void SetMomentum(OMV.Vector3 momentum) { | 452 | public override void SetMomentum(OMV.Vector3 momentum) { |
467 | } | 453 | } |
468 | 454 | ||
455 | private void ComputeAvatarScale(OMV.Vector3 size) | ||
456 | { | ||
457 | _scale.X = PhysicsScene.Params.avatarCapsuleRadius; | ||
458 | _scale.Y = PhysicsScene.Params.avatarCapsuleRadius; | ||
459 | |||
460 | // The 1.15 came from ODE but it seems to cause the avatar to float off the ground | ||
461 | // _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y); | ||
462 | _scale.Z = (_size.Z) - (_scale.X + _scale.Y); | ||
463 | } | ||
464 | |||
469 | // set _avatarVolume and _mass based on capsule size, _density and _scale | 465 | // set _avatarVolume and _mass based on capsule size, _density and _scale |
470 | private void ComputeAvatarVolumeAndMass() | 466 | private void ComputeAvatarVolumeAndMass() |
471 | { | 467 | { |
@@ -480,7 +476,7 @@ public class BSCharacter : BSPhysObject | |||
480 | * Math.Min(_scale.X, _scale.Y) | 476 | * Math.Min(_scale.X, _scale.Y) |
481 | * _scale.Y // plus the volume of the capsule end caps | 477 | * _scale.Y // plus the volume of the capsule end caps |
482 | ); | 478 | ); |
483 | _mass = _density * _avatarVolume; | 479 | _mass = _avatarDensity * _avatarVolume; |
484 | } | 480 | } |
485 | 481 | ||
486 | // The physics engine says that properties have updated. Update same and inform | 482 | // The physics engine says that properties have updated. Update same and inform |
@@ -502,11 +498,5 @@ public class BSCharacter : BSPhysObject | |||
502 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}", | 498 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}", |
503 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere); | 499 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere); |
504 | } | 500 | } |
505 | |||
506 | // Invoke the detailed logger and output something if it's enabled. | ||
507 | private void DetailLog(string msg, params Object[] args) | ||
508 | { | ||
509 | PhysicsScene.PhysicsLogging.Write(msg, args); | ||
510 | } | ||
511 | } | 501 | } |
512 | } | 502 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 005a758..1e8fe52 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -77,7 +77,7 @@ public class BSLinkset | |||
77 | // A simple linkset of one (no children) | 77 | // A simple linkset of one (no children) |
78 | LinksetID = m_nextLinksetID++; | 78 | LinksetID = m_nextLinksetID++; |
79 | // We create LOTS of linksets. | 79 | // We create LOTS of linksets. |
80 | if (m_nextLinksetID < 0) | 80 | if (m_nextLinksetID <= 0) |
81 | m_nextLinksetID = 1; | 81 | m_nextLinksetID = 1; |
82 | PhysicsScene = scene; | 82 | PhysicsScene = scene; |
83 | LinksetRoot = parent; | 83 | LinksetRoot = parent; |
@@ -157,21 +157,26 @@ public class BSLinkset | |||
157 | 157 | ||
158 | private float ComputeLinksetMass() | 158 | private float ComputeLinksetMass() |
159 | { | 159 | { |
160 | float mass = LinksetRoot.MassRaw; | 160 | float mass; |
161 | foreach (BSPhysObject bp in m_children) | 161 | lock (m_linksetActivityLock) |
162 | { | 162 | { |
163 | mass += bp.MassRaw; | 163 | mass = LinksetRoot.MassRaw; |
164 | foreach (BSPhysObject bp in m_children) | ||
165 | { | ||
166 | mass += bp.MassRaw; | ||
167 | } | ||
164 | } | 168 | } |
165 | return mass; | 169 | return mass; |
166 | } | 170 | } |
167 | 171 | ||
168 | private OMV.Vector3 ComputeLinksetCenterOfMass() | 172 | private OMV.Vector3 ComputeLinksetCenterOfMass() |
169 | { | 173 | { |
170 | OMV.Vector3 com = LinksetRoot.Position * LinksetRoot.MassRaw; | 174 | OMV.Vector3 com; |
171 | float totalMass = LinksetRoot.MassRaw; | ||
172 | |||
173 | lock (m_linksetActivityLock) | 175 | lock (m_linksetActivityLock) |
174 | { | 176 | { |
177 | com = LinksetRoot.Position * LinksetRoot.MassRaw; | ||
178 | float totalMass = LinksetRoot.MassRaw; | ||
179 | |||
175 | foreach (BSPhysObject bp in m_children) | 180 | foreach (BSPhysObject bp in m_children) |
176 | { | 181 | { |
177 | com += bp.Position * bp.MassRaw; | 182 | com += bp.Position * bp.MassRaw; |
@@ -186,10 +191,11 @@ public class BSLinkset | |||
186 | 191 | ||
187 | private OMV.Vector3 ComputeLinksetGeometricCenter() | 192 | private OMV.Vector3 ComputeLinksetGeometricCenter() |
188 | { | 193 | { |
189 | OMV.Vector3 com = LinksetRoot.Position; | 194 | OMV.Vector3 com; |
190 | |||
191 | lock (m_linksetActivityLock) | 195 | lock (m_linksetActivityLock) |
192 | { | 196 | { |
197 | com = LinksetRoot.Position; | ||
198 | |||
193 | foreach (BSPhysObject bp in m_children) | 199 | foreach (BSPhysObject bp in m_children) |
194 | { | 200 | { |
195 | com += bp.Position * bp.MassRaw; | 201 | com += bp.Position * bp.MassRaw; |
@@ -208,8 +214,8 @@ public class BSLinkset | |||
208 | // Called at taint-time! | 214 | // Called at taint-time! |
209 | public bool MakeDynamic(BSPhysObject child) | 215 | public bool MakeDynamic(BSPhysObject child) |
210 | { | 216 | { |
211 | bool ret = false; | 217 | // What is done for each object in BSPrim is what we want. |
212 | return ret; | 218 | return false; |
213 | } | 219 | } |
214 | 220 | ||
215 | // The object is going static (non-physical). Do any setup necessary | 221 | // The object is going static (non-physical). Do any setup necessary |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 242aa80..b575e37 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -39,9 +39,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
39 | // unless the difference is significant. | 39 | // unless the difference is significant. |
40 | public abstract class BSPhysObject : PhysicsActor | 40 | public abstract class BSPhysObject : PhysicsActor |
41 | { | 41 | { |
42 | protected void BaseInitialize(BSScene parentScene) | 42 | protected void BaseInitialize(BSScene parentScene, uint localID, string name) |
43 | { | 43 | { |
44 | PhysicsScene = parentScene; | 44 | PhysicsScene = parentScene; |
45 | LocalID = localID; | ||
46 | PhysObjectName = name; | ||
47 | |||
45 | Linkset = new BSLinkset(PhysicsScene, this); | 48 | Linkset = new BSLinkset(PhysicsScene, this); |
46 | 49 | ||
47 | CollisionCollection = new CollisionEventUpdate(); | 50 | CollisionCollection = new CollisionEventUpdate(); |
@@ -51,6 +54,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
51 | } | 54 | } |
52 | 55 | ||
53 | public BSScene PhysicsScene { get; protected set; } | 56 | public BSScene PhysicsScene { get; protected set; } |
57 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor | ||
58 | public string PhysObjectName { get; protected set; } | ||
54 | 59 | ||
55 | public BSLinkset Linkset { get; set; } | 60 | public BSLinkset Linkset { get; set; } |
56 | 61 | ||
@@ -111,13 +116,13 @@ public abstract class BSPhysObject : PhysicsActor | |||
111 | return ret; | 116 | return ret; |
112 | } | 117 | } |
113 | 118 | ||
114 | PhysicsScene.PhysicsLogging.Write("{0},BSPhysObject.Collison,call,with={1}", LocalID, collidingWith); | 119 | DetailLog("{0},BSPhysObject.Collison,call,with={1}", LocalID, collidingWith); |
115 | 120 | ||
116 | // if someone has subscribed for collision events.... | 121 | // if someone has subscribed for collision events.... |
117 | if (SubscribedEvents()) { | 122 | if (SubscribedEvents()) { |
118 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 123 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
119 | PhysicsScene.PhysicsLogging.Write("{0},BSPhysObject.Collison.AddCollider,call,with={1},point={2},normal={3},depth={4},next={5}", | 124 | DetailLog("{0},BSPhysObject.Collison.AddCollider,call,with={1},point={2},normal={3},depth={4}", |
120 | LocalID, collidingWith, contactPoint, contactNormal, pentrationDepth, NextCollisionOkTime.ToString("yyyyMMddHHmmssfff")); | 125 | LocalID, collidingWith, contactPoint, contactNormal, pentrationDepth); |
121 | ret = true; | 126 | ret = true; |
122 | } | 127 | } |
123 | return ret; | 128 | return ret; |
@@ -127,6 +132,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
127 | // Also handles removal of this from the collection of objects with collisions if | 132 | // Also handles removal of this from the collection of objects with collisions if |
128 | // there are no collisions from this object. Mechanism is create one last | 133 | // there are no collisions from this object. Mechanism is create one last |
129 | // collision event to make collision_end work. | 134 | // collision event to make collision_end work. |
135 | // Called at taint time from within the Step() function thus no locking problems | ||
136 | // with CollisionCollection and ObjectsWithNoMoreCollisions. | ||
130 | public virtual void SendCollisions() | 137 | public virtual void SendCollisions() |
131 | { | 138 | { |
132 | // throttle the collisions to the number of milliseconds specified in the subscription | 139 | // throttle the collisions to the number of milliseconds specified in the subscription |
@@ -140,10 +147,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
140 | if (CollisionCollection.Count == 0) | 147 | if (CollisionCollection.Count == 0) |
141 | PhysicsScene.ObjectsWithNoMoreCollisions.Add(this); | 148 | PhysicsScene.ObjectsWithNoMoreCollisions.Add(this); |
142 | 149 | ||
150 | DetailLog("{0},SendCollisions.SendCollisionUpdate,call,numCollisions={1}", LocalID, CollisionCollection.Count); | ||
143 | base.SendCollisionUpdate(CollisionCollection); | 151 | base.SendCollisionUpdate(CollisionCollection); |
144 | 152 | ||
145 | // The collisionCollection structure is passed around in the simulator. | 153 | // The collisionCollection structure is passed around in the simulator. |
146 | // Make sure we don't have a handle to that one and that a new one is used next time. | 154 | // Make sure we don't have a handle to that one and that a new one is used for next time. |
147 | CollisionCollection = new CollisionEventUpdate(); | 155 | CollisionCollection = new CollisionEventUpdate(); |
148 | } | 156 | } |
149 | } | 157 | } |
@@ -156,8 +164,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
156 | { | 164 | { |
157 | // make sure first collision happens | 165 | // make sure first collision happens |
158 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | 166 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); |
159 | PhysicsScene.PhysicsLogging.Write("{0},SubscribeEvents,call,ms={1},nextOKTime={2}", | 167 | DetailLog("{0},SubscribeEvents,call,ms={1}", LocalID, SubscribedEventsMs); |
160 | LocalID, SubscribedEventsMs, NextCollisionOkTime.ToString("yyyyMMddHHmmssfff")); | ||
161 | 168 | ||
162 | PhysicsScene.TaintedObject("BSPhysObject.SubscribeEvents", delegate() | 169 | PhysicsScene.TaintedObject("BSPhysObject.SubscribeEvents", delegate() |
163 | { | 170 | { |
@@ -172,7 +179,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
172 | } | 179 | } |
173 | public override void UnSubscribeEvents() { | 180 | public override void UnSubscribeEvents() { |
174 | SubscribedEventsMs = 0; | 181 | SubscribedEventsMs = 0; |
175 | PhysicsScene.PhysicsLogging.Write("{0},UnSubscribeEvents,call", LocalID); | 182 | DetailLog("{0},UnSubscribeEvents,call", LocalID); |
176 | PhysicsScene.TaintedObject("BSPhysObject.UnSubscribeEvents", delegate() | 183 | PhysicsScene.TaintedObject("BSPhysObject.UnSubscribeEvents", delegate() |
177 | { | 184 | { |
178 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 185 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
@@ -184,5 +191,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
184 | } | 191 | } |
185 | 192 | ||
186 | #endregion // Collisions | 193 | #endregion // Collisions |
194 | |||
195 | // High performance detailed logging routine used by the physical objects. | ||
196 | protected void DetailLog(string msg, params Object[] args) | ||
197 | { | ||
198 | PhysicsScene.PhysicsLogging.Write(msg, args); | ||
199 | } | ||
187 | } | 200 | } |
188 | } | 201 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 29f27e8..4f10d46 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -49,9 +49,6 @@ public sealed class BSPrim : BSPhysObject | |||
49 | private ulong _hullKey; | 49 | private ulong _hullKey; |
50 | private List<ConvexResult> _hulls; | 50 | private List<ConvexResult> _hulls; |
51 | 51 | ||
52 | private String _avName; | ||
53 | private uint _localID = 0; | ||
54 | |||
55 | // _size is what the user passed. _scale is what we pass to the physics engine with the mesh. | 52 | // _size is what the user passed. _scale is what we pass to the physics engine with the mesh. |
56 | // Often _scale is unity because the meshmerizer will apply _size when creating the mesh. | 53 | // Often _scale is unity because the meshmerizer will apply _size when creating the mesh. |
57 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user | 54 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user |
@@ -99,9 +96,7 @@ public sealed class BSPrim : BSPhysObject | |||
99 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 96 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
100 | { | 97 | { |
101 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | 98 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); |
102 | base.BaseInitialize(parent_scene); | 99 | base.BaseInitialize(parent_scene, localID, primName); |
103 | _localID = localID; | ||
104 | _avName = primName; | ||
105 | _physicsActorType = (int)ActorTypes.Prim; | 100 | _physicsActorType = (int)ActorTypes.Prim; |
106 | _position = pos; | 101 | _position = pos; |
107 | _size = size; | 102 | _size = size; |
@@ -187,10 +182,6 @@ public sealed class BSPrim : BSPhysObject | |||
187 | }); | 182 | }); |
188 | } | 183 | } |
189 | } | 184 | } |
190 | public override uint LocalID { | ||
191 | set { _localID = value; } | ||
192 | get { return _localID; } | ||
193 | } | ||
194 | public override bool Grabbed { | 185 | public override bool Grabbed { |
195 | set { _grabbed = value; | 186 | set { _grabbed = value; |
196 | } | 187 | } |
@@ -267,7 +258,7 @@ public sealed class BSPrim : BSPhysObject | |||
267 | _position = BulletSimAPI.GetPosition2(BSBody.Ptr); | 258 | _position = BulletSimAPI.GetPosition2(BSBody.Ptr); |
268 | 259 | ||
269 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 260 | // don't do the GetObjectPosition for root elements because this function is called a zillion times |
270 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); | 261 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, LocalID); |
271 | return _position; | 262 | return _position; |
272 | } | 263 | } |
273 | set { | 264 | set { |
@@ -425,7 +416,7 @@ public sealed class BSPrim : BSPhysObject | |||
425 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? | 416 | // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? |
426 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() | 417 | PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() |
427 | { | 418 | { |
428 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); | 419 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, LocalID); |
429 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 420 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
430 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); | 421 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); |
431 | }); | 422 | }); |
@@ -666,7 +657,7 @@ public sealed class BSPrim : BSPhysObject | |||
666 | // Buoyancy is faked by changing the gravity applied to the object | 657 | // Buoyancy is faked by changing the gravity applied to the object |
667 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 658 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); |
668 | BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav)); | 659 | BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav)); |
669 | // BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, _localID, _buoyancy); | 660 | // BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); |
670 | }); | 661 | }); |
671 | } | 662 | } |
672 | } | 663 | } |
@@ -1127,7 +1118,7 @@ public sealed class BSPrim : BSPhysObject | |||
1127 | lod = PhysicsScene.MeshMegaPrimLOD; | 1118 | lod = PhysicsScene.MeshMegaPrimLOD; |
1128 | 1119 | ||
1129 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1120 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1130 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | 1121 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, LocalID, _meshKey, newMeshKey); |
1131 | 1122 | ||
1132 | // if this new shape is the same as last time, don't recreate the mesh | 1123 | // if this new shape is the same as last time, don't recreate the mesh |
1133 | if (_meshKey == newMeshKey) return false; | 1124 | if (_meshKey == newMeshKey) return false; |
@@ -1136,7 +1127,7 @@ public sealed class BSPrim : BSPhysObject | |||
1136 | // Since we're recreating new, get rid of any previously generated shape | 1127 | // Since we're recreating new, get rid of any previously generated shape |
1137 | if (_meshKey != 0) | 1128 | if (_meshKey != 0) |
1138 | { | 1129 | { |
1139 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); | 1130 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, LocalID, _meshKey); |
1140 | DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | 1131 | DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); |
1141 | BulletSimAPI.DestroyMesh(PhysicsScene.WorldID, _meshKey); | 1132 | BulletSimAPI.DestroyMesh(PhysicsScene.WorldID, _meshKey); |
1142 | _mesh = null; | 1133 | _mesh = null; |
@@ -1145,7 +1136,7 @@ public sealed class BSPrim : BSPhysObject | |||
1145 | 1136 | ||
1146 | _meshKey = newMeshKey; | 1137 | _meshKey = newMeshKey; |
1147 | // always pass false for physicalness as this creates some sort of bounding box which we don't need | 1138 | // always pass false for physicalness as this creates some sort of bounding box which we don't need |
1148 | _mesh = PhysicsScene.mesher.CreateMesh(_avName, _pbs, _size, lod, false); | 1139 | _mesh = PhysicsScene.mesher.CreateMesh(PhysObjectName, _pbs, _size, lod, false); |
1149 | 1140 | ||
1150 | int[] indices = _mesh.getIndexListAsInt(); | 1141 | int[] indices = _mesh.getIndexListAsInt(); |
1151 | List<OMV.Vector3> vertices = _mesh.getVertexList(); | 1142 | List<OMV.Vector3> vertices = _mesh.getVertexList(); |
@@ -1160,7 +1151,7 @@ public sealed class BSPrim : BSPhysObject | |||
1160 | } | 1151 | } |
1161 | 1152 | ||
1162 | // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", | 1153 | // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", |
1163 | // LogHeader, _localID, _meshKey, indices.Length, vertices.Count); | 1154 | // LogHeader, LocalID, _meshKey, indices.Length, vertices.Count); |
1164 | BulletSimAPI.CreateMesh(PhysicsScene.WorldID, _meshKey, indices.GetLength(0), indices, | 1155 | BulletSimAPI.CreateMesh(PhysicsScene.WorldID, _meshKey, indices.GetLength(0), indices, |
1165 | vertices.Count, verticesAsFloats); | 1156 | vertices.Count, verticesAsFloats); |
1166 | 1157 | ||
@@ -1176,7 +1167,7 @@ public sealed class BSPrim : BSPhysObject | |||
1176 | { | 1167 | { |
1177 | float lod = _pbs.SculptEntry ? PhysicsScene.SculptLOD : PhysicsScene.MeshLOD; | 1168 | float lod = _pbs.SculptEntry ? PhysicsScene.SculptLOD : PhysicsScene.MeshLOD; |
1178 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1169 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1179 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); | 1170 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, LocalID, _hullKey, newHullKey); |
1180 | 1171 | ||
1181 | // if the hull hasn't changed, don't rebuild it | 1172 | // if the hull hasn't changed, don't rebuild it |
1182 | if (newHullKey == _hullKey) return false; | 1173 | if (newHullKey == _hullKey) return false; |
@@ -1276,7 +1267,7 @@ public sealed class BSPrim : BSPhysObject | |||
1276 | } | 1267 | } |
1277 | 1268 | ||
1278 | // create the hull definition in Bullet | 1269 | // create the hull definition in Bullet |
1279 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount); | 1270 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, LocalID, _hullKey, hullCount); |
1280 | BulletSimAPI.CreateHull(PhysicsScene.WorldID, _hullKey, hullCount, convHulls); | 1271 | BulletSimAPI.CreateHull(PhysicsScene.WorldID, _hullKey, hullCount, convHulls); |
1281 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | 1272 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; |
1282 | // meshes are already scaled by the meshmerizer | 1273 | // meshes are already scaled by the meshmerizer |
@@ -1316,7 +1307,7 @@ public sealed class BSPrim : BSPhysObject | |||
1316 | // the mesh or hull must have already been created in Bullet | 1307 | // the mesh or hull must have already been created in Bullet |
1317 | ShapeData shape; | 1308 | ShapeData shape; |
1318 | FillShapeInfo(out shape); | 1309 | FillShapeInfo(out shape); |
1319 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); | 1310 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, LocalID, shape.Type); |
1320 | bool ret = BulletSimAPI.CreateObject(PhysicsScene.WorldID, shape); | 1311 | bool ret = BulletSimAPI.CreateObject(PhysicsScene.WorldID, shape); |
1321 | 1312 | ||
1322 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. | 1313 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. |
@@ -1329,7 +1320,7 @@ public sealed class BSPrim : BSPhysObject | |||
1329 | // Copy prim's info into the BulletSim shape description structure | 1320 | // Copy prim's info into the BulletSim shape description structure |
1330 | public void FillShapeInfo(out ShapeData shape) | 1321 | public void FillShapeInfo(out ShapeData shape) |
1331 | { | 1322 | { |
1332 | shape.ID = _localID; | 1323 | shape.ID = LocalID; |
1333 | shape.Type = _shapeType; | 1324 | shape.Type = _shapeType; |
1334 | shape.Position = _position; | 1325 | shape.Position = _position; |
1335 | shape.Rotation = _orientation; | 1326 | shape.Rotation = _orientation; |
@@ -1350,7 +1341,7 @@ public sealed class BSPrim : BSPhysObject | |||
1350 | // No locking here because this is done when the physics engine is not simulating | 1341 | // No locking here because this is done when the physics engine is not simulating |
1351 | private void CreateGeomAndObject(bool forceRebuild) | 1342 | private void CreateGeomAndObject(bool forceRebuild) |
1352 | { | 1343 | { |
1353 | // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, _localID, forceRebuild); | 1344 | // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, LocalID, forceRebuild); |
1354 | // Create the geometry that will make up the object | 1345 | // Create the geometry that will make up the object |
1355 | if (CreateGeom(forceRebuild)) | 1346 | if (CreateGeom(forceRebuild)) |
1356 | { | 1347 | { |
@@ -1453,10 +1444,5 @@ public sealed class BSPrim : BSPhysObject | |||
1453 | } | 1444 | } |
1454 | */ | 1445 | */ |
1455 | } | 1446 | } |
1456 | // Invoke the detailed logger and output something if it's enabled. | ||
1457 | private void DetailLog(string msg, params Object[] args) | ||
1458 | { | ||
1459 | PhysicsScene.PhysicsLogging.Write(msg, args); | ||
1460 | } | ||
1461 | } | 1447 | } |
1462 | } | 1448 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index d48462e..c113db1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -57,10 +57,10 @@ public class BSTerrainManager | |||
57 | public const float TERRAIN_COLLISION_MARGIN = 0.0f; | 57 | public const float TERRAIN_COLLISION_MARGIN = 0.0f; |
58 | 58 | ||
59 | // Until the whole simulator is changed to pass us the region size, we rely on constants. | 59 | // Until the whole simulator is changed to pass us the region size, we rely on constants. |
60 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, 0f); | 60 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); |
61 | 61 | ||
62 | // The scene that I am part of | 62 | // The scene that I am part of |
63 | private BSScene m_physicsScene; | 63 | private BSScene PhysicsScene { get; set; } |
64 | 64 | ||
65 | // The ground plane created to keep thing from falling to infinity. | 65 | // The ground plane created to keep thing from falling to infinity. |
66 | private BulletBody m_groundPlane; | 66 | private BulletBody m_groundPlane; |
@@ -84,18 +84,18 @@ public class BSTerrainManager | |||
84 | // If the parent region (region 0), this is the extent of the combined regions | 84 | // If the parent region (region 0), this is the extent of the combined regions |
85 | // relative to the origin of region zero | 85 | // relative to the origin of region zero |
86 | private Vector3 m_worldMax; | 86 | private Vector3 m_worldMax; |
87 | private PhysicsScene m_parentScene; | 87 | private PhysicsScene MegaRegionParentPhysicsScene { get; set; } |
88 | 88 | ||
89 | public BSTerrainManager(BSScene physicsScene) | 89 | public BSTerrainManager(BSScene physicsScene) |
90 | { | 90 | { |
91 | m_physicsScene = physicsScene; | 91 | PhysicsScene = physicsScene; |
92 | m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>(); | 92 | m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>(); |
93 | m_terrainModified = false; | 93 | m_terrainModified = false; |
94 | 94 | ||
95 | // Assume one region of default size | 95 | // Assume one region of default size |
96 | m_worldOffset = Vector3.Zero; | 96 | m_worldOffset = Vector3.Zero; |
97 | m_worldMax = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, 4096f); | 97 | m_worldMax = new Vector3(DefaultRegionSize); |
98 | m_parentScene = null; | 98 | MegaRegionParentPhysicsScene = null; |
99 | } | 99 | } |
100 | 100 | ||
101 | // Create the initial instance of terrain and the underlying ground plane. | 101 | // Create the initial instance of terrain and the underlying ground plane. |
@@ -110,7 +110,7 @@ public class BSTerrainManager | |||
110 | BulletShape groundPlaneShape = new BulletShape(BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN)); | 110 | BulletShape groundPlaneShape = new BulletShape(BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN)); |
111 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | 111 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, |
112 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity)); | 112 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.Ptr, Vector3.Zero, Quaternion.Identity)); |
113 | BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); | 113 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, m_groundPlane.Ptr); |
114 | 114 | ||
115 | Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE); | 115 | Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE); |
116 | Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION); | 116 | Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION); |
@@ -128,9 +128,9 @@ public class BSTerrainManager | |||
128 | { | 128 | { |
129 | if (m_groundPlane.Ptr != IntPtr.Zero) | 129 | if (m_groundPlane.Ptr != IntPtr.Zero) |
130 | { | 130 | { |
131 | if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, m_groundPlane.Ptr)) | 131 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, m_groundPlane.Ptr)) |
132 | { | 132 | { |
133 | BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, m_groundPlane.Ptr); | 133 | BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, m_groundPlane.Ptr); |
134 | } | 134 | } |
135 | m_groundPlane.Ptr = IntPtr.Zero; | 135 | m_groundPlane.Ptr = IntPtr.Zero; |
136 | } | 136 | } |
@@ -143,9 +143,9 @@ public class BSTerrainManager | |||
143 | { | 143 | { |
144 | foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps) | 144 | foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps) |
145 | { | 145 | { |
146 | if (BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr)) | 146 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, kvp.Value.terrainBody.Ptr)) |
147 | { | 147 | { |
148 | BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, kvp.Value.terrainBody.Ptr); | 148 | BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, kvp.Value.terrainBody.Ptr); |
149 | BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr); | 149 | BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr); |
150 | } | 150 | } |
151 | } | 151 | } |
@@ -155,19 +155,19 @@ public class BSTerrainManager | |||
155 | // The simulator wants to set a new heightmap for the terrain. | 155 | // The simulator wants to set a new heightmap for the terrain. |
156 | public void SetTerrain(float[] heightMap) { | 156 | public void SetTerrain(float[] heightMap) { |
157 | float[] localHeightMap = heightMap; | 157 | float[] localHeightMap = heightMap; |
158 | m_physicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() | 158 | PhysicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() |
159 | { | 159 | { |
160 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | 160 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) |
161 | { | 161 | { |
162 | // If a child of a mega-region, we shouldn't have any terrain allocated for us | 162 | // If a child of a mega-region, we shouldn't have any terrain allocated for us |
163 | ReleaseGroundPlaneAndTerrain(); | 163 | ReleaseGroundPlaneAndTerrain(); |
164 | // If doing the mega-prim stuff and we are the child of the zero region, | 164 | // If doing the mega-prim stuff and we are the child of the zero region, |
165 | // the terrain is added to our parent | 165 | // the terrain is added to our parent |
166 | if (m_parentScene is BSScene) | 166 | if (MegaRegionParentPhysicsScene is BSScene) |
167 | { | 167 | { |
168 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | 168 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", |
169 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | 169 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); |
170 | ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, | 170 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, |
171 | localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); | 171 | localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); |
172 | } | 172 | } |
173 | } | 173 | } |
@@ -176,7 +176,8 @@ public class BSTerrainManager | |||
176 | // If not doing the mega-prim thing, just change the terrain | 176 | // If not doing the mega-prim thing, just change the terrain |
177 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | 177 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); |
178 | 178 | ||
179 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); | 179 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, |
180 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
180 | } | 181 | } |
181 | }); | 182 | }); |
182 | } | 183 | } |
@@ -232,7 +233,7 @@ public class BSTerrainManager | |||
232 | 233 | ||
233 | BSScene.TaintCallback rebuildOperation = delegate() | 234 | BSScene.TaintCallback rebuildOperation = delegate() |
234 | { | 235 | { |
235 | if (m_parentScene != null) | 236 | if (MegaRegionParentPhysicsScene != null) |
236 | { | 237 | { |
237 | // It's possible that Combine() was called after this code was queued. | 238 | // It's possible that Combine() was called after this code was queued. |
238 | // If we are a child of combined regions, we don't create any terrain for us. | 239 | // If we are a child of combined regions, we don't create any terrain for us. |
@@ -252,10 +253,10 @@ public class BSTerrainManager | |||
252 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); | 253 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); |
253 | 254 | ||
254 | // Remove from the dynamics world because we're going to mangle this object | 255 | // Remove from the dynamics world because we're going to mangle this object |
255 | BulletSimAPI.RemoveObjectFromWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | 256 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr); |
256 | 257 | ||
257 | // Get rid of the old terrain | 258 | // Get rid of the old terrain |
258 | BulletSimAPI.DestroyObject2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | 259 | BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr); |
259 | BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr); | 260 | BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr); |
260 | mapInfo.Ptr = IntPtr.Zero; | 261 | mapInfo.Ptr = IntPtr.Zero; |
261 | 262 | ||
@@ -286,7 +287,7 @@ public class BSTerrainManager | |||
286 | BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); | 287 | BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); |
287 | 288 | ||
288 | mapInfo.ID = id; | 289 | mapInfo.ID = id; |
289 | mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.ID, | 290 | mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.Ptr, mapInfo.ID, |
290 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); | 291 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); |
291 | 292 | ||
292 | // The terrain object initial position is at the center of the object | 293 | // The terrain object initial position is at the center of the object |
@@ -307,19 +308,19 @@ public class BSTerrainManager | |||
307 | m_heightMaps[terrainRegionBase] = mapInfo; | 308 | m_heightMaps[terrainRegionBase] = mapInfo; |
308 | 309 | ||
309 | // Set current terrain attributes | 310 | // Set current terrain attributes |
310 | BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainFriction); | 311 | BulletSimAPI.SetFriction2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainFriction); |
311 | BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainHitFraction); | 312 | BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainHitFraction); |
312 | BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, m_physicsScene.Params.terrainRestitution); | 313 | BulletSimAPI.SetRestitution2(mapInfo.terrainBody.Ptr, PhysicsScene.Params.terrainRestitution); |
313 | BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 314 | BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); |
314 | 315 | ||
315 | BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero); | 316 | BulletSimAPI.SetMassProps2(mapInfo.terrainBody.Ptr, 0f, Vector3.Zero); |
316 | BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr); | 317 | BulletSimAPI.UpdateInertiaTensor2(mapInfo.terrainBody.Ptr); |
317 | 318 | ||
318 | // Return the new terrain to the world of physical objects | 319 | // Return the new terrain to the world of physical objects |
319 | BulletSimAPI.AddObjectToWorld2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | 320 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr); |
320 | 321 | ||
321 | // redo its bounding box now that it is in the world | 322 | // redo its bounding box now that it is in the world |
322 | BulletSimAPI.UpdateSingleAabb2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr); | 323 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.Ptr, mapInfo.terrainBody.Ptr); |
323 | 324 | ||
324 | // Make sure the new shape is processed. | 325 | // Make sure the new shape is processed. |
325 | BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); | 326 | BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); |
@@ -332,7 +333,7 @@ public class BSTerrainManager | |||
332 | if (doNow) | 333 | if (doNow) |
333 | rebuildOperation(); | 334 | rebuildOperation(); |
334 | else | 335 | else |
335 | m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation); | 336 | PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:UpdateExisting", rebuildOperation); |
336 | } | 337 | } |
337 | else | 338 | else |
338 | { | 339 | { |
@@ -357,7 +358,7 @@ public class BSTerrainManager | |||
357 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); | 358 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); |
358 | // Create a new mapInfo that will be filled with the new info | 359 | // Create a new mapInfo that will be filled with the new info |
359 | mapInfo = new BulletHeightMapInfo(id, heightMapX, | 360 | mapInfo = new BulletHeightMapInfo(id, heightMapX, |
360 | BulletSimAPI.CreateHeightMapInfo2(m_physicsScene.World.Ptr, newTerrainID, | 361 | BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.Ptr, newTerrainID, |
361 | minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); | 362 | minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); |
362 | // Put the unfilled heightmap info into the collection of same | 363 | // Put the unfilled heightmap info into the collection of same |
363 | m_heightMaps.Add(terrainRegionBase, mapInfo); | 364 | m_heightMaps.Add(terrainRegionBase, mapInfo); |
@@ -371,7 +372,7 @@ public class BSTerrainManager | |||
371 | if (doNow) | 372 | if (doNow) |
372 | createOperation(); | 373 | createOperation(); |
373 | else | 374 | else |
374 | m_physicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation); | 375 | PhysicsScene.TaintedObject("BSScene.UpdateOrCreateTerrain:NewTerrain", createOperation); |
375 | } | 376 | } |
376 | } | 377 | } |
377 | 378 | ||
@@ -419,7 +420,7 @@ public class BSTerrainManager | |||
419 | catch | 420 | catch |
420 | { | 421 | { |
421 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | 422 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. |
422 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}", | 423 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}", |
423 | LogHeader, terrainBaseXY, regionX, regionY); | 424 | LogHeader, terrainBaseXY, regionX, regionY); |
424 | ret = HEIGHT_GETHEIGHT_RET; | 425 | ret = HEIGHT_GETHEIGHT_RET; |
425 | } | 426 | } |
@@ -428,8 +429,8 @@ public class BSTerrainManager | |||
428 | } | 429 | } |
429 | else | 430 | else |
430 | { | 431 | { |
431 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | 432 | PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", |
432 | LogHeader, m_physicsScene.RegionName, tX, tY); | 433 | LogHeader, PhysicsScene.RegionName, tX, tY); |
433 | } | 434 | } |
434 | m_terrainModified = false; | 435 | m_terrainModified = false; |
435 | lastHeight = ret; | 436 | lastHeight = ret; |
@@ -453,7 +454,7 @@ public class BSTerrainManager | |||
453 | { | 454 | { |
454 | m_worldOffset = offset; | 455 | m_worldOffset = offset; |
455 | m_worldMax = extents; | 456 | m_worldMax = extents; |
456 | m_parentScene = pScene; | 457 | MegaRegionParentPhysicsScene = pScene; |
457 | if (pScene != null) | 458 | if (pScene != null) |
458 | { | 459 | { |
459 | // We are a child. | 460 | // We are a child. |
@@ -474,7 +475,7 @@ public class BSTerrainManager | |||
474 | 475 | ||
475 | private void DetailLog(string msg, params Object[] args) | 476 | private void DetailLog(string msg, params Object[] args) |
476 | { | 477 | { |
477 | m_physicsScene.PhysicsLogging.Write(msg, args); | 478 | PhysicsScene.PhysicsLogging.Write(msg, args); |
478 | } | 479 | } |
479 | } | 480 | } |
480 | } | 481 | } |