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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs15
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs5
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs5
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs15
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt4
5 files changed, 29 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs
index 6b592e7..86c29c7 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs
@@ -48,12 +48,15 @@ public sealed class BSLinksetConstraints : BSLinkset
48 { 48 {
49 base.Refresh(requestor); 49 base.Refresh(requestor);
50 50
51 // Queue to happen after all the other taint processing 51 if (HasAnyChildren && IsRoot(requestor))
52 PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() 52 {
53 { 53 // Queue to happen after all the other taint processing
54 if (HasAnyChildren && IsRoot(requestor)) 54 PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
55 RecomputeLinksetConstraints(); 55 {
56 }); 56 if (HasAnyChildren && IsRoot(requestor))
57 RecomputeLinksetConstraints();
58 });
59 }
57 } 60 }
58 61
59 // The object is going dynamic (physical). Do any setup necessary 62 // The object is going dynamic (physical). Do any setup necessary
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 73b5764..b093890 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -67,6 +67,11 @@ public abstract class BSPhysObject : PhysicsActor
67 PhysObjectName = name; 67 PhysObjectName = name;
68 TypeName = typeName; 68 TypeName = typeName;
69 69
70 // We don't have any physical representation yet.
71 PhysBody = new BulletBody(localID);
72 PhysShape = new BulletShape();
73
74 // A linkset of just me
70 Linkset = BSLinkset.Factory(PhysicsScene, this); 75 Linkset = BSLinkset.Factory(PhysicsScene, this);
71 LastAssetBuildFailed = false; 76 LastAssetBuildFailed = false;
72 77
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 5f3f0d1..2de4717 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -111,10 +111,7 @@ public sealed class BSPrim : BSPhysObject
111 111
112 _mass = CalculateMass(); 112 _mass = CalculateMass();
113 113
114 // No body or shape yet 114 // Cause linkset variables to be initialized (like mass)
115 PhysBody = new BulletBody(LocalID);
116 PhysShape = new BulletShape();
117
118 Linkset.Refresh(this); 115 Linkset.Refresh(this);
119 116
120 DetailLog("{0},BSPrim.constructor,call", LocalID); 117 DetailLog("{0},BSPrim.constructor,call", LocalID);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
index 5ad6746..cd5d170 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
@@ -35,7 +35,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
35// These hold pointers to allocated objects in the unmanaged space. 35// These hold pointers to allocated objects in the unmanaged space.
36 36
37// The physics engine controller class created at initialization 37// The physics engine controller class created at initialization
38public struct BulletWorld 38public class BulletWorld
39{ 39{
40 public BulletWorld(uint worldId, BSScene bss, IntPtr xx) 40 public BulletWorld(uint worldId, BSScene bss, IntPtr xx)
41 { 41 {
@@ -50,7 +50,7 @@ public struct BulletWorld
50} 50}
51 51
52// An allocated Bullet btRigidBody 52// An allocated Bullet btRigidBody
53public struct BulletBody 53public class BulletBody
54{ 54{
55 public BulletBody(uint id) : this(id, IntPtr.Zero) 55 public BulletBody(uint id) : this(id, IntPtr.Zero)
56 { 56 {
@@ -96,9 +96,14 @@ public struct BulletBody
96 } 96 }
97} 97}
98 98
99public struct BulletShape 99public class BulletShape
100{ 100{
101 public BulletShape(IntPtr xx) : this(xx, BSPhysicsShapeType.SHAPE_UNKNOWN) 101 public BulletShape()
102 : this(IntPtr.Zero, BSPhysicsShapeType.SHAPE_UNKNOWN)
103 {
104 }
105 public BulletShape(IntPtr xx)
106 : this(xx, BSPhysicsShapeType.SHAPE_UNKNOWN)
102 { 107 {
103 } 108 }
104 public BulletShape(IntPtr xx, BSPhysicsShapeType typ) 109 public BulletShape(IntPtr xx, BSPhysicsShapeType typ)
@@ -136,7 +141,7 @@ public struct BulletShape
136} 141}
137 142
138// An allocated Bullet btConstraint 143// An allocated Bullet btConstraint
139public struct BulletConstraint 144public class BulletConstraint
140{ 145{
141 public BulletConstraint(IntPtr xx) 146 public BulletConstraint(IntPtr xx)
142 { 147 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index f805836..8ec9871 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -97,6 +97,9 @@ Selecting and deselecting physical objects causes CPU processing time to jump
97Re-implement buoyancy as a separate force on the object rather than diddling gravity. 97Re-implement buoyancy as a separate force on the object rather than diddling gravity.
98 Register a pre-step event to add the force. 98 Register a pre-step event to add the force.
99More efficient memory usage when passing hull information from BSPrim to BulletSim 99More efficient memory usage when passing hull information from BSPrim to BulletSim
100Avatar movement motor check for zero or small movement. Somehow suppress small movements
101 when avatar has stopped and is just standing. Simple test for near zero has
102 the problem of preventing starting up (increase from zero) especially when falling.
100 103
101LINKSETS 104LINKSETS
102====================================================== 105======================================================
@@ -195,6 +198,7 @@ Should taints check for existance or activeness of target?
195 keeps the object from being freed, but that is just an accident. 198 keeps the object from being freed, but that is just an accident.
196 Possibly have and 'active' flag that is checked by the taint processor? 199 Possibly have and 'active' flag that is checked by the taint processor?
197Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) 200Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones)
201Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'?
198 202
199THREADING 203THREADING
200================================================= 204=================================================