diff options
Diffstat (limited to 'OpenSim')
9 files changed, 328 insertions, 176 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index b9013ab..8c7061d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -131,45 +131,45 @@ public sealed class BSCharacter : BSPhysObject | |||
131 | DetailLog("{0},BSCharacter.Destroy", LocalID); | 131 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
132 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() | 132 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() |
133 | { | 133 | { |
134 | PhysicsScene.Shapes.DereferenceBody(BSBody, true, null); | 134 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); |
135 | PhysicsScene.Shapes.DereferenceShape(BSShape, true, null); | 135 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); |
136 | }); | 136 | }); |
137 | } | 137 | } |
138 | 138 | ||
139 | private void SetPhysicalProperties() | 139 | private void SetPhysicalProperties() |
140 | { | 140 | { |
141 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 141 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); |
142 | 142 | ||
143 | ZeroMotion(); | 143 | ZeroMotion(); |
144 | ForcePosition = _position; | 144 | ForcePosition = _position; |
145 | // Set the velocity and compute the proper friction | 145 | // Set the velocity and compute the proper friction |
146 | ForceVelocity = _velocity; | 146 | ForceVelocity = _velocity; |
147 | 147 | ||
148 | BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.avatarRestitution); | 148 | BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution); |
149 | BulletSimAPI.SetMargin2(BSShape.ptr, PhysicsScene.Params.collisionMargin); | 149 | BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); |
150 | BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale); | 150 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); |
151 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | 151 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); |
152 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 152 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) |
153 | { | 153 | { |
154 | BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 154 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); |
155 | BulletSimAPI.SetCcdSweptSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 155 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); |
156 | } | 156 | } |
157 | 157 | ||
158 | UpdatePhysicalMassProperties(MassRaw); | 158 | UpdatePhysicalMassProperties(MassRaw); |
159 | 159 | ||
160 | // Make so capsule does not fall over | 160 | // Make so capsule does not fall over |
161 | BulletSimAPI.SetAngularFactorV2(BSBody.ptr, OMV.Vector3.Zero); | 161 | BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero); |
162 | 162 | ||
163 | BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); | 163 | BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); |
164 | 164 | ||
165 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 165 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); |
166 | 166 | ||
167 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); | 167 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); |
168 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_DEACTIVATION); | 168 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION); |
169 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr); | 169 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); |
170 | 170 | ||
171 | // Do this after the object has been added to the world | 171 | // Do this after the object has been added to the world |
172 | BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, | 172 | BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, |
173 | (uint)CollisionFilterGroups.AvatarFilter, | 173 | (uint)CollisionFilterGroups.AvatarFilter, |
174 | (uint)CollisionFilterGroups.AvatarMask); | 174 | (uint)CollisionFilterGroups.AvatarMask); |
175 | } | 175 | } |
@@ -199,7 +199,7 @@ public sealed class BSCharacter : BSPhysObject | |||
199 | 199 | ||
200 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() | 200 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() |
201 | { | 201 | { |
202 | BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale); | 202 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); |
203 | UpdatePhysicalMassProperties(MassRaw); | 203 | UpdatePhysicalMassProperties(MassRaw); |
204 | }); | 204 | }); |
205 | 205 | ||
@@ -234,10 +234,10 @@ public sealed class BSCharacter : BSPhysObject | |||
234 | _rotationalVelocity = OMV.Vector3.Zero; | 234 | _rotationalVelocity = OMV.Vector3.Zero; |
235 | 235 | ||
236 | // Zero some other properties directly into the physics engine | 236 | // Zero some other properties directly into the physics engine |
237 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, OMV.Vector3.Zero); | 237 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, OMV.Vector3.Zero); |
238 | BulletSimAPI.SetAngularVelocity2(BSBody.ptr, OMV.Vector3.Zero); | 238 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); |
239 | BulletSimAPI.SetInterpolationVelocity2(BSBody.ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); | 239 | BulletSimAPI.SetInterpolationVelocity2(PhysBody.ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); |
240 | BulletSimAPI.ClearForces2(BSBody.ptr); | 240 | BulletSimAPI.ClearForces2(PhysBody.ptr); |
241 | } | 241 | } |
242 | 242 | ||
243 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | 243 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } |
@@ -254,19 +254,19 @@ public sealed class BSCharacter : BSPhysObject | |||
254 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() | 254 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() |
255 | { | 255 | { |
256 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 256 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
257 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 257 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
258 | }); | 258 | }); |
259 | } | 259 | } |
260 | } | 260 | } |
261 | public override OMV.Vector3 ForcePosition { | 261 | public override OMV.Vector3 ForcePosition { |
262 | get { | 262 | get { |
263 | _position = BulletSimAPI.GetPosition2(BSBody.ptr); | 263 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); |
264 | return _position; | 264 | return _position; |
265 | } | 265 | } |
266 | set { | 266 | set { |
267 | _position = value; | 267 | _position = value; |
268 | PositionSanityCheck(); | 268 | PositionSanityCheck(); |
269 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 269 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
270 | } | 270 | } |
271 | } | 271 | } |
272 | 272 | ||
@@ -313,7 +313,7 @@ public sealed class BSCharacter : BSPhysObject | |||
313 | BSScene.TaintCallback sanityOperation = delegate() | 313 | BSScene.TaintCallback sanityOperation = delegate() |
314 | { | 314 | { |
315 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 315 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
316 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 316 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
317 | }; | 317 | }; |
318 | if (inTaintTime) | 318 | if (inTaintTime) |
319 | sanityOperation(); | 319 | sanityOperation(); |
@@ -332,8 +332,8 @@ public sealed class BSCharacter : BSPhysObject | |||
332 | } | 332 | } |
333 | public override void UpdatePhysicalMassProperties(float physMass) | 333 | public override void UpdatePhysicalMassProperties(float physMass) |
334 | { | 334 | { |
335 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, physMass); | 335 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); |
336 | BulletSimAPI.SetMassProps2(BSBody.ptr, physMass, localInertia); | 336 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); |
337 | } | 337 | } |
338 | 338 | ||
339 | public override OMV.Vector3 Force { | 339 | public override OMV.Vector3 Force { |
@@ -344,7 +344,7 @@ public sealed class BSCharacter : BSPhysObject | |||
344 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() | 344 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() |
345 | { | 345 | { |
346 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | 346 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); |
347 | BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); | 347 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); |
348 | }); | 348 | }); |
349 | } | 349 | } |
350 | } | 350 | } |
@@ -383,7 +383,7 @@ public sealed class BSCharacter : BSPhysObject | |||
383 | if (_currentFriction != PhysicsScene.Params.avatarStandingFriction) | 383 | if (_currentFriction != PhysicsScene.Params.avatarStandingFriction) |
384 | { | 384 | { |
385 | _currentFriction = PhysicsScene.Params.avatarStandingFriction; | 385 | _currentFriction = PhysicsScene.Params.avatarStandingFriction; |
386 | BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction); | 386 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); |
387 | } | 387 | } |
388 | } | 388 | } |
389 | else | 389 | else |
@@ -391,15 +391,15 @@ public sealed class BSCharacter : BSPhysObject | |||
391 | if (_currentFriction != PhysicsScene.Params.avatarFriction) | 391 | if (_currentFriction != PhysicsScene.Params.avatarFriction) |
392 | { | 392 | { |
393 | _currentFriction = PhysicsScene.Params.avatarFriction; | 393 | _currentFriction = PhysicsScene.Params.avatarFriction; |
394 | BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction); | 394 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); |
395 | } | 395 | } |
396 | } | 396 | } |
397 | _velocity = value; | 397 | _velocity = value; |
398 | // Remember the set velocity so we can suppress the reduction by friction, ... | 398 | // Remember the set velocity so we can suppress the reduction by friction, ... |
399 | _appliedVelocity = value; | 399 | _appliedVelocity = value; |
400 | 400 | ||
401 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); | 401 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); |
402 | BulletSimAPI.Activate2(BSBody.ptr, true); | 402 | BulletSimAPI.Activate2(PhysBody.ptr, true); |
403 | } | 403 | } |
404 | } | 404 | } |
405 | public override OMV.Vector3 Torque { | 405 | public override OMV.Vector3 Torque { |
@@ -424,7 +424,7 @@ public sealed class BSCharacter : BSPhysObject | |||
424 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() | 424 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() |
425 | { | 425 | { |
426 | // _position = BulletSimAPI.GetPosition2(BSBody.ptr); | 426 | // _position = BulletSimAPI.GetPosition2(BSBody.ptr); |
427 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 427 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
428 | }); | 428 | }); |
429 | } | 429 | } |
430 | } | 430 | } |
@@ -433,13 +433,13 @@ public sealed class BSCharacter : BSPhysObject | |||
433 | { | 433 | { |
434 | get | 434 | get |
435 | { | 435 | { |
436 | _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); | 436 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); |
437 | return _orientation; | 437 | return _orientation; |
438 | } | 438 | } |
439 | set | 439 | set |
440 | { | 440 | { |
441 | _orientation = value; | 441 | _orientation = value; |
442 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 442 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
443 | } | 443 | } |
444 | } | 444 | } |
445 | public override int PhysicsActorType { | 445 | public override int PhysicsActorType { |
@@ -498,9 +498,9 @@ public sealed class BSCharacter : BSPhysObject | |||
498 | PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() | 498 | PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() |
499 | { | 499 | { |
500 | if (_floatOnWater) | 500 | if (_floatOnWater) |
501 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 501 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); |
502 | else | 502 | else |
503 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 503 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); |
504 | }); | 504 | }); |
505 | } | 505 | } |
506 | } | 506 | } |
@@ -533,7 +533,7 @@ public sealed class BSCharacter : BSPhysObject | |||
533 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 533 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
534 | // Buoyancy is faked by changing the gravity applied to the object | 534 | // Buoyancy is faked by changing the gravity applied to the object |
535 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 535 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); |
536 | BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); | 536 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); |
537 | } | 537 | } |
538 | } | 538 | } |
539 | 539 | ||
@@ -579,7 +579,7 @@ public sealed class BSCharacter : BSPhysObject | |||
579 | PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() | 579 | PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() |
580 | { | 580 | { |
581 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); | 581 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); |
582 | BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); | 582 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); |
583 | }); | 583 | }); |
584 | } | 584 | } |
585 | else | 585 | else |
@@ -647,7 +647,7 @@ public sealed class BSCharacter : BSPhysObject | |||
647 | // That's just the way they are defined. | 647 | // That's just the way they are defined. |
648 | OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z); | 648 | OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z); |
649 | _velocity = avVel; | 649 | _velocity = avVel; |
650 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, avVel); | 650 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel); |
651 | } | 651 | } |
652 | 652 | ||
653 | // Tell the linkset about value changes | 653 | // Tell the linkset about value changes |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 5c61774..38609e3 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -514,8 +514,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
514 | if (IsActive) | 514 | if (IsActive) |
515 | { | 515 | { |
516 | // Friction effects are handled by this vehicle code | 516 | // Friction effects are handled by this vehicle code |
517 | BulletSimAPI.SetFriction2(Prim.BSBody.ptr, 0f); | 517 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, 0f); |
518 | BulletSimAPI.SetHitFraction2(Prim.BSBody.ptr, 0f); | 518 | BulletSimAPI.SetHitFraction2(Prim.PhysBody.ptr, 0f); |
519 | } | 519 | } |
520 | } | 520 | } |
521 | 521 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 6d84fcc..525ec28 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -194,13 +194,6 @@ public abstract class BSLinkset | |||
194 | // Called while LinkActivity is locked. | 194 | // Called while LinkActivity is locked. |
195 | protected abstract void AddChildToLinkset(BSPhysObject child); | 195 | protected abstract void AddChildToLinkset(BSPhysObject child); |
196 | 196 | ||
197 | // Forcefully removing a child from a linkset. | ||
198 | // This is not being called by the child so we have to make sure the child doesn't think | ||
199 | // it's still connected to the linkset. | ||
200 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information | ||
201 | // also has to be updated (like pointer to prim's parent). | ||
202 | protected abstract void RemoveChildFromOtherLinkset(BSPhysObject pchild); | ||
203 | |||
204 | // I am the root of a linkset and one of my children is being removed. | 197 | // I am the root of a linkset and one of my children is being removed. |
205 | // Safe to call even if the child is not really in my linkset. | 198 | // Safe to call even if the child is not really in my linkset. |
206 | protected abstract void RemoveChildFromLinkset(BSPhysObject child); | 199 | protected abstract void RemoveChildFromLinkset(BSPhysObject child); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs new file mode 100755 index 0000000..1c569b5 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -0,0 +1,173 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | public sealed class BSLinksetCompound : BSLinkset | ||
36 | { | ||
37 | // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; | ||
38 | |||
39 | public BSLinksetCompound(BSScene scene, BSPhysObject parent) | ||
40 | { | ||
41 | base.Initialize(scene, parent); | ||
42 | } | ||
43 | |||
44 | // When physical properties are changed the linkset needs to recalculate | ||
45 | // its internal properties. | ||
46 | // This is queued in the 'post taint' queue so the | ||
47 | // refresh will happen once after all the other taints are applied. | ||
48 | public override void Refresh(BSPhysObject requestor) | ||
49 | { | ||
50 | // Queue to happen after all the other taint processing | ||
51 | PhysicsScene.PostTaintObject("BSLinksetcompound.Refresh", requestor.LocalID, delegate() | ||
52 | { | ||
53 | if (HasAnyChildren && IsRoot(requestor)) | ||
54 | RecomputeLinksetCompound(); | ||
55 | }); | ||
56 | } | ||
57 | |||
58 | // The object is going dynamic (physical). Do any setup necessary | ||
59 | // for a dynamic linkset. | ||
60 | // Only the state of the passed object can be modified. The rest of the linkset | ||
61 | // has not yet been fully constructed. | ||
62 | // Return 'true' if any properties updated on the passed object. | ||
63 | // Called at taint-time! | ||
64 | public override bool MakeDynamic(BSPhysObject child) | ||
65 | { | ||
66 | // What is done for each object in BSPrim is what we want. | ||
67 | return false; | ||
68 | } | ||
69 | |||
70 | // The object is going static (non-physical). Do any setup necessary for a static linkset. | ||
71 | // Return 'true' if any properties updated on the passed object. | ||
72 | // This doesn't normally happen -- OpenSim removes the objects from the physical | ||
73 | // world if it is a static linkset. | ||
74 | // Called at taint-time! | ||
75 | public override bool MakeStatic(BSPhysObject child) | ||
76 | { | ||
77 | // What is done for each object in BSPrim is what we want. | ||
78 | return false; | ||
79 | } | ||
80 | |||
81 | // Called at taint-time!! | ||
82 | public override void UpdateProperties(BSPhysObject updated) | ||
83 | { | ||
84 | // Nothing to do for constraints on property updates | ||
85 | } | ||
86 | |||
87 | // Routine called when rebuilding the body of some member of the linkset. | ||
88 | // Destroy all the constraints have have been made to root and set | ||
89 | // up to rebuild the constraints before the next simulation step. | ||
90 | // Returns 'true' of something was actually removed and would need restoring | ||
91 | // Called at taint-time!! | ||
92 | public override bool RemoveBodyDependencies(BSPrim child) | ||
93 | { | ||
94 | bool ret = false; | ||
95 | |||
96 | DetailLog("{0},BSLinksetcompound.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", | ||
97 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X")); | ||
98 | |||
99 | // Cause the current shape to be freed and the new one to be built. | ||
100 | Refresh(LinksetRoot); | ||
101 | |||
102 | return ret; | ||
103 | } | ||
104 | |||
105 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
106 | // this routine will restore the removed constraints. | ||
107 | // Called at taint-time!! | ||
108 | public override void RestoreBodyDependencies(BSPrim child) | ||
109 | { | ||
110 | // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. | ||
111 | } | ||
112 | |||
113 | // ================================================================ | ||
114 | |||
115 | // Add a new child to the linkset. | ||
116 | // Called while LinkActivity is locked. | ||
117 | protected override void AddChildToLinkset(BSPhysObject child) | ||
118 | { | ||
119 | if (!HasChild(child)) | ||
120 | { | ||
121 | m_children.Add(child); | ||
122 | |||
123 | DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | ||
124 | |||
125 | // Cause constraints and assorted properties to be recomputed before the next simulation step. | ||
126 | Refresh(LinksetRoot); | ||
127 | } | ||
128 | return; | ||
129 | } | ||
130 | |||
131 | // Remove the specified child from the linkset. | ||
132 | // Safe to call even if the child is not really in my linkset. | ||
133 | protected override void RemoveChildFromLinkset(BSPhysObject child) | ||
134 | { | ||
135 | if (m_children.Remove(child)) | ||
136 | { | ||
137 | DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
138 | child.LocalID, | ||
139 | LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), | ||
140 | child.LocalID, child.PhysBody.ptr.ToString("X")); | ||
141 | |||
142 | // See that the linkset parameters are recomputed at the end of the taint time. | ||
143 | Refresh(LinksetRoot); | ||
144 | } | ||
145 | else | ||
146 | { | ||
147 | // Non-fatal occurance. | ||
148 | // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); | ||
149 | } | ||
150 | return; | ||
151 | } | ||
152 | |||
153 | |||
154 | // Call each of the constraints that make up this linkset and recompute the | ||
155 | // various transforms and variables. Create constraints of not created yet. | ||
156 | // Called before the simulation step to make sure the constraint based linkset | ||
157 | // is all initialized. | ||
158 | // Called at taint time!! | ||
159 | private void RecomputeLinksetCompound() | ||
160 | { | ||
161 | float linksetMass = LinksetMass; | ||
162 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass); | ||
163 | |||
164 | // DEBUG: see of inter-linkset collisions are causing problems | ||
165 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, | ||
166 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | ||
167 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,set,rBody={1},linksetMass={2}", | ||
168 | LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass); | ||
169 | |||
170 | |||
171 | } | ||
172 | } | ||
173 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 8cdbd9b..65aed77 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -94,7 +94,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
94 | bool ret = false; | 94 | bool ret = false; |
95 | 95 | ||
96 | DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", | 96 | DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", |
97 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X")); | 97 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X")); |
98 | 98 | ||
99 | lock (m_linksetActivityLock) | 99 | lock (m_linksetActivityLock) |
100 | { | 100 | { |
@@ -124,9 +124,6 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
124 | { | 124 | { |
125 | m_children.Add(child); | 125 | m_children.Add(child); |
126 | 126 | ||
127 | BSPhysObject rootx = LinksetRoot; // capture the root as of now | ||
128 | BSPhysObject childx = child; | ||
129 | |||
130 | DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | 127 | DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); |
131 | 128 | ||
132 | // Cause constraints and assorted properties to be recomputed before the next simulation step. | 129 | // Cause constraints and assorted properties to be recomputed before the next simulation step. |
@@ -135,17 +132,6 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
135 | return; | 132 | return; |
136 | } | 133 | } |
137 | 134 | ||
138 | // Forcefully removing a child from a linkset. | ||
139 | // This is not being called by the child so we have to make sure the child doesn't think | ||
140 | // it's still connected to the linkset. | ||
141 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information | ||
142 | // also has to be updated (like pointer to prim's parent). | ||
143 | protected override void RemoveChildFromOtherLinkset(BSPhysObject pchild) | ||
144 | { | ||
145 | pchild.Linkset = BSLinkset.Factory(PhysicsScene, pchild); | ||
146 | RemoveChildFromLinkset(pchild); | ||
147 | } | ||
148 | |||
149 | // Remove the specified child from the linkset. | 135 | // Remove the specified child from the linkset. |
150 | // Safe to call even if the child is not really in my linkset. | 136 | // Safe to call even if the child is not really in my linkset. |
151 | protected override void RemoveChildFromLinkset(BSPhysObject child) | 137 | protected override void RemoveChildFromLinkset(BSPhysObject child) |
@@ -157,8 +143,8 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
157 | 143 | ||
158 | DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | 144 | DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", |
159 | childx.LocalID, | 145 | childx.LocalID, |
160 | rootx.LocalID, rootx.BSBody.ptr.ToString("X"), | 146 | rootx.LocalID, rootx.PhysBody.ptr.ToString("X"), |
161 | childx.LocalID, childx.BSBody.ptr.ToString("X")); | 147 | childx.LocalID, childx.PhysBody.ptr.ToString("X")); |
162 | 148 | ||
163 | PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() | 149 | PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() |
164 | { | 150 | { |
@@ -197,15 +183,15 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
197 | 183 | ||
198 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", | 184 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", |
199 | rootPrim.LocalID, | 185 | rootPrim.LocalID, |
200 | rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"), | 186 | rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"), |
201 | childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"), | 187 | childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X"), |
202 | rootPrim.Position, childPrim.Position, midPoint); | 188 | rootPrim.Position, childPrim.Position, midPoint); |
203 | 189 | ||
204 | // create a constraint that allows no freedom of movement between the two objects | 190 | // create a constraint that allows no freedom of movement between the two objects |
205 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 191 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
206 | 192 | ||
207 | BSConstraint6Dof constrain = new BSConstraint6Dof( | 193 | BSConstraint6Dof constrain = new BSConstraint6Dof( |
208 | PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true ); | 194 | PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true ); |
209 | // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true ); | 195 | // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true ); |
210 | 196 | ||
211 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. | 197 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. |
@@ -262,14 +248,14 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
262 | bool ret = false; | 248 | bool ret = false; |
263 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", | 249 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", |
264 | rootPrim.LocalID, | 250 | rootPrim.LocalID, |
265 | rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"), | 251 | rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"), |
266 | childPrim.LocalID, childPrim.BSBody.ptr.ToString("X")); | 252 | childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X")); |
267 | 253 | ||
268 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 254 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
269 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody)) | 255 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) |
270 | { | 256 | { |
271 | // Make the child refresh its location | 257 | // Make the child refresh its location |
272 | BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr); | 258 | BulletSimAPI.PushUpdate2(childPrim.PhysBody.ptr); |
273 | ret = true; | 259 | ret = true; |
274 | } | 260 | } |
275 | 261 | ||
@@ -283,7 +269,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
283 | { | 269 | { |
284 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | 270 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
285 | 271 | ||
286 | return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody); | 272 | return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody); |
287 | } | 273 | } |
288 | 274 | ||
289 | // Call each of the constraints that make up this linkset and recompute the | 275 | // Call each of the constraints that make up this linkset and recompute the |
@@ -300,7 +286,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
300 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, | 286 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, |
301 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | 287 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); |
302 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", | 288 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", |
303 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), linksetMass); | 289 | LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass); |
304 | 290 | ||
305 | foreach (BSPhysObject child in m_children) | 291 | foreach (BSPhysObject child in m_children) |
306 | { | 292 | { |
@@ -310,7 +296,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
310 | child.UpdatePhysicalMassProperties(linksetMass); | 296 | child.UpdatePhysicalMassProperties(linksetMass); |
311 | 297 | ||
312 | BSConstraint constrain; | 298 | BSConstraint constrain; |
313 | if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) | 299 | if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) |
314 | { | 300 | { |
315 | // If constraint doesn't exist yet, create it. | 301 | // If constraint doesn't exist yet, create it. |
316 | constrain = BuildConstraint(LinksetRoot, child); | 302 | constrain = BuildConstraint(LinksetRoot, child); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index be8d64b..6220b21 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -68,9 +68,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
68 | public abstract void UpdatePhysicalMassProperties(float mass); | 68 | public abstract void UpdatePhysicalMassProperties(float mass); |
69 | 69 | ||
70 | // Reference to the physical body (btCollisionObject) of this object | 70 | // Reference to the physical body (btCollisionObject) of this object |
71 | public BulletBody BSBody; | 71 | public BulletBody PhysBody; |
72 | // Reference to the physical shape (btCollisionShape) of this object | 72 | // Reference to the physical shape (btCollisionShape) of this object |
73 | public BulletShape BSShape; | 73 | public BulletShape PhysShape; |
74 | 74 | ||
75 | // 'true' if the mesh's underlying asset failed to build. | 75 | // 'true' if the mesh's underlying asset failed to build. |
76 | // This will keep us from looping after the first time the build failed. | 76 | // This will keep us from looping after the first time the build failed. |
@@ -206,7 +206,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
206 | 206 | ||
207 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | 207 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() |
208 | { | 208 | { |
209 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 209 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
210 | }); | 210 | }); |
211 | } | 211 | } |
212 | else | 212 | else |
@@ -220,7 +220,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
220 | SubscribedEventsMs = 0; | 220 | SubscribedEventsMs = 0; |
221 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | 221 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() |
222 | { | 222 | { |
223 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 223 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
224 | }); | 224 | }); |
225 | } | 225 | } |
226 | // Return 'true' if the simulator wants collision events | 226 | // Return 'true' if the simulator wants collision events |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 9ced61fa..8dd48ca 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -111,8 +111,8 @@ public sealed class BSPrim : BSPhysObject | |||
111 | _mass = CalculateMass(); | 111 | _mass = CalculateMass(); |
112 | 112 | ||
113 | // No body or shape yet | 113 | // No body or shape yet |
114 | BSBody = new BulletBody(LocalID, IntPtr.Zero); | 114 | PhysBody = new BulletBody(LocalID, IntPtr.Zero); |
115 | BSShape = new BulletShape(IntPtr.Zero); | 115 | PhysShape = new BulletShape(IntPtr.Zero); |
116 | 116 | ||
117 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 117 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
118 | // do the actual object creation at taint time | 118 | // do the actual object creation at taint time |
@@ -120,7 +120,7 @@ public sealed class BSPrim : BSPhysObject | |||
120 | { | 120 | { |
121 | CreateGeomAndObject(true); | 121 | CreateGeomAndObject(true); |
122 | 122 | ||
123 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.ptr); | 123 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr); |
124 | }); | 124 | }); |
125 | } | 125 | } |
126 | 126 | ||
@@ -145,8 +145,8 @@ public sealed class BSPrim : BSPhysObject | |||
145 | { | 145 | { |
146 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 146 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
147 | // If there are physical body and shape, release my use of same. | 147 | // If there are physical body and shape, release my use of same. |
148 | PhysicsScene.Shapes.DereferenceBody(BSBody, true, null); | 148 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); |
149 | PhysicsScene.Shapes.DereferenceShape(BSShape, true, null); | 149 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); |
150 | }); | 150 | }); |
151 | } | 151 | } |
152 | 152 | ||
@@ -243,7 +243,7 @@ public sealed class BSPrim : BSPhysObject | |||
243 | _rotationalVelocity = OMV.Vector3.Zero; | 243 | _rotationalVelocity = OMV.Vector3.Zero; |
244 | 244 | ||
245 | // Zero some other properties in the physics engine | 245 | // Zero some other properties in the physics engine |
246 | BulletSimAPI.ClearAllForces2(BSBody.ptr); | 246 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); |
247 | } | 247 | } |
248 | 248 | ||
249 | public override void LockAngularMotion(OMV.Vector3 axis) | 249 | public override void LockAngularMotion(OMV.Vector3 axis) |
@@ -256,7 +256,7 @@ public sealed class BSPrim : BSPhysObject | |||
256 | get { | 256 | get { |
257 | if (!Linkset.IsRoot(this)) | 257 | if (!Linkset.IsRoot(this)) |
258 | // child prims move around based on their parent. Need to get the latest location | 258 | // child prims move around based on their parent. Need to get the latest location |
259 | _position = BulletSimAPI.GetPosition2(BSBody.ptr); | 259 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); |
260 | 260 | ||
261 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 261 | // don't do the GetObjectPosition for root elements because this function is called a zillion times |
262 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | 262 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); |
@@ -274,20 +274,20 @@ public sealed class BSPrim : BSPhysObject | |||
274 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() | 274 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() |
275 | { | 275 | { |
276 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 276 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
277 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 277 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
278 | ActivateIfPhysical(false); | 278 | ActivateIfPhysical(false); |
279 | }); | 279 | }); |
280 | } | 280 | } |
281 | } | 281 | } |
282 | public override OMV.Vector3 ForcePosition { | 282 | public override OMV.Vector3 ForcePosition { |
283 | get { | 283 | get { |
284 | _position = BulletSimAPI.GetPosition2(BSBody.ptr); | 284 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); |
285 | return _position; | 285 | return _position; |
286 | } | 286 | } |
287 | set { | 287 | set { |
288 | _position = value; | 288 | _position = value; |
289 | PositionSanityCheck(); | 289 | PositionSanityCheck(); |
290 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 290 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
291 | ActivateIfPhysical(false); | 291 | ActivateIfPhysical(false); |
292 | } | 292 | } |
293 | } | 293 | } |
@@ -371,15 +371,15 @@ public sealed class BSPrim : BSPhysObject | |||
371 | { | 371 | { |
372 | if (IsStatic) | 372 | if (IsStatic) |
373 | { | 373 | { |
374 | BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero); | 374 | BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, OMV.Vector3.Zero); |
375 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | 375 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); |
376 | } | 376 | } |
377 | else | 377 | else |
378 | { | 378 | { |
379 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, physMass); | 379 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); |
380 | BulletSimAPI.SetMassProps2(BSBody.ptr, physMass, localInertia); | 380 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); |
381 | // center of mass is at the zero of the object | 381 | // center of mass is at the zero of the object |
382 | BulletSimAPI.SetCenterOfMassByPosRot2(BSBody.ptr, ForcePosition, ForceOrientation); | 382 | BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation); |
383 | // BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | 383 | // BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); |
384 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, localInertia); | 384 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, localInertia); |
385 | } | 385 | } |
@@ -404,7 +404,7 @@ public sealed class BSPrim : BSPhysObject | |||
404 | PhysicsScene.TaintedObject("BSPrim.setForce", delegate() | 404 | PhysicsScene.TaintedObject("BSPrim.setForce", delegate() |
405 | { | 405 | { |
406 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 406 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
407 | BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); | 407 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); |
408 | }); | 408 | }); |
409 | } | 409 | } |
410 | } | 410 | } |
@@ -498,7 +498,7 @@ public sealed class BSPrim : BSPhysObject | |||
498 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() | 498 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() |
499 | { | 499 | { |
500 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 500 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
501 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); | 501 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); |
502 | }); | 502 | }); |
503 | } | 503 | } |
504 | } | 504 | } |
@@ -506,7 +506,7 @@ public sealed class BSPrim : BSPhysObject | |||
506 | get { return _velocity; } | 506 | get { return _velocity; } |
507 | set { | 507 | set { |
508 | _velocity = value; | 508 | _velocity = value; |
509 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); | 509 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); |
510 | } | 510 | } |
511 | } | 511 | } |
512 | public override OMV.Vector3 Torque { | 512 | public override OMV.Vector3 Torque { |
@@ -531,7 +531,7 @@ public sealed class BSPrim : BSPhysObject | |||
531 | if (!Linkset.IsRoot(this)) | 531 | if (!Linkset.IsRoot(this)) |
532 | { | 532 | { |
533 | // Children move around because tied to parent. Get a fresh value. | 533 | // Children move around because tied to parent. Get a fresh value. |
534 | _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); | 534 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); |
535 | } | 535 | } |
536 | return _orientation; | 536 | return _orientation; |
537 | } | 537 | } |
@@ -544,7 +544,7 @@ public sealed class BSPrim : BSPhysObject | |||
544 | { | 544 | { |
545 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | 545 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); |
546 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 546 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
547 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 547 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
548 | }); | 548 | }); |
549 | } | 549 | } |
550 | } | 550 | } |
@@ -553,13 +553,13 @@ public sealed class BSPrim : BSPhysObject | |||
553 | { | 553 | { |
554 | get | 554 | get |
555 | { | 555 | { |
556 | _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); | 556 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); |
557 | return _orientation; | 557 | return _orientation; |
558 | } | 558 | } |
559 | set | 559 | set |
560 | { | 560 | { |
561 | _orientation = value; | 561 | _orientation = value; |
562 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 562 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
563 | } | 563 | } |
564 | } | 564 | } |
565 | public override int PhysicsActorType { | 565 | public override int PhysicsActorType { |
@@ -615,7 +615,7 @@ public sealed class BSPrim : BSPhysObject | |||
615 | 615 | ||
616 | // Mangling all the physical properties requires the object not be in the physical world. | 616 | // Mangling all the physical properties requires the object not be in the physical world. |
617 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). | 617 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). |
618 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 618 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); |
619 | 619 | ||
620 | // Set up the object physicalness (does gravity and collisions move this object) | 620 | // Set up the object physicalness (does gravity and collisions move this object) |
621 | MakeDynamic(IsStatic); | 621 | MakeDynamic(IsStatic); |
@@ -629,15 +629,15 @@ public sealed class BSPrim : BSPhysObject | |||
629 | // Make solid or not (do things bounce off or pass through this object). | 629 | // Make solid or not (do things bounce off or pass through this object). |
630 | MakeSolid(IsSolid); | 630 | MakeSolid(IsSolid); |
631 | 631 | ||
632 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 632 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); |
633 | 633 | ||
634 | // Rebuild its shape | 634 | // Rebuild its shape |
635 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr); | 635 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); |
636 | 636 | ||
637 | // Collision filter can be set only when the object is in the world | 637 | // Collision filter can be set only when the object is in the world |
638 | if (BSBody.collisionFilter != 0 || BSBody.collisionMask != 0) | 638 | if (PhysBody.collisionFilter != 0 || PhysBody.collisionMask != 0) |
639 | { | 639 | { |
640 | BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, (uint)BSBody.collisionFilter, (uint)BSBody.collisionMask); | 640 | BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, (uint)PhysBody.collisionFilter, (uint)PhysBody.collisionMask); |
641 | } | 641 | } |
642 | 642 | ||
643 | // Recompute any linkset parameters. | 643 | // Recompute any linkset parameters. |
@@ -646,7 +646,7 @@ public sealed class BSPrim : BSPhysObject | |||
646 | Linkset.Refresh(this); | 646 | Linkset.Refresh(this); |
647 | 647 | ||
648 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", | 648 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", |
649 | LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape); | 649 | LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape); |
650 | } | 650 | } |
651 | 651 | ||
652 | // "Making dynamic" means changing to and from static. | 652 | // "Making dynamic" means changing to and from static. |
@@ -659,44 +659,44 @@ public sealed class BSPrim : BSPhysObject | |||
659 | if (makeStatic) | 659 | if (makeStatic) |
660 | { | 660 | { |
661 | // Become a Bullet 'static' object type | 661 | // Become a Bullet 'static' object type |
662 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 662 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); |
663 | // Stop all movement | 663 | // Stop all movement |
664 | ZeroMotion(); | 664 | ZeroMotion(); |
665 | // Center of mass is at the center of the object | 665 | // Center of mass is at the center of the object |
666 | BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.ptr, _position, _orientation); | 666 | BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); |
667 | // Mass is zero which disables a bunch of physics stuff in Bullet | 667 | // Mass is zero which disables a bunch of physics stuff in Bullet |
668 | UpdatePhysicalMassProperties(0f); | 668 | UpdatePhysicalMassProperties(0f); |
669 | // Set collision detection parameters | 669 | // Set collision detection parameters |
670 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 670 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) |
671 | { | 671 | { |
672 | BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 672 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); |
673 | BulletSimAPI.SetCcdSweptSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 673 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); |
674 | } | 674 | } |
675 | // There can be special things needed for implementing linksets | 675 | // There can be special things needed for implementing linksets |
676 | Linkset.MakeStatic(this); | 676 | Linkset.MakeStatic(this); |
677 | // The activation state is 'disabled' so Bullet will not try to act on it. | 677 | // The activation state is 'disabled' so Bullet will not try to act on it. |
678 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION); | 678 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION); |
679 | // Start it out sleeping and physical actions could wake it up. | 679 | // Start it out sleeping and physical actions could wake it up. |
680 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); | 680 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING); |
681 | 681 | ||
682 | BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; | 682 | PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; |
683 | BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask; | 683 | PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask; |
684 | } | 684 | } |
685 | else | 685 | else |
686 | { | 686 | { |
687 | // Not a Bullet static object | 687 | // Not a Bullet static object |
688 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 688 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); |
689 | 689 | ||
690 | // Set various physical properties so internal dynamic properties will get computed correctly as they are set | 690 | // Set various physical properties so internal dynamic properties will get computed correctly as they are set |
691 | BulletSimAPI.SetFriction2(BSBody.ptr, PhysicsScene.Params.defaultFriction); | 691 | BulletSimAPI.SetFriction2(PhysBody.ptr, PhysicsScene.Params.defaultFriction); |
692 | BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.defaultRestitution); | 692 | BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.defaultRestitution); |
693 | 693 | ||
694 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | 694 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 |
695 | // Since this can be called multiple times, only zero forces when becoming physical | 695 | // Since this can be called multiple times, only zero forces when becoming physical |
696 | // BulletSimAPI.ClearAllForces2(BSBody.ptr); | 696 | // BulletSimAPI.ClearAllForces2(BSBody.ptr); |
697 | 697 | ||
698 | // For good measure, make sure the transform is set through to the motion state | 698 | // For good measure, make sure the transform is set through to the motion state |
699 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | 699 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
700 | 700 | ||
701 | // A dynamic object has mass | 701 | // A dynamic object has mass |
702 | UpdatePhysicalMassProperties(MassRaw); | 702 | UpdatePhysicalMassProperties(MassRaw); |
@@ -704,26 +704,26 @@ public sealed class BSPrim : BSPhysObject | |||
704 | // Set collision detection parameters | 704 | // Set collision detection parameters |
705 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 705 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) |
706 | { | 706 | { |
707 | BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 707 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); |
708 | BulletSimAPI.SetCcdSweptSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 708 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); |
709 | } | 709 | } |
710 | 710 | ||
711 | // Various values for simulation limits | 711 | // Various values for simulation limits |
712 | BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); | 712 | BulletSimAPI.SetDamping2(PhysBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); |
713 | BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime); | 713 | BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, PhysicsScene.Params.deactivationTime); |
714 | BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | 714 | BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); |
715 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | 715 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); |
716 | 716 | ||
717 | // There might be special things needed for implementing linksets. | 717 | // There might be special things needed for implementing linksets. |
718 | Linkset.MakeDynamic(this); | 718 | Linkset.MakeDynamic(this); |
719 | 719 | ||
720 | // Force activation of the object so Bullet will act on it. | 720 | // Force activation of the object so Bullet will act on it. |
721 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. | 721 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. |
722 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); | 722 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG); |
723 | // BulletSimAPI.Activate2(BSBody.ptr, true); | 723 | // BulletSimAPI.Activate2(BSBody.ptr, true); |
724 | 724 | ||
725 | BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter; | 725 | PhysBody.collisionFilter = CollisionFilterGroups.ObjectFilter; |
726 | BSBody.collisionMask = CollisionFilterGroups.ObjectMask; | 726 | PhysBody.collisionMask = CollisionFilterGroups.ObjectMask; |
727 | } | 727 | } |
728 | } | 728 | } |
729 | 729 | ||
@@ -733,7 +733,7 @@ public sealed class BSPrim : BSPhysObject | |||
733 | // the functions after this one set up the state of a possibly newly created collision body. | 733 | // the functions after this one set up the state of a possibly newly created collision body. |
734 | private void MakeSolid(bool makeSolid) | 734 | private void MakeSolid(bool makeSolid) |
735 | { | 735 | { |
736 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr); | 736 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr); |
737 | if (makeSolid) | 737 | if (makeSolid) |
738 | { | 738 | { |
739 | // Verify the previous code created the correct shape for this type of thing. | 739 | // Verify the previous code created the correct shape for this type of thing. |
@@ -741,7 +741,7 @@ public sealed class BSPrim : BSPhysObject | |||
741 | { | 741 | { |
742 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); | 742 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); |
743 | } | 743 | } |
744 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 744 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
745 | } | 745 | } |
746 | else | 746 | else |
747 | { | 747 | { |
@@ -749,9 +749,9 @@ public sealed class BSPrim : BSPhysObject | |||
749 | { | 749 | { |
750 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); | 750 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); |
751 | } | 751 | } |
752 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 752 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
753 | BSBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; | 753 | PhysBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; |
754 | BSBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; | 754 | PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; |
755 | } | 755 | } |
756 | } | 756 | } |
757 | 757 | ||
@@ -761,7 +761,7 @@ public sealed class BSPrim : BSPhysObject | |||
761 | private void ActivateIfPhysical(bool forceIt) | 761 | private void ActivateIfPhysical(bool forceIt) |
762 | { | 762 | { |
763 | if (IsPhysical) | 763 | if (IsPhysical) |
764 | BulletSimAPI.Activate2(BSBody.ptr, forceIt); | 764 | BulletSimAPI.Activate2(PhysBody.ptr, forceIt); |
765 | } | 765 | } |
766 | 766 | ||
767 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | 767 | // Turn on or off the flag controlling whether collision events are returned to the simulator. |
@@ -769,11 +769,11 @@ public sealed class BSPrim : BSPhysObject | |||
769 | { | 769 | { |
770 | if (wantsCollisionEvents) | 770 | if (wantsCollisionEvents) |
771 | { | 771 | { |
772 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 772 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
773 | } | 773 | } |
774 | else | 774 | else |
775 | { | 775 | { |
776 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 776 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
777 | } | 777 | } |
778 | } | 778 | } |
779 | 779 | ||
@@ -818,9 +818,9 @@ public sealed class BSPrim : BSPhysObject | |||
818 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | 818 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() |
819 | { | 819 | { |
820 | if (_floatOnWater) | 820 | if (_floatOnWater) |
821 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 821 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); |
822 | else | 822 | else |
823 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 823 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); |
824 | }); | 824 | }); |
825 | } | 825 | } |
826 | } | 826 | } |
@@ -843,7 +843,7 @@ public sealed class BSPrim : BSPhysObject | |||
843 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 843 | PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
844 | { | 844 | { |
845 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 845 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
846 | BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); | 846 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); |
847 | }); | 847 | }); |
848 | } | 848 | } |
849 | } | 849 | } |
@@ -853,7 +853,7 @@ public sealed class BSPrim : BSPhysObject | |||
853 | } | 853 | } |
854 | set { | 854 | set { |
855 | _rotationalVelocity = value; | 855 | _rotationalVelocity = value; |
856 | BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); | 856 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); |
857 | } | 857 | } |
858 | } | 858 | } |
859 | public override bool Kinematic { | 859 | public override bool Kinematic { |
@@ -879,7 +879,7 @@ public sealed class BSPrim : BSPhysObject | |||
879 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 879 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
880 | // Buoyancy is faked by changing the gravity applied to the object | 880 | // Buoyancy is faked by changing the gravity applied to the object |
881 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 881 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); |
882 | BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); | 882 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); |
883 | } | 883 | } |
884 | } | 884 | } |
885 | 885 | ||
@@ -946,7 +946,7 @@ public sealed class BSPrim : BSPhysObject | |||
946 | } | 946 | } |
947 | DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum); | 947 | DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum); |
948 | if (fSum != OMV.Vector3.Zero) | 948 | if (fSum != OMV.Vector3.Zero) |
949 | BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum); | 949 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum); |
950 | }; | 950 | }; |
951 | if (inTaintTime) | 951 | if (inTaintTime) |
952 | addForceOperation(); | 952 | addForceOperation(); |
@@ -986,7 +986,7 @@ public sealed class BSPrim : BSPhysObject | |||
986 | DetailLog("{0},BSPrim.AddAngularForce,taint,aForce={1}", LocalID, fSum); | 986 | DetailLog("{0},BSPrim.AddAngularForce,taint,aForce={1}", LocalID, fSum); |
987 | if (fSum != OMV.Vector3.Zero) | 987 | if (fSum != OMV.Vector3.Zero) |
988 | { | 988 | { |
989 | BulletSimAPI.ApplyTorque2(BSBody.ptr, fSum); | 989 | BulletSimAPI.ApplyTorque2(PhysBody.ptr, fSum); |
990 | _torque = fSum; | 990 | _torque = fSum; |
991 | } | 991 | } |
992 | }; | 992 | }; |
@@ -1002,7 +1002,7 @@ public sealed class BSPrim : BSPhysObject | |||
1002 | BSScene.TaintCallback applyTorqueImpulseOperation = delegate() | 1002 | BSScene.TaintCallback applyTorqueImpulseOperation = delegate() |
1003 | { | 1003 | { |
1004 | DetailLog("{0},BSPrim.ApplyTorqueImpulse,taint,tImpulse={1}", LocalID, applyImpulse); | 1004 | DetailLog("{0},BSPrim.ApplyTorqueImpulse,taint,tImpulse={1}", LocalID, applyImpulse); |
1005 | BulletSimAPI.ApplyTorqueImpulse2(BSBody.ptr, applyImpulse); | 1005 | BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); |
1006 | }; | 1006 | }; |
1007 | if (inTaintTime) | 1007 | if (inTaintTime) |
1008 | applyTorqueImpulseOperation(); | 1008 | applyTorqueImpulseOperation(); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index c27b5f0..cc5dbb2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -1067,49 +1067,49 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1067 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, | 1067 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, |
1068 | (s) => { return s.m_params[0].linearDamping; }, | 1068 | (s) => { return s.m_params[0].linearDamping; }, |
1069 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); }, | 1069 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); }, |
1070 | (s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ), | 1070 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, v); } ), |
1071 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | 1071 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", |
1072 | 0f, | 1072 | 0f, |
1073 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, | 1073 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, |
1074 | (s) => { return s.m_params[0].angularDamping; }, | 1074 | (s) => { return s.m_params[0].angularDamping; }, |
1075 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); }, | 1075 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); }, |
1076 | (s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ), | 1076 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, v); } ), |
1077 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | 1077 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", |
1078 | 0.2f, | 1078 | 0.2f, |
1079 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, | 1079 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, |
1080 | (s) => { return s.m_params[0].deactivationTime; }, | 1080 | (s) => { return s.m_params[0].deactivationTime; }, |
1081 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); }, | 1081 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); }, |
1082 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.BSBody.ptr, v); } ), | 1082 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ), |
1083 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | 1083 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", |
1084 | 0.8f, | 1084 | 0.8f, |
1085 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, | 1085 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, |
1086 | (s) => { return s.m_params[0].linearSleepingThreshold; }, | 1086 | (s) => { return s.m_params[0].linearSleepingThreshold; }, |
1087 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); }, | 1087 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); }, |
1088 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ), | 1088 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), |
1089 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | 1089 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", |
1090 | 1.0f, | 1090 | 1.0f, |
1091 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, | 1091 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, |
1092 | (s) => { return s.m_params[0].angularSleepingThreshold; }, | 1092 | (s) => { return s.m_params[0].angularSleepingThreshold; }, |
1093 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); }, | 1093 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); }, |
1094 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ), | 1094 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), |
1095 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | 1095 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , |
1096 | 0f, // set to zero to disable | 1096 | 0f, // set to zero to disable |
1097 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, | 1097 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, |
1098 | (s) => { return s.m_params[0].ccdMotionThreshold; }, | 1098 | (s) => { return s.m_params[0].ccdMotionThreshold; }, |
1099 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); }, | 1099 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); }, |
1100 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.BSBody.ptr, v); } ), | 1100 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ), |
1101 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | 1101 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , |
1102 | 0f, | 1102 | 0f, |
1103 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, | 1103 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, |
1104 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, | 1104 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, |
1105 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); }, | 1105 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); }, |
1106 | (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.BSBody.ptr, v); } ), | 1106 | (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ), |
1107 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | 1107 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , |
1108 | 0.1f, | 1108 | 0.1f, |
1109 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, | 1109 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, |
1110 | (s) => { return s.m_params[0].contactProcessingThreshold; }, | 1110 | (s) => { return s.m_params[0].contactProcessingThreshold; }, |
1111 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); }, | 1111 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); }, |
1112 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.BSBody.ptr, v); } ), | 1112 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), |
1113 | 1113 | ||
1114 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | 1114 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , |
1115 | 0.5f, | 1115 | 0.5f, |
@@ -1428,8 +1428,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1428 | { | 1428 | { |
1429 | foreach (BSPrim prim in m_vehicles) | 1429 | foreach (BSPrim prim in m_vehicles) |
1430 | { | 1430 | { |
1431 | BulletSimAPI.DumpRigidBody2(World.ptr, prim.BSBody.ptr); | 1431 | BulletSimAPI.DumpRigidBody2(World.ptr, prim.PhysBody.ptr); |
1432 | BulletSimAPI.DumpCollisionShape2(World.ptr, prim.BSShape.ptr); | 1432 | BulletSimAPI.DumpCollisionShape2(World.ptr, prim.PhysShape.ptr); |
1433 | } | 1433 | } |
1434 | } | 1434 | } |
1435 | 1435 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 1219fc0..a38e650 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -106,11 +106,11 @@ public sealed class BSShapeCollection : IDisposable | |||
106 | // rebuild the body around it. | 106 | // rebuild the body around it. |
107 | // Updates prim.BSBody with information/pointers to requested body | 107 | // Updates prim.BSBody with information/pointers to requested body |
108 | bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, | 108 | bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, |
109 | prim.BSShape, shapeData, bodyCallback); | 109 | prim.PhysShape, shapeData, bodyCallback); |
110 | ret = newGeom || newBody; | 110 | ret = newGeom || newBody; |
111 | } | 111 | } |
112 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", | 112 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", |
113 | prim.LocalID, forceRebuild, ret, prim.BSBody, prim.BSShape); | 113 | prim.LocalID, forceRebuild, ret, prim.PhysBody, prim.PhysShape); |
114 | 114 | ||
115 | return ret; | 115 | return ret; |
116 | } | 116 | } |
@@ -337,7 +337,7 @@ public sealed class BSShapeCollection : IDisposable | |||
337 | // an avatar capsule is close to a native shape (it is not shared) | 337 | // an avatar capsule is close to a native shape (it is not shared) |
338 | ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, | 338 | ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, |
339 | ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); | 339 | ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); |
340 | DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape); | 340 | DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); |
341 | ret = true; | 341 | ret = true; |
342 | haveShape = true; | 342 | haveShape = true; |
343 | } | 343 | } |
@@ -360,13 +360,13 @@ public sealed class BSShapeCollection : IDisposable | |||
360 | haveShape = true; | 360 | haveShape = true; |
361 | if (forceRebuild | 361 | if (forceRebuild |
362 | || prim.Scale != shapeData.Size | 362 | || prim.Scale != shapeData.Size |
363 | || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE | 363 | || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE |
364 | ) | 364 | ) |
365 | { | 365 | { |
366 | ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE, | 366 | ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE, |
367 | ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback); | 367 | ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback); |
368 | DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", | 368 | DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", |
369 | prim.LocalID, forceRebuild, prim.BSShape); | 369 | prim.LocalID, forceRebuild, prim.PhysShape); |
370 | } | 370 | } |
371 | } | 371 | } |
372 | if (pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | 372 | if (pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) |
@@ -374,13 +374,13 @@ public sealed class BSShapeCollection : IDisposable | |||
374 | haveShape = true; | 374 | haveShape = true; |
375 | if (forceRebuild | 375 | if (forceRebuild |
376 | || prim.Scale != shapeData.Size | 376 | || prim.Scale != shapeData.Size |
377 | || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX | 377 | || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX |
378 | ) | 378 | ) |
379 | { | 379 | { |
380 | ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, | 380 | ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, |
381 | ShapeData.FixedShapeKey.KEY_BOX, shapeCallback); | 381 | ShapeData.FixedShapeKey.KEY_BOX, shapeCallback); |
382 | DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", | 382 | DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", |
383 | prim.LocalID, forceRebuild, prim.BSShape); | 383 | prim.LocalID, forceRebuild, prim.PhysShape); |
384 | } | 384 | } |
385 | } | 385 | } |
386 | } | 386 | } |
@@ -394,13 +394,13 @@ public sealed class BSShapeCollection : IDisposable | |||
394 | // Update prim.BSShape to reference a hull of this shape. | 394 | // Update prim.BSShape to reference a hull of this shape. |
395 | ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback); | 395 | ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback); |
396 | DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", | 396 | DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", |
397 | shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); | 397 | shapeData.ID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); |
398 | } | 398 | } |
399 | else | 399 | else |
400 | { | 400 | { |
401 | ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback); | 401 | ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback); |
402 | DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", | 402 | DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", |
403 | shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); | 403 | shapeData.ID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); |
404 | } | 404 | } |
405 | } | 405 | } |
406 | return ret; | 406 | return ret; |
@@ -413,7 +413,7 @@ public sealed class BSShapeCollection : IDisposable | |||
413 | ShapeDestructionCallback shapeCallback) | 413 | ShapeDestructionCallback shapeCallback) |
414 | { | 414 | { |
415 | // release any previous shape | 415 | // release any previous shape |
416 | DereferenceShape(prim.BSShape, true, shapeCallback); | 416 | DereferenceShape(prim.PhysShape, true, shapeCallback); |
417 | 417 | ||
418 | shapeData.Type = shapeType; | 418 | shapeData.Type = shapeType; |
419 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 419 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
@@ -426,7 +426,7 @@ public sealed class BSShapeCollection : IDisposable | |||
426 | DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", | 426 | DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", |
427 | shapeData.ID, newShape, shapeData.Scale); | 427 | shapeData.ID, newShape, shapeData.Scale); |
428 | 428 | ||
429 | prim.BSShape = newShape; | 429 | prim.PhysShape = newShape; |
430 | return true; | 430 | return true; |
431 | } | 431 | } |
432 | 432 | ||
@@ -475,14 +475,14 @@ public sealed class BSShapeCollection : IDisposable | |||
475 | System.UInt64 newMeshKey = ComputeShapeKey(shapeData, pbs, out lod); | 475 | System.UInt64 newMeshKey = ComputeShapeKey(shapeData, pbs, out lod); |
476 | 476 | ||
477 | // if this new shape is the same as last time, don't recreate the mesh | 477 | // if this new shape is the same as last time, don't recreate the mesh |
478 | if (newMeshKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH) | 478 | if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH) |
479 | return false; | 479 | return false; |
480 | 480 | ||
481 | DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}", | 481 | DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}", |
482 | prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); | 482 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); |
483 | 483 | ||
484 | // Since we're recreating new, get rid of the reference to the previous shape | 484 | // Since we're recreating new, get rid of the reference to the previous shape |
485 | DereferenceShape(prim.BSShape, true, shapeCallback); | 485 | DereferenceShape(prim.PhysShape, true, shapeCallback); |
486 | 486 | ||
487 | newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod); | 487 | newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod); |
488 | // Take evasive action if the mesh was not constructed. | 488 | // Take evasive action if the mesh was not constructed. |
@@ -492,7 +492,7 @@ public sealed class BSShapeCollection : IDisposable | |||
492 | 492 | ||
493 | // meshes are already scaled by the meshmerizer | 493 | // meshes are already scaled by the meshmerizer |
494 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); | 494 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); |
495 | prim.BSShape = newShape; | 495 | prim.PhysShape = newShape; |
496 | 496 | ||
497 | return true; // 'true' means a new shape has been added to this prim | 497 | return true; // 'true' means a new shape has been added to this prim |
498 | } | 498 | } |
@@ -550,14 +550,14 @@ public sealed class BSShapeCollection : IDisposable | |||
550 | System.UInt64 newHullKey = ComputeShapeKey(shapeData, pbs, out lod); | 550 | System.UInt64 newHullKey = ComputeShapeKey(shapeData, pbs, out lod); |
551 | 551 | ||
552 | // if the hull hasn't changed, don't rebuild it | 552 | // if the hull hasn't changed, don't rebuild it |
553 | if (newHullKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) | 553 | if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) |
554 | return false; | 554 | return false; |
555 | 555 | ||
556 | DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}", | 556 | DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}", |
557 | prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X")); | 557 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X")); |
558 | 558 | ||
559 | // Remove usage of the previous shape. | 559 | // Remove usage of the previous shape. |
560 | DereferenceShape(prim.BSShape, true, shapeCallback); | 560 | DereferenceShape(prim.PhysShape, true, shapeCallback); |
561 | 561 | ||
562 | newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod); | 562 | newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod); |
563 | newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs); | 563 | newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs); |
@@ -566,7 +566,7 @@ public sealed class BSShapeCollection : IDisposable | |||
566 | 566 | ||
567 | // hulls are already scaled by the meshmerizer | 567 | // hulls are already scaled by the meshmerizer |
568 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); | 568 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); |
569 | prim.BSShape = newShape; | 569 | prim.PhysShape = newShape; |
570 | return true; // 'true' means a new shape has been added to this prim | 570 | return true; // 'true' means a new shape has been added to this prim |
571 | } | 571 | } |
572 | 572 | ||
@@ -778,13 +778,13 @@ public sealed class BSShapeCollection : IDisposable | |||
778 | bool ret = false; | 778 | bool ret = false; |
779 | 779 | ||
780 | // the mesh, hull or native shape must have already been created in Bullet | 780 | // the mesh, hull or native shape must have already been created in Bullet |
781 | bool mustRebuild = (prim.BSBody.ptr == IntPtr.Zero); | 781 | bool mustRebuild = (prim.PhysBody.ptr == IntPtr.Zero); |
782 | 782 | ||
783 | // If there is an existing body, verify it's of an acceptable type. | 783 | // If there is an existing body, verify it's of an acceptable type. |
784 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. | 784 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. |
785 | if (!mustRebuild) | 785 | if (!mustRebuild) |
786 | { | 786 | { |
787 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.BSBody.ptr); | 787 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.PhysBody.ptr); |
788 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY | 788 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY |
789 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) | 789 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) |
790 | { | 790 | { |
@@ -796,7 +796,7 @@ public sealed class BSShapeCollection : IDisposable | |||
796 | if (mustRebuild || forceRebuild) | 796 | if (mustRebuild || forceRebuild) |
797 | { | 797 | { |
798 | // Free any old body | 798 | // Free any old body |
799 | DereferenceBody(prim.BSBody, true, bodyCallback); | 799 | DereferenceBody(prim.PhysBody, true, bodyCallback); |
800 | 800 | ||
801 | BulletBody aBody; | 801 | BulletBody aBody; |
802 | IntPtr bodyPtr = IntPtr.Zero; | 802 | IntPtr bodyPtr = IntPtr.Zero; |
@@ -816,7 +816,7 @@ public sealed class BSShapeCollection : IDisposable | |||
816 | 816 | ||
817 | ReferenceBody(aBody, true); | 817 | ReferenceBody(aBody, true); |
818 | 818 | ||
819 | prim.BSBody = aBody; | 819 | prim.PhysBody = aBody; |
820 | 820 | ||
821 | ret = true; | 821 | ret = true; |
822 | } | 822 | } |