From 65e55ada87e110b65f3d69eb0a4f2402fb1f3ece Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 20 Nov 2012 11:30:22 -0800 Subject: BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is getting simplified out of existance someday) and update all the references to same. --- .../Physics/BulletSPlugin/BSShapeCollection.cs | 12 +++++------ OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 6 +++--- .../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 24 ++++++++++++---------- 3 files changed, 22 insertions(+), 20 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 746a52e..0232618 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -409,7 +409,7 @@ public sealed class BSShapeCollection : IDisposable { // an avatar capsule is close to a native shape (it is not shared) ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_AVATAR, - ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); + FixedShapeKey.KEY_CAPSULE, shapeCallback); DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); ret = true; haveShape = true; @@ -464,7 +464,7 @@ public sealed class BSShapeCollection : IDisposable ) { ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_SPHERE, - ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback); + FixedShapeKey.KEY_SPHERE, shapeCallback); DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", prim.LocalID, forceRebuild, prim.PhysShape); } @@ -478,7 +478,7 @@ public sealed class BSShapeCollection : IDisposable ) { ret = GetReferenceToNativeShape( prim, PhysicsShapeType.SHAPE_BOX, - ShapeData.FixedShapeKey.KEY_BOX, shapeCallback); + FixedShapeKey.KEY_BOX, shapeCallback); DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", prim.LocalID, forceRebuild, prim.PhysShape); } @@ -519,7 +519,7 @@ public sealed class BSShapeCollection : IDisposable // Creates a native shape and assignes it to prim.BSShape. // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). private bool GetReferenceToNativeShape(BSPhysObject prim, - PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, + PhysicsShapeType shapeType, FixedShapeKey shapeKey, ShapeDestructionCallback shapeCallback) { // release any previous shape @@ -539,7 +539,7 @@ public sealed class BSShapeCollection : IDisposable } private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, PhysicsShapeType shapeType, - ShapeData.FixedShapeKey shapeKey) + FixedShapeKey shapeKey) { BulletShape newShape; // Need to make sure the passed shape information is for the native type. @@ -894,7 +894,7 @@ public sealed class BSShapeCollection : IDisposable // While we figure out the real problem, stick a simple native shape on the object. BulletShape fillinShape = - BuildPhysicalNativeShape(prim, PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX); + BuildPhysicalNativeShape(prim, PhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); return fillinShape; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 2896805..71b5074 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -58,7 +58,7 @@ public abstract class BSShape { // an avatar capsule is close to a native shape (it is not shared) ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_AVATAR, - ShapeData.FixedShapeKey.KEY_CAPSULE); + FixedShapeKey.KEY_CAPSULE); physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); } @@ -123,14 +123,14 @@ public class BSShapeNative : BSShape { } public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, - PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) + PhysicsShapeType shapeType, FixedShapeKey shapeKey) { // Native shapes are not shared and are always built anew. return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); } private BSShapeNative(BSScene physicsScene, BSPhysObject prim, - PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) + PhysicsShapeType shapeType, FixedShapeKey shapeKey) { ShapeData nativeShapeData = new ShapeData(); nativeShapeData.Type = shapeType; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index bb63b0a..75e7f99 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs @@ -89,7 +89,7 @@ public struct BulletShape { ptr = xx; type=PhysicsShapeType.SHAPE_UNKNOWN; - shapeKey = 0; + shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; isNativeShape = false; } public BulletShape(IntPtr xx, PhysicsShapeType typ) @@ -194,6 +194,18 @@ public enum PhysicsShapeType SHAPE_COMPOUND = 22, SHAPE_HEIGHTMAP = 23, }; + +// The native shapes have predefined shape hash keys +public enum FixedShapeKey : ulong +{ + KEY_NONE = 0, + KEY_BOX = 1, + KEY_SPHERE = 2, + KEY_CONE = 3, + KEY_CYLINDER = 4, + KEY_CAPSULE = 5, +} + [StructLayout(LayoutKind.Sequential)] public struct ShapeData { @@ -217,16 +229,6 @@ public struct ShapeData // note that bools are passed as floats since bool size changes by language and architecture public const float numericTrue = 1f; public const float numericFalse = 0f; - - // The native shapes have predefined shape hash keys - public enum FixedShapeKey : ulong - { - KEY_BOX = 1, - KEY_SPHERE = 2, - KEY_CONE = 3, - KEY_CYLINDER = 4, - KEY_CAPSULE = 5, - } } [StructLayout(LayoutKind.Sequential)] public struct SweepHit -- cgit v1.1