From 7b65985047bdf0789fe3eccf8f515279f362abf1 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 27 Sep 2012 09:31:33 -0700 Subject: BulletSim: remove the trailing spaces from lines to make git happier --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 185 +++++++++--------- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 14 +- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 30 +-- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 212 ++++++++++----------- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 26 +-- .../Physics/BulletSPlugin/BSShapeCollection.cs | 42 ++-- .../Physics/BulletSPlugin/BSTerrainManager.cs | 32 ++-- .../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 4 +- 10 files changed, 275 insertions(+), 276 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 961bcde..b88ec3c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -122,7 +122,6 @@ public class BSCharacter : BSPhysObject BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, (uint)CollisionFilterGroups.AvatarFilter, (uint)CollisionFilterGroups.AvatarMask); }); - return; } @@ -141,8 +140,8 @@ public class BSCharacter : BSPhysObject base.RequestPhysicsterseUpdate(); } // No one calls this method so I don't know what it could possibly mean - public override bool Stopped { - get { return false; } + public override bool Stopped { + get { return false; } } public override OMV.Vector3 Size { get @@ -151,7 +150,7 @@ public class BSCharacter : BSPhysObject return new OMV.Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); } - set { + set { // When an avatar's size is set, only the height is changed // and that really only depends on the radius. _size = value; @@ -166,19 +165,19 @@ public class BSCharacter : BSPhysObject BulletSimAPI.SetObjectScaleMass(PhysicsScene.WorldID, LocalID, _scale, _mass, true); }); - } + } } - public override PrimitiveBaseShape Shape { - set { _pbs = value; - } + public override PrimitiveBaseShape Shape { + set { _pbs = value; + } } - public override bool Grabbed { - set { _grabbed = value; - } + public override bool Grabbed { + set { _grabbed = value; + } } - public override bool Selected { - set { _selected = value; - } + public override bool Selected { + set { _selected = value; + } } public override void CrossingFailure() { return; } public override void link(PhysicsActor obj) { return; } @@ -203,11 +202,11 @@ public class BSCharacter : BSPhysObject public override void LockAngularMotion(OMV.Vector3 axis) { return; } - public override OMV.Vector3 Position { + public override OMV.Vector3 Position { get { // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); - return _position; - } + return _position; + } set { _position = value; PositionSanityCheck(); @@ -217,7 +216,7 @@ public class BSCharacter : BSPhysObject DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); }); - } + } } // Check that the current position is sane and, if not, modify the position to make it so. @@ -226,7 +225,7 @@ public class BSCharacter : BSPhysObject private bool PositionSanityCheck() { bool ret = false; - + // If below the ground, move the avatar up float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); if (Position.Z < terrainHeight) @@ -260,17 +259,17 @@ public class BSCharacter : BSPhysObject return ret; } - public override float Mass { - get { - return _mass; - } + public override float Mass { + get { + return _mass; + } } // used when we only want this prim's mass and not the linkset thing public override float MassRaw { get {return _mass; } } - public override OMV.Vector3 Force { - get { return _force; } + public override OMV.Vector3 Force { + get { return _force; } set { _force = value; // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); @@ -279,12 +278,12 @@ public class BSCharacter : BSPhysObject DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); BulletSimAPI.SetObjectForce(PhysicsScene.WorldID, LocalID, _force); }); - } + } } - public override int VehicleType { - get { return 0; } - set { return; } + public override int VehicleType { + get { return 0; } + set { return; } } public override void VehicleFloatParam(int param, float value) { } public override void VehicleVectorParam(int param, OMV.Vector3 value) {} @@ -296,8 +295,8 @@ public class BSCharacter : BSPhysObject public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } - public override OMV.Vector3 Velocity { - get { return _velocity; } + public override OMV.Vector3 Velocity { + get { return _velocity; } set { _velocity = value; // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); @@ -306,24 +305,24 @@ public class BSCharacter : BSPhysObject DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity); }); - } + } } - public override OMV.Vector3 Torque { - get { return _torque; } - set { _torque = value; - } + public override OMV.Vector3 Torque { + get { return _torque; } + set { _torque = value; + } } - public override float CollisionScore { - get { return _collisionScore; } - set { _collisionScore = value; - } + public override float CollisionScore { + get { return _collisionScore; } + set { _collisionScore = value; + } } - public override OMV.Vector3 Acceleration { + public override OMV.Vector3 Acceleration { get { return _acceleration; } set { _acceleration = value; } } - public override OMV.Quaternion Orientation { - get { return _orientation; } + public override OMV.Quaternion Orientation { + get { return _orientation; } set { _orientation = value; // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); @@ -332,98 +331,98 @@ public class BSCharacter : BSPhysObject // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); }); - } + } } - public override int PhysicsActorType { - get { return _physicsActorType; } - set { _physicsActorType = value; - } + public override int PhysicsActorType { + get { return _physicsActorType; } + set { _physicsActorType = value; + } } - public override bool IsPhysical { - get { return _isPhysical; } + public override bool IsPhysical { + get { return _isPhysical; } set { _isPhysical = value; - } + } } - public override bool Flying { - get { return _flying; } + public override bool Flying { + get { return _flying; } set { _flying = value; // simulate flying by changing the effect of gravity this.Buoyancy = ComputeBuoyancyFromFlying(_flying); - } + } } // Flying is implimented by changing the avatar's buoyancy. // Would this be done better with a vehicle type? private float ComputeBuoyancyFromFlying(bool ifFlying) { return ifFlying ? 1f : 0f; } - public override bool - SetAlwaysRun { - get { return _setAlwaysRun; } - set { _setAlwaysRun = value; } + public override bool + SetAlwaysRun { + get { return _setAlwaysRun; } + set { _setAlwaysRun = value; } } - public override bool ThrottleUpdates { - get { return _throttleUpdates; } - set { _throttleUpdates = value; } + public override bool ThrottleUpdates { + get { return _throttleUpdates; } + set { _throttleUpdates = value; } } public override bool IsColliding { - get { return (CollidingStep == PhysicsScene.SimulationStep); } - set { _isColliding = value; } + get { return (CollidingStep == PhysicsScene.SimulationStep); } + set { _isColliding = value; } } public override bool CollidingGround { - get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } - set { CollidingGround = value; } + get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } + set { CollidingGround = value; } } - public override bool CollidingObj { - get { return _collidingObj; } - set { _collidingObj = value; } + public override bool CollidingObj { + get { return _collidingObj; } + set { _collidingObj = value; } } - public override bool FloatOnWater { - set { _floatOnWater = value; } + public override bool FloatOnWater { + set { _floatOnWater = value; } } - public override OMV.Vector3 RotationalVelocity { - get { return _rotationalVelocity; } - set { _rotationalVelocity = value; } + public override OMV.Vector3 RotationalVelocity { + get { return _rotationalVelocity; } + set { _rotationalVelocity = value; } } - public override bool Kinematic { - get { return _kinematic; } - set { _kinematic = value; } + public override bool Kinematic { + get { return _kinematic; } + set { _kinematic = value; } } // neg=fall quickly, 0=1g, 1=0g, pos=float up - public override float Buoyancy { - get { return _buoyancy; } - set { _buoyancy = value; + public override float Buoyancy { + get { return _buoyancy; } + set { _buoyancy = value; PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() { DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); }); - } + } } // Used for MoveTo - public override OMV.Vector3 PIDTarget { - set { _PIDTarget = value; } + public override OMV.Vector3 PIDTarget { + set { _PIDTarget = value; } } - public override bool PIDActive { - set { _usePID = value; } + public override bool PIDActive { + set { _usePID = value; } } - public override float PIDTau { - set { _PIDTau = value; } + public override float PIDTau { + set { _PIDTau = value; } } // Used for llSetHoverHeight and maybe vehicle height // Hover Height will override MoveTo target's Z - public override bool PIDHoverActive { + public override bool PIDHoverActive { set { _useHoverPID = value; } } - public override float PIDHoverHeight { + public override float PIDHoverHeight { set { _PIDHoverHeight = value; } } - public override PIDHoverType PIDHoverType { + public override PIDHoverType PIDHoverType { set { _PIDHoverType = value; } } - public override float PIDHoverTau { + public override float PIDHoverTau { set { _PIDHoverTao = value; } } @@ -433,7 +432,7 @@ public class BSCharacter : BSPhysObject public override float APIDStrength { set { return; } } public override float APIDDamping { set { return; } } - public override void AddForce(OMV.Vector3 force, bool pushforce) { + public override void AddForce(OMV.Vector3 force, bool pushforce) { if (force.IsFinite()) { _force.X += force.X; @@ -453,9 +452,9 @@ public class BSCharacter : BSPhysObject //m_lastUpdateSent = false; } - public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { + public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { } - public override void SetMomentum(OMV.Vector3 momentum) { + public override void SetMomentum(OMV.Vector3 momentum) { } private void ComputeAvatarScale(OMV.Vector3 size) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index cf33d0e..65b38d6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -491,7 +491,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // remember the position so next step we can limit absolute movement effects m_lastPositionVector = Prim.Position; - VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", + VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity); }// end Step @@ -511,8 +511,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); // lastLinearVelocityVector is the current body velocity vector // RA: Not sure what the *10 is for. A correction for pTimestep? - // m_lastLinearVelocityVector += (addAmount*10); - m_lastLinearVelocityVector += addAmount; + // m_lastLinearVelocityVector += (addAmount*10); + m_lastLinearVelocityVector += addAmount; // Limit the velocity vector to less than the last set linear motor direction if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) @@ -695,7 +695,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); m_lastLinearVelocityVector *= keepFraction; - VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", + VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); } // end MoveLinear() @@ -728,7 +728,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); - VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", + VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); // This is done so that if script request rate is less than phys frame rate the expected @@ -779,7 +779,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin vertattr.X += bounce * angularVelocity.X; vertattr.Y += bounce * angularVelocity.Y; - VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", + VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", Prim.LocalID, verterr, bounce, vertattr); } // else vertical attractor is off @@ -792,7 +792,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Sum velocities m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection - + if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) { m_lastAngularVelocity.X = 0; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 6967108..b0cc63c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -53,9 +53,9 @@ public class BSLinkset // We keep the prim's mass in the linkset structure since it could be dependent on other prims private float m_mass; - public float LinksetMass - { - get + public float LinksetMass + { + get { m_mass = ComputeLinksetMass(); return m_mass; @@ -77,7 +77,7 @@ public class BSLinkset // A simple linkset of one (no children) LinksetID = m_nextLinksetID++; // We create LOTS of linksets. - if (m_nextLinksetID <= 0) + if (m_nextLinksetID <= 0) m_nextLinksetID = 1; PhysicsScene = scene; LinksetRoot = parent; @@ -276,7 +276,7 @@ public class BSLinkset BSConstraint constrain; if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) { - // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", + // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); constrain.RecomputeConstraintVariables(linksetMass); } @@ -392,14 +392,14 @@ public class BSLinkset // create a constraint that allows no freedom of movement between the two objects // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 - DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", - rootPrim.LocalID, - rootPrim.LocalID, rootBody.ptr.ToString("X"), - childPrim.LocalID, childBody.ptr.ToString("X"), + DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", + rootPrim.LocalID, + rootPrim.LocalID, rootBody.ptr.ToString("X"), + childPrim.LocalID, childBody.ptr.ToString("X"), rootPrim.Position, childPrim.Position, midPoint); // There is great subtlty in these paramters. Notice the check for a ptr of zero. - // We pass the BulletBody structure into the taint in order to capture the pointer + // We pass the BulletBody structure into the taint in order to capture the pointer // of the body at the time of constraint creation. This doesn't work for the very first // construction because there is no body yet. The body // is constructed later at taint time. Thus we use the body address at time of the @@ -409,8 +409,8 @@ public class BSLinkset // to only change BSShape at taint time thus syncronizing these operations at // the cost of efficiency and lag. BS6DofConstraint constrain = new BS6DofConstraint( - PhysicsScene.World, - rootBody.ptr == IntPtr.Zero ? rootPrim.BSBody : rootBody, + PhysicsScene.World, + rootBody.ptr == IntPtr.Zero ? rootPrim.BSBody : rootBody, childBody.ptr == IntPtr.Zero ? childPrim.BSBody : childBody, midPoint, true, @@ -473,11 +473,11 @@ public class BSLinkset // The root and child bodies are passed in because we need to remove the constraint between // the bodies that were at unlink time. // Called at taint time! - private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BulletBody rootBody, + private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BulletBody rootBody, BSPhysObject childPrim, BulletBody childBody) { - DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", - rootPrim.LocalID, + DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", + rootPrim.LocalID, rootPrim.LocalID, rootBody.ptr.ToString("X"), childPrim.LocalID, childBody.ptr.ToString("X")); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index df95625..d9b738b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -100,7 +100,7 @@ public abstract class BSPhysObject : PhysicsActor // The simulation step is telling this object about a collision. // Return 'true' if a collision was processed and should be sent up. // Called at taint time from within the Step() function - public virtual bool Collide(uint collidingWith, BSPhysObject collidee, + public virtual bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { bool ret = false; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs index 0f027b8..20f5180 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs @@ -33,7 +33,7 @@ using OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { /// - /// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim. + /// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim. /// This module interfaces to an unmanaged C++ library which makes the /// actual calls into the Bullet physics engine. /// The unmanaged library is found in opensim-libs::trunk/unmanaged/BulletSim/. @@ -62,7 +62,7 @@ public class BSPlugin : IPhysicsPlugin if (Util.IsWindows()) Util.LoadArchSpecificWindowsDll("BulletSim.dll"); // If not Windows, loading is performed by the - // Mono loader as specified in + // Mono loader as specified in // "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config". _mScene = new BSScene(sceneIdentifier); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index e65e42b..8688485 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -158,12 +158,12 @@ public sealed class BSPrim : BSPhysObject BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); }); } - - public override bool Stopped { - get { return _stopped; } + + public override bool Stopped { + get { return _stopped; } } - public override OMV.Vector3 Size { - get { return _size; } + public override OMV.Vector3 Size { + get { return _size; } set { _size = value; PhysicsScene.TaintedObject("BSPrim.setSize", delegate() @@ -174,7 +174,7 @@ public sealed class BSPrim : BSPhysObject CreateGeomAndObject(true); // DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, _scale, _mass, IsPhysical); }); - } + } } // Scale is what we set in the physics engine. It is different than 'size' in that // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. @@ -183,7 +183,7 @@ public sealed class BSPrim : BSPhysObject get { return _scale; } set { _scale = value; } } - public override PrimitiveBaseShape Shape { + public override PrimitiveBaseShape Shape { set { _pbs = value; PhysicsScene.TaintedObject("BSPrim.setShape", delegate() @@ -191,13 +191,13 @@ public sealed class BSPrim : BSPhysObject _mass = CalculateMass(); // changing the shape changes the mass CreateGeomAndObject(true); }); - } + } } - public override bool Grabbed { - set { _grabbed = value; - } + public override bool Grabbed { + set { _grabbed = value; + } } - public override bool Selected { + public override bool Selected { set { _isSelected = value; PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() @@ -205,7 +205,7 @@ public sealed class BSPrim : BSPhysObject // DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); SetObjectDynamic(false); }); - } + } } public override void CrossingFailure() { return; } @@ -219,10 +219,10 @@ public sealed class BSPrim : BSPhysObject Linkset = parent.Linkset.AddMeToLinkset(this); - DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", + DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); } - return; + return; } // delink me from my linkset @@ -232,12 +232,12 @@ public sealed class BSPrim : BSPhysObject BSPhysObject parentBefore = Linkset.LinksetRoot; int childrenBefore = Linkset.NumberOfChildren; - + Linkset = Linkset.RemoveMeFromLinkset(this); - DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", + DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); - return; + return; } // Set motion values to zero. @@ -258,21 +258,21 @@ public sealed class BSPrim : BSPhysObject } public override void LockAngularMotion(OMV.Vector3 axis) - { + { DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); return; } - public override OMV.Vector3 Position { - get { + public override OMV.Vector3 Position { + get { if (!Linkset.IsRoot(this)) // child prims move around based on their parent. Need to get the latest location _position = BulletSimAPI.GetPosition2(BSBody.ptr); // don't do the GetObjectPosition for root elements because this function is called a zillion times // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); - return _position; - } + return _position; + } set { _position = value; // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? @@ -281,13 +281,13 @@ public sealed class BSPrim : BSPhysObject // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); }); - } + } } // Return the effective mass of the object. // If there are multiple items in the linkset, add them together for the root public override float Mass - { + { get { // return Linkset.LinksetMass; @@ -310,8 +310,8 @@ public sealed class BSPrim : BSPhysObject get { return Linkset.GeometricCenter; } } - public override OMV.Vector3 Force { - get { return _force; } + public override OMV.Vector3 Force { + get { return _force; } set { _force = value; PhysicsScene.TaintedObject("BSPrim.setForce", delegate() @@ -319,13 +319,13 @@ public sealed class BSPrim : BSPhysObject // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); }); - } + } } - public override int VehicleType { + public override int VehicleType { get { return (int)_vehicle.Type; // if we are a vehicle, return that type - } + } set { Vehicle type = (Vehicle)value; BSPrim vehiclePrim = this; @@ -337,30 +337,30 @@ public sealed class BSPrim : BSPhysObject // Tell the scene about the vehicle so it will get processing each frame. PhysicsScene.VehicleInSceneTypeChanged(this, type); }); - } + } } - public override void VehicleFloatParam(int param, float value) + public override void VehicleFloatParam(int param, float value) { PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() { _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); }); } - public override void VehicleVectorParam(int param, OMV.Vector3 value) + public override void VehicleVectorParam(int param, OMV.Vector3 value) { PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() { _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); }); } - public override void VehicleRotationParam(int param, OMV.Quaternion rotation) + public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() { _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); }); } - public override void VehicleFlags(int param, bool remove) + public override void VehicleFlags(int param, bool remove) { PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() { @@ -388,11 +388,11 @@ public sealed class BSPrim : BSPhysObject SetObjectDynamic(true); }); } - return; + return; } - public override OMV.Vector3 Velocity { - get { return _velocity; } + public override OMV.Vector3 Velocity { + get { return _velocity; } set { _velocity = value; PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() @@ -400,24 +400,24 @@ public sealed class BSPrim : BSPhysObject // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); }); - } + } } - public override OMV.Vector3 Torque { - get { return _torque; } - set { _torque = value; + public override OMV.Vector3 Torque { + get { return _torque; } + set { _torque = value; // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); - } + } } - public override float CollisionScore { - get { return _collisionScore; } - set { _collisionScore = value; - } + public override float CollisionScore { + get { return _collisionScore; } + set { _collisionScore = value; + } } - public override OMV.Vector3 Acceleration { + public override OMV.Vector3 Acceleration { get { return _acceleration; } set { _acceleration = value; } } - public override OMV.Quaternion Orientation { + public override OMV.Quaternion Orientation { get { if (!Linkset.IsRoot(this)) { @@ -425,7 +425,7 @@ public sealed class BSPrim : BSPhysObject _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); } return _orientation; - } + } set { _orientation = value; // TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint? @@ -435,14 +435,14 @@ public sealed class BSPrim : BSPhysObject // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); }); - } + } } - public override int PhysicsActorType { - get { return _physicsActorType; } - set { _physicsActorType = value; } + public override int PhysicsActorType { + get { return _physicsActorType; } + set { _physicsActorType = value; } } - public override bool IsPhysical { - get { return _isPhysical; } + public override bool IsPhysical { + get { return _isPhysical; } set { if (_isPhysical != value) { @@ -453,7 +453,7 @@ public sealed class BSPrim : BSPhysObject SetObjectDynamic(true); }); } - } + } } // An object is static (does not move) if selected or not physical @@ -519,7 +519,7 @@ public sealed class BSPrim : BSPhysObject // had been automatically disabled when the mass was set to zero. Linkset.Refresh(this); - DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", + DetailLog("{0},BSPrim.UpdatePhysicalParameters,exit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape); } @@ -630,31 +630,31 @@ public sealed class BSPrim : BSPhysObject } // prims don't fly - public override bool Flying { - get { return _flying; } + public override bool Flying { + get { return _flying; } set { _flying = value; - } + } } - public override bool SetAlwaysRun { - get { return _setAlwaysRun; } - set { _setAlwaysRun = value; } + public override bool SetAlwaysRun { + get { return _setAlwaysRun; } + set { _setAlwaysRun = value; } } - public override bool ThrottleUpdates { - get { return _throttleUpdates; } - set { _throttleUpdates = value; } + public override bool ThrottleUpdates { + get { return _throttleUpdates; } + set { _throttleUpdates = value; } } public override bool IsColliding { - get { return (CollidingStep == PhysicsScene.SimulationStep); } - set { _isColliding = value; } + get { return (CollidingStep == PhysicsScene.SimulationStep); } + set { _isColliding = value; } } public override bool CollidingGround { - get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } - set { _collidingGround = value; } + get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } + set { _collidingGround = value; } } - public override bool CollidingObj { - get { return _collidingObj; } - set { _collidingObj = value; } + public override bool CollidingObj { + get { return _collidingObj; } + set { _collidingObj = value; } } public bool IsPhantom { get { @@ -664,10 +664,10 @@ public sealed class BSPrim : BSPhysObject return false; } } - public override bool FloatOnWater { - set { _floatOnWater = value; } + public override bool FloatOnWater { + set { _floatOnWater = value; } } - public override OMV.Vector3 RotationalVelocity { + public override OMV.Vector3 RotationalVelocity { get { /* OMV.Vector3 pv = OMV.Vector3.Zero; @@ -679,7 +679,7 @@ public sealed class BSPrim : BSPhysObject */ return _rotationalVelocity; - } + } set { _rotationalVelocity = value; // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); @@ -688,16 +688,16 @@ public sealed class BSPrim : BSPhysObject // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity); }); - } + } } - public override bool Kinematic { - get { return _kinematic; } - set { _kinematic = value; + public override bool Kinematic { + get { return _kinematic; } + set { _kinematic = value; // m_log.DebugFormat("{0}: Kinematic={1}", LogHeader, _kinematic); - } + } } - public override float Buoyancy { - get { return _buoyancy; } + public override float Buoyancy { + get { return _buoyancy; } set { _buoyancy = value; PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() @@ -707,32 +707,32 @@ public sealed class BSPrim : BSPhysObject float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); }); - } + } } // Used for MoveTo - public override OMV.Vector3 PIDTarget { - set { _PIDTarget = value; } + public override OMV.Vector3 PIDTarget { + set { _PIDTarget = value; } } - public override bool PIDActive { - set { _usePID = value; } + public override bool PIDActive { + set { _usePID = value; } } - public override float PIDTau { - set { _PIDTau = value; } + public override float PIDTau { + set { _PIDTau = value; } } // Used for llSetHoverHeight and maybe vehicle height // Hover Height will override MoveTo target's Z - public override bool PIDHoverActive { + public override bool PIDHoverActive { set { _useHoverPID = value; } } - public override float PIDHoverHeight { + public override float PIDHoverHeight { set { _PIDHoverHeight = value; } } - public override PIDHoverType PIDHoverType { + public override PIDHoverType PIDHoverType { set { _PIDHoverType = value; } } - public override float PIDHoverTau { + public override float PIDHoverTau { set { _PIDHoverTao = value; } } @@ -773,11 +773,11 @@ public sealed class BSPrim : BSPhysObject }); } - public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { + public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); } - public override void SetMomentum(OMV.Vector3 momentum) { + public override void SetMomentum(OMV.Vector3 momentum) { // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); } #region Mass Calculation @@ -789,8 +789,8 @@ public sealed class BSPrim : BSPhysObject float returnMass = 0; float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f; - float hollowVolume = hollowAmount * hollowAmount; - + float hollowVolume = hollowAmount * hollowAmount; + switch (_pbs.ProfileShape) { case ProfileShape.Square: @@ -826,16 +826,16 @@ public sealed class BSPrim : BSPhysObject else if (_pbs.PathCurve == (byte)Extrusion.Curve1) { - //a tube + //a tube volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX); tmp= 1.0f -2.0e-2f * (float)(200 - _pbs.PathScaleY); volume -= volume*tmp*tmp; - + if (hollowAmount > 0.0) { hollowVolume *= hollowAmount; - + switch (_pbs.HollowShape) { case HollowShape.Square: @@ -894,7 +894,7 @@ public sealed class BSPrim : BSPhysObject volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX); tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY); volume *= (1.0f - tmp * tmp); - + if (hollowAmount > 0.0) { @@ -1118,7 +1118,7 @@ public sealed class BSPrim : BSPhysObject PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs); Linkset = Linkset.AddMeToLinkset(this); - + // Make sure the properties are set on the new object UpdatePhysicalParameters(); return; @@ -1210,7 +1210,7 @@ public sealed class BSPrim : BSPhysObject { // For debugging, we can also report the movement of children DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", - LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, + LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, entprop.Acceleration, entprop.RotationalVelocity); } */ diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 44a249c..0cf8c91 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -49,7 +49,7 @@ using OpenMetaverse; // At the moment, physical and phantom causes object to drop through the terrain // Physical phantom objects and related typing (collision options ) // Check out llVolumeDetect. Must do something for that. -// Use collision masks for collision with terrain and phantom objects +// Use collision masks for collision with terrain and phantom objects // More efficient memory usage when passing hull information from BSPrim to BulletSim // Should prim.link() and prim.delink() membership checking happen at taint time? // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once. @@ -60,7 +60,7 @@ using OpenMetaverse; // Add PID movement operations. What does ScenePresence.MoveToTarget do? // Check terrain size. 128 or 127? // Raycast -// +// namespace OpenSim.Region.Physics.BulletSPlugin { public class BSScene : PhysicsScene, IPhysicsParameters @@ -327,7 +327,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters { m_log.Debug("[BULLETS UNMANAGED]:" + msg); } - + // Called directly from unmanaged code so don't do much private void BulletLoggerPhysLog(string msg) { @@ -460,7 +460,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters } // This is a call from the simulator saying that some physical property has been updated. - // The BulletSim driver senses the changing of relevant properties so this taint + // The BulletSim driver senses the changing of relevant properties so this taint // information call is not needed. public override void AddPhysicsActorTaint(PhysicsActor prim) { } @@ -501,14 +501,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); - DetailLog("{0},Simulate,call, nTaints={1}, simTime={2}, substeps={3}, updates={4}, colliders={5}", - DetailLogZero, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); + DetailLog("{0},Simulate,call, nTaints={1}, simTime={2}, substeps={3}, updates={4}, colliders={5}", + DetailLogZero, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); } catch (Exception e) { - m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", + m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); - DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", + DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); updatedEntityCount = 0; collidersCount = 0; @@ -535,7 +535,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters } } - // This is a kludge to get avatar movement updates. + // This is a kludge to get avatar movement updates. // ODE sends collisions for avatars even if there are have been no collisions. This updates // avatar animations and stuff. // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. @@ -634,7 +634,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters TerrainManager.SetTerrain(heightMap); } - public override void SetWaterLevel(float baseheight) + public override void SetWaterLevel(float baseheight) { m_waterLevel = baseheight; } @@ -644,7 +644,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters return m_waterLevel; } - public override void DeleteTerrain() + public override void DeleteTerrain() { // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); } @@ -806,7 +806,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters // getters and setters. // It is easiest to find an existing definition and copy it. // Parameter values are floats. Booleans are converted to a floating value. - // + // // A ParameterDefn() takes the following parameters: // -- the text name of the parameter. This is used for console input and ini file. // -- a short text description of the parameter. This shows up in the console listing. @@ -1228,7 +1228,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters } }); break; - default: + default: // setting only one localID TaintedUpdateParameter(parm, localID, val); break; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 72c6df5..b428ba3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -102,7 +102,7 @@ public class BSShapeCollection : IDisposable bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData); ret = newGeom || newBody; } - DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}", + DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}", prim.LocalID, forceRebuild, ret, prim.BSBody, prim.BSShape); return ret; @@ -149,14 +149,14 @@ public class BSShapeCollection : IDisposable bodyDesc.lastReferenced = System.DateTime.Now; Bodies[shape.ID] = bodyDesc; DetailLog("{0},BSShapeCollection.DereferenceBody,ref={1}", shape.ID, bodyDesc.referenceCount); - + // If body is no longer being used, free it -- bodies are never shared. if (bodyDesc.referenceCount == 0) { Bodies.Remove(shape.ID); BSScene.TaintCallback removeOperation = delegate() { - DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}", + DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}", shape.ID, shape.ptr.ToString("X")); // Zero any reference to the shape so it is not freed when the body is deleted. BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, shape.ptr, IntPtr.Zero); @@ -344,28 +344,28 @@ public class BSShapeCollection : IDisposable if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) { haveShape = true; - if (forceRebuild + if (forceRebuild || prim.Scale != shapeData.Size || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE ) { - ret = GetReferenceToNativeShape(prim, shapeData, + ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE, ShapeData.FixedShapeKey.KEY_SPHERE); - DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", + DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", prim.LocalID, forceRebuild, prim.BSShape); } } else { haveShape = true; - if (forceRebuild + if (forceRebuild || prim.Scale != shapeData.Size || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX ) { ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX); - DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", + DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", prim.LocalID, forceRebuild, prim.BSShape); } } @@ -379,13 +379,13 @@ public class BSShapeCollection : IDisposable { // Update prim.BSShape to reference a hull of this shape. ret = GetReferenceToHull(prim, shapeData, pbs); - DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", + DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); } else { ret = GetReferenceToMesh(prim, shapeData, pbs); - DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", + DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); } } @@ -393,7 +393,7 @@ public class BSShapeCollection : IDisposable } // Creates a native shape and assignes it to prim.BSShape - private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData, + private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData, ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) { BulletShape newShape; @@ -432,7 +432,7 @@ public class BSShapeCollection : IDisposable // if this new shape is the same as last time, don't recreate the mesh if (prim.BSShape.shapeKey == newMeshKey) return false; - DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}", + DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}", prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); // Since we're recreating new, get rid of the reference to the previous shape @@ -476,10 +476,10 @@ public class BSShapeCollection : IDisposable verticesAsFloats[vi++] = vv.Z; } - // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", + // m_log.DebugFormat("{0}: CreateGeomMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); - meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, + meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, indices.GetLength(0), indices, vertices.Count, verticesAsFloats); } BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH); @@ -501,14 +501,14 @@ public class BSShapeCollection : IDisposable if (newHullKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) return false; - DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}", + DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}", prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X")); // Remove usage of the previous shape. Also removes reference to underlying mesh if it is a hull. DereferenceShape(prim.BSShape, true); newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod); - + ReferenceShape(newShape); // hulls are already scaled by the meshmerizer @@ -559,7 +559,7 @@ public class BSShapeCollection : IDisposable convexBuilder.process(dcomp); // Convert the vertices and indices for passing to unmanaged. - // The hull information is passed as a large floating point array. + // The hull information is passed as a large floating point array. // The format is: // convHulls[0] = number of hulls // convHulls[1] = number of vertices in first hull @@ -635,11 +635,11 @@ public class BSShapeCollection : IDisposable { // level of detail based on size and type of the object float lod = PhysicsScene.MeshLOD; - if (pbs.SculptEntry) + if (pbs.SculptEntry) lod = PhysicsScene.SculptLOD; float maxAxis = Math.Max(shapeData.Size.X, Math.Max(shapeData.Size.Y, shapeData.Size.Z)); - if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) + if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) lod = PhysicsScene.MeshMegaPrimLOD; retLod = lod; @@ -685,13 +685,13 @@ public class BSShapeCollection : IDisposable IntPtr bodyPtr = IntPtr.Zero; if (prim.IsSolid) { - bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, + bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, shapeData.ID, shapeData.Position, shapeData.Rotation); // DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); } else { - bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, + bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, shapeData.ID, shapeData.Position, shapeData.Rotation); // DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 269c3d5..70aa429 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -64,7 +64,7 @@ public class BSTerrainManager // The ground plane created to keep thing from falling to infinity. private BulletBody m_groundPlane; - + // If doing mega-regions, if we're region zero we will be managing multiple // region terrains since region zero does the physics for the whole mega-region. private Dictionary m_heightMaps; @@ -110,8 +110,8 @@ public class BSTerrainManager BulletShape groundPlaneShape = new BulletShape( BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE); - m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, - BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, + m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, + BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity)); BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr); // Everything collides with the ground plane. @@ -182,7 +182,7 @@ public class BSTerrainManager // If not doing the mega-prim thing, just change the terrain DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); - UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, + UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); } }); @@ -234,7 +234,7 @@ public class BSTerrainManager mapInfo.maxZ = maxZ; mapInfo.sizeX = maxCoords.X - minCoords.X; mapInfo.sizeY = maxCoords.Y - minCoords.Y; - DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", + DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); BSScene.TaintCallback rebuildOperation = delegate() @@ -255,7 +255,7 @@ public class BSTerrainManager if (mapInfo.terrainBody.ptr != IntPtr.Zero) { // Updating an existing terrain. - DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", + DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); // Remove from the dynamics world because we're going to mangle this object @@ -289,7 +289,7 @@ public class BSTerrainManager // else { // Creating a new terrain. - DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}", + DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}", BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); mapInfo.ID = id; @@ -306,9 +306,9 @@ public class BSTerrainManager mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr), ShapeData.PhysicsShapeType.SHAPE_TERRAIN); - mapInfo.terrainBody = new BulletBody(mapInfo.ID, - BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr, - id, centerPos, Quaternion.Identity)); + mapInfo.terrainBody = new BulletBody(mapInfo.ID, + BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr, + id, centerPos, Quaternion.Identity)); } // Make sure the entry is in the heightmap table @@ -329,7 +329,7 @@ public class BSTerrainManager // redo its bounding box now that it is in the world BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); - BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr, + BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr, (uint)CollisionFilterGroups.TerrainFilter, (uint)CollisionFilterGroups.TerrainMask); @@ -361,7 +361,7 @@ public class BSTerrainManager Vector3 minCoordsX = minCoords; Vector3 maxCoordsX = maxCoords; - DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", + DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); // Code that must happen at taint-time @@ -370,7 +370,7 @@ public class BSTerrainManager DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); // Create a new mapInfo that will be filled with the new info mapInfo = new BulletHeightMapInfo(id, heightMapX, - BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID, + BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID, minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); // Put the unfilled heightmap info into the collection of same m_heightMaps.Add(terrainRegionBase, mapInfo); @@ -454,7 +454,7 @@ public class BSTerrainManager { return true; } - + // This routine is called two ways: // One with 'offset' and 'pScene' zero and null but 'extents' giving the maximum // extent of the combined regions. This is to inform the parent of the size @@ -469,11 +469,11 @@ public class BSTerrainManager MegaRegionParentPhysicsScene = pScene; if (pScene != null) { - // We are a child. + // We are a child. // We want m_worldMax to be the highest coordinate of our piece of terrain. m_worldMax = offset + DefaultRegionSize; } - DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}", + DetailLog("{0},BSTerrainManager.Combine,offset={1},extents={2},wOffset={3},wMax={4}", BSScene.DetailLogZero, offset, extents, m_worldOffset, m_worldMax); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 2d65a35..544c53d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs @@ -41,8 +41,8 @@ public struct BulletSim public BulletSim(uint worldId, BSScene bss, IntPtr xx) { ptr = xx; - worldID = worldId; - scene = bss; + worldID = worldId; + scene = bss; } public IntPtr ptr; public uint worldID; -- cgit v1.1