Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/Scene.csavinationmerge
commit
0d97beefce
|
@ -1,6 +1,4 @@
|
|||
==== Building OpenSim ====
|
||||
|
||||
=== Building on Windows ===
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# Building on Windows
|
||||
|
||||
Steps:
|
||||
* runprebuild.bat
|
||||
|
@ -9,14 +7,13 @@ Steps:
|
|||
* copy OpenSim.ini.example to OpenSim.ini and other appropriate files in bin/config-include
|
||||
* run OpenSim.exe
|
||||
|
||||
=== Building on Linux ===
|
||||
# Building on Linux
|
||||
|
||||
Prereqs:
|
||||
* Mono >= 2.4.3
|
||||
* Nant >= 0.85
|
||||
* On some Linux distributions you may need to install additional packages.
|
||||
See http://opensimulator.org/wiki/Dependencies for more information.
|
||||
|
||||
* May also use xbuild (included in mono distributions)
|
||||
* May use Monodevelop, a cross-platform IDE
|
||||
|
||||
|
@ -27,13 +24,13 @@ From the distribution type:
|
|||
* copy OpenSim.ini.example to OpenSim.ini and other appropriate files in bin/config-include
|
||||
* run mono OpenSim.exe
|
||||
|
||||
=== Using Monodevelop ===
|
||||
# Using Monodevelop
|
||||
|
||||
From the distribution type:
|
||||
* ./runprebuild.sh
|
||||
* type monodevelop OpenSim.sln
|
||||
|
||||
=== References ===
|
||||
# References
|
||||
|
||||
Helpful resources:
|
||||
* http://opensimulator.org/wiki/Build_Instructions
|
|
@ -31,6 +31,7 @@ namespace OpenSim.Framework
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public class Constants
|
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{
|
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public const uint RegionSize = 256;
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public const uint RegionHeight = 4096;
|
||||
public const byte TerrainPatchSize = 16;
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public const string DefaultTexture = "89556747-24cb-43ed-920b-47caed15465f";
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||||
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||||
|
|
|
@ -128,6 +128,7 @@ namespace OpenSim.Framework
|
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private int m_physPrimMax = 0;
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private bool m_clampPrimSize = false;
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private int m_objectCapacity = 0;
|
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private int m_linksetCapacity = 0;
|
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private int m_agentCapacity = 0;
|
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private string m_regionType = String.Empty;
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private RegionLightShareData m_windlight = new RegionLightShareData();
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|
@ -319,6 +320,11 @@ namespace OpenSim.Framework
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get { return m_objectCapacity; }
|
||||
}
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|
||||
public int LinksetCapacity
|
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{
|
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get { return m_linksetCapacity; }
|
||||
}
|
||||
|
||||
public int AgentCapacity
|
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{
|
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get { return m_agentCapacity; }
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|
@ -657,6 +663,9 @@ namespace OpenSim.Framework
|
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m_objectCapacity = config.GetInt("MaxPrims", 15000);
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allKeys.Remove("MaxPrims");
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|
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m_linksetCapacity = config.GetInt("LinksetPrims", 0);
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allKeys.Remove("LinksetPrims");
|
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|
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#endregion
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|
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m_agentCapacity = config.GetInt("MaxAgents", 100);
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|
@ -714,6 +723,9 @@ namespace OpenSim.Framework
|
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if (m_objectCapacity != 0)
|
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config.Set("MaxPrims", m_objectCapacity);
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|
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if (m_linksetCapacity != 0)
|
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config.Set("LinksetPrims", m_linksetCapacity);
|
||||
|
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if (m_agentCapacity != 0)
|
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config.Set("MaxAgents", m_agentCapacity);
|
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|
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|
@ -809,6 +821,9 @@ namespace OpenSim.Framework
|
|||
configMember.addConfigurationOption("object_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
|
||||
"Max objects this sim will hold", m_objectCapacity.ToString(), true);
|
||||
|
||||
configMember.addConfigurationOption("linkset_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
|
||||
"Max prims an object will hold", m_linksetCapacity.ToString(), true);
|
||||
|
||||
configMember.addConfigurationOption("agent_capacity", ConfigurationOption.ConfigurationTypes.TYPE_INT32,
|
||||
"Max avatars this sim will hold", m_agentCapacity.ToString(), true);
|
||||
|
||||
|
@ -930,6 +945,9 @@ namespace OpenSim.Framework
|
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case "object_capacity":
|
||||
m_objectCapacity = (int)configuration_result;
|
||||
break;
|
||||
case "linkset_capacity":
|
||||
m_linksetCapacity = (int)configuration_result;
|
||||
break;
|
||||
case "agent_capacity":
|
||||
m_agentCapacity = (int)configuration_result;
|
||||
break;
|
||||
|
|
|
@ -123,6 +123,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public float m_maxPhys = 10;
|
||||
|
||||
/// <summary>
|
||||
/// Max prims an object will hold
|
||||
/// </summary>
|
||||
public int m_linksetCapacity = 0;
|
||||
|
||||
public bool m_clampPrimSize;
|
||||
public bool m_trustBinaries;
|
||||
public bool m_allowScriptCrossings;
|
||||
|
@ -789,6 +794,12 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_maxPhys = RegionInfo.PhysPrimMax;
|
||||
}
|
||||
|
||||
m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
|
||||
if (RegionInfo.LinksetCapacity > 0)
|
||||
{
|
||||
m_linksetCapacity = RegionInfo.LinksetCapacity;
|
||||
}
|
||||
|
||||
SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
|
||||
TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
|
||||
|
||||
|
@ -4563,6 +4574,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return LandChannel.GetLandObject(x, y).LandData;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get LandData by position.
|
||||
/// </summary>
|
||||
/// <param name="pos"></param>
|
||||
/// <returns></returns>
|
||||
public LandData GetLandData(Vector3 pos)
|
||||
{
|
||||
return GetLandData(pos.X, pos.Y);
|
||||
}
|
||||
|
||||
public LandData GetLandData(uint x, uint y)
|
||||
{
|
||||
m_log.DebugFormat("[SCENE]: returning land for {0},{1}", x, y);
|
||||
|
|
|
@ -2738,6 +2738,24 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (objectGroup == this)
|
||||
return;
|
||||
|
||||
// If the configured linkset capacity is greater than zero,
|
||||
// and the new linkset would have a prim count higher than this
|
||||
// value, do not link it.
|
||||
if (m_scene.m_linksetCapacity > 0 &&
|
||||
(PrimCount + objectGroup.PrimCount) >
|
||||
m_scene.m_linksetCapacity)
|
||||
{
|
||||
m_log.DebugFormat(
|
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"[SCENE OBJECT GROUP]: Cannot link group with root" +
|
||||
" part {0}, {1} ({2} prims) to group with root part" +
|
||||
" {3}, {4} ({5} prims) because the new linkset" +
|
||||
" would exceed the configured maximum of {6}",
|
||||
objectGroup.RootPart.Name, objectGroup.RootPart.UUID,
|
||||
objectGroup.PrimCount, RootPart.Name, RootPart.UUID,
|
||||
PrimCount, m_scene.m_linksetCapacity);
|
||||
return;
|
||||
}
|
||||
|
||||
// 'linkPart' == the root of the group being linked into this group
|
||||
SceneObjectPart linkPart = objectGroup.m_rootPart;
|
||||
|
||||
|
|
|
@ -447,7 +447,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
|
|||
// settings allow voice, then whether parcel allows
|
||||
// voice, if all do retrieve or obtain the parcel
|
||||
// voice channel
|
||||
LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
|
||||
LandData land = scene.GetLandData(avatar.AbsolutePosition);
|
||||
|
||||
//m_log.DebugFormat("[FreeSwitchVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
|
||||
// scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);
|
||||
|
|
|
@ -623,7 +623,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
|
|||
// settings allow voice, then whether parcel allows
|
||||
// voice, if all do retrieve or obtain the parcel
|
||||
// voice channel
|
||||
LandData land = scene.GetLandData(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
|
||||
LandData land = scene.GetLandData(avatar.AbsolutePosition);
|
||||
|
||||
// m_log.DebugFormat("[VivoxVoice][PARCELVOICE]: region \"{0}\": Parcel \"{1}\" ({2}): avatar \"{3}\": request: {4}, path: {5}, param: {6}",
|
||||
// scene.RegionInfo.RegionName, land.Name, land.LocalID, avatarName, request, path, param);
|
||||
|
|
|
@ -73,7 +73,8 @@ public class BSCharacter : BSPhysObject
|
|||
private bool _kinematic;
|
||||
private float _buoyancy;
|
||||
|
||||
public override BulletBody Body { get; set; }
|
||||
public override BulletBody BSBody { get; set; }
|
||||
public override BulletShape BSShape { get; set; }
|
||||
public override BSLinkset Linkset { get; set; }
|
||||
|
||||
private int _subscribedEventsMs = 0;
|
||||
|
@ -92,6 +93,7 @@ public class BSCharacter : BSPhysObject
|
|||
_localID = localID;
|
||||
_avName = avName;
|
||||
Scene = parent_scene;
|
||||
_physicsActorType = (int)ActorTypes.Agent;
|
||||
_position = pos;
|
||||
_size = size;
|
||||
_flying = isFlying;
|
||||
|
@ -128,9 +130,9 @@ public class BSCharacter : BSPhysObject
|
|||
// Set the buoyancy for flying. This will be refactored when all the settings happen in C#
|
||||
BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy);
|
||||
|
||||
Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID));
|
||||
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID));
|
||||
// avatars get all collisions no matter what (makes walking on ground and such work)
|
||||
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
|
||||
return;
|
||||
|
@ -440,7 +442,7 @@ public class BSCharacter : BSPhysObject
|
|||
Scene.TaintedObject("BSCharacter.AddForce", delegate()
|
||||
{
|
||||
DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
|
||||
BulletSimAPI.AddObjectForce2(Body.Ptr, _force);
|
||||
BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force);
|
||||
});
|
||||
}
|
||||
else
|
||||
|
@ -465,7 +467,7 @@ public class BSCharacter : BSPhysObject
|
|||
|
||||
Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate()
|
||||
{
|
||||
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -98,6 +98,10 @@ public abstract class BSConstraint : IDisposable
|
|||
{
|
||||
// m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}",
|
||||
// BSScene.DetailLogZero, Body1.ID, Body2.ID);
|
||||
|
||||
// Setting an object's mass to zero (making it static like when it's selected)
|
||||
// automatically disables the constraints.
|
||||
// If enabled, be sure to set the constraint itself to enabled.
|
||||
BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true));
|
||||
}
|
||||
else
|
||||
|
|
|
@ -233,7 +233,7 @@ public class BSLinkset
|
|||
foreach (BSPhysObject child in m_children)
|
||||
{
|
||||
BSConstraint constrain;
|
||||
if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.Body, child.Body, out constrain))
|
||||
if (m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
|
||||
{
|
||||
// DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}",
|
||||
// LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID);
|
||||
|
@ -245,8 +245,8 @@ public class BSLinkset
|
|||
// their constraints have not been created yet.
|
||||
// Caused by the fact that m_children is built at run time but building constraints
|
||||
// happens at taint time.
|
||||
// m_physicsScene.Logger.ErrorFormat("[BULLETSIM LINKSET] RecomputeLinksetConstraintVariables: constraint not found for root={0}, child={1}",
|
||||
// m_linksetRoot.Body.ID, child.Body.ID);
|
||||
// m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}",
|
||||
// LogHeader, m_linksetRoot.Body.ID, child.Body.ID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -327,7 +327,7 @@ public class BSLinkset
|
|||
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}",
|
||||
rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint);
|
||||
BS6DofConstraint constrain = new BS6DofConstraint(
|
||||
m_physicsScene.World, rootPrim.Body, childPrim.Body,
|
||||
m_physicsScene.World, rootPrim.BSBody, childPrim.BSBody,
|
||||
midPoint,
|
||||
true,
|
||||
true
|
||||
|
@ -388,10 +388,10 @@ public class BSLinkset
|
|||
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
|
||||
|
||||
// Find the constraint for this link and get rid of it from the overall collection and from my list
|
||||
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body);
|
||||
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody);
|
||||
|
||||
// Make the child refresh its location
|
||||
BulletSimAPI.PushUpdate2(childPrim.Body.Ptr);
|
||||
BulletSimAPI.PushUpdate2(childPrim.BSBody.Ptr);
|
||||
}
|
||||
|
||||
// Remove linkage between myself and any possible children I might have
|
||||
|
@ -400,7 +400,7 @@ public class BSLinkset
|
|||
{
|
||||
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
|
||||
|
||||
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body);
|
||||
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody);
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
|
|
|
@ -48,7 +48,11 @@ public abstract class BSPhysObject : PhysicsActor
|
|||
// Return the object mass without calculating it or side effects
|
||||
public abstract float MassRaw { get; }
|
||||
|
||||
public abstract BulletBody Body { get; set; }
|
||||
// Reference to the physical body (btCollisionObject) of this object
|
||||
public abstract BulletBody BSBody { get; set; }
|
||||
// Reference to the physical shape (btCollisionShape) of this object
|
||||
public abstract BulletShape BSShape { get; set; }
|
||||
|
||||
public abstract void ZeroMotion();
|
||||
|
||||
public virtual void StepVehicle(float timeStep) { }
|
||||
|
|
|
@ -94,8 +94,10 @@ public sealed class BSPrim : BSPhysObject
|
|||
private int _nextCollisionOkTime = 0;
|
||||
long _collidingStep;
|
||||
long _collidingGroundStep;
|
||||
CollisionFlags m_currentCollisionFlags = 0;
|
||||
|
||||
public override BulletBody Body { get; set; }
|
||||
public override BulletBody BSBody { get; set; }
|
||||
public override BulletShape BSShape { get; set; }
|
||||
|
||||
private BSDynamics _vehicle;
|
||||
|
||||
|
@ -113,6 +115,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
|
||||
_localID = localID;
|
||||
_avName = primName;
|
||||
_physicsActorType = (int)ActorTypes.Prim;
|
||||
_scene = parent_scene;
|
||||
_position = pos;
|
||||
_size = size;
|
||||
|
@ -142,7 +145,9 @@ public sealed class BSPrim : BSPhysObject
|
|||
// Get the pointer to the physical body for this object.
|
||||
// At the moment, we're still letting BulletSim manage the creation and destruction
|
||||
// of the object. Someday we'll move that into the C# code.
|
||||
Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
|
||||
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
|
||||
BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr));
|
||||
m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr);
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -258,10 +263,10 @@ public sealed class BSPrim : BSPhysObject
|
|||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
// Zero some other properties directly into the physics engine
|
||||
BulletSimAPI.SetVelocity2(Body.Ptr, OMV.Vector3.Zero);
|
||||
BulletSimAPI.SetAngularVelocity2(Body.Ptr, OMV.Vector3.Zero);
|
||||
BulletSimAPI.SetInterpolation2(Body.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
BulletSimAPI.ClearForces2(Body.Ptr);
|
||||
BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero);
|
||||
BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero);
|
||||
BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
|
||||
BulletSimAPI.ClearForces2(BSBody.Ptr);
|
||||
}
|
||||
|
||||
public override void LockAngularMotion(OMV.Vector3 axis)
|
||||
|
@ -324,7 +329,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
{
|
||||
DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
|
||||
// BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
|
||||
BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
|
||||
BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -442,8 +447,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
public override int PhysicsActorType {
|
||||
get { return _physicsActorType; }
|
||||
set { _physicsActorType = value;
|
||||
}
|
||||
set { _physicsActorType = value; }
|
||||
}
|
||||
public override bool IsPhysical {
|
||||
get { return _isPhysical; }
|
||||
|
@ -470,6 +474,11 @@ public sealed class BSPrim : BSPhysObject
|
|||
|
||||
// Make gravity work if the object is physical and not selected
|
||||
// No locking here because only called when it is safe
|
||||
// There are four flags we're interested in:
|
||||
// IsStatic: Object does not move, otherwise the object has mass and moves
|
||||
// isSolid: other objects bounce off of this object
|
||||
// isVolumeDetect: other objects pass through but can generate collisions
|
||||
// collisionEvents: whether this object returns collision events
|
||||
private void SetObjectDynamic()
|
||||
{
|
||||
// If it's becoming dynamic, it will need hullness
|
||||
|
@ -479,12 +488,66 @@ public sealed class BSPrim : BSPhysObject
|
|||
float mass = IsStatic ? 0f : _mass;
|
||||
|
||||
BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
|
||||
/*
|
||||
BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr);
|
||||
|
||||
// recompute any linkset parameters
|
||||
// Set up the object physicalness (static or dynamic)
|
||||
MakeDynamic();
|
||||
|
||||
// Make solid or not and arrange for collisions, etc
|
||||
MakeSolid();
|
||||
|
||||
m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr);
|
||||
|
||||
BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr);
|
||||
*/
|
||||
|
||||
// Recompute any linkset parameters.
|
||||
// When going from non-physical to physical, this re-enables the constraints that
|
||||
// had been automatically disabled when the mass was set to zero.
|
||||
Linkset.Refresh(this);
|
||||
|
||||
CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
|
||||
DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
|
||||
DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, m_currentCollisionFlags);
|
||||
}
|
||||
|
||||
// "Making dynamic" means changing to and from static.
|
||||
// When static, gravity does not effect the object and it is fixed in space.
|
||||
// When dynamic, the object can fall and be pushed by others.
|
||||
// This is independent of its 'solidness' which controls what passes through
|
||||
// this object and what interacts with it.
|
||||
private void MakeDynamic()
|
||||
{
|
||||
if (IsStatic)
|
||||
{
|
||||
// Become a Bullet 'static' object type
|
||||
BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
// Stop all movement
|
||||
BulletSimAPI.ClearAllForces2(BSBody.Ptr);
|
||||
// Mass is zero which disables a bunch of physics stuff in Bullet
|
||||
BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero);
|
||||
// There is no inertia in a static object
|
||||
BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
|
||||
// The activation state is 'sleeping' so Bullet will not try to act on it
|
||||
BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Not a Bullet static object
|
||||
BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT);
|
||||
// A dynamic object has mass
|
||||
BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, OMV.Vector3.Zero);
|
||||
// The shape is interesting and has mass and a center of gravity
|
||||
IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr);
|
||||
BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass, OMV.Vector3.Zero);
|
||||
// Inertia is based on our new mass
|
||||
BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr);
|
||||
// Force activation of the object so Bullet will act on it.
|
||||
BulletSimAPI.Activate2(BSBody.Ptr, true);
|
||||
}
|
||||
}
|
||||
|
||||
private void MakeSolid()
|
||||
{
|
||||
}
|
||||
|
||||
// prims don't fly
|
||||
|
@ -609,7 +672,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
|
||||
m_log.WarnFormat("{0}: Got a NaN force applied to a prim. LocalID={1}", LogHeader, LocalID);
|
||||
return;
|
||||
}
|
||||
_scene.TaintedObject("BSPrim.AddForce", delegate()
|
||||
|
@ -624,7 +687,8 @@ public sealed class BSPrim : BSPhysObject
|
|||
m_accumulatedForces.Clear();
|
||||
}
|
||||
DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
|
||||
BulletSimAPI.AddObjectForce2(Body.Ptr, fSum);
|
||||
// For unknown reason, "ApplyCentralForce" is really additive.
|
||||
BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum);
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -644,7 +708,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
|
||||
Scene.TaintedObject("BSPrim.SubscribeEvents", delegate()
|
||||
{
|
||||
BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -652,7 +716,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
_subscribedEventsMs = 0;
|
||||
Scene.TaintedObject("BSPrim.UnSubscribeEvents", delegate()
|
||||
{
|
||||
BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
|
||||
});
|
||||
}
|
||||
public override bool SubscribedEvents() {
|
||||
|
@ -1237,7 +1301,7 @@ public sealed class BSPrim : BSPhysObject
|
|||
bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape);
|
||||
|
||||
// the CreateObject() may have recreated the rigid body. Make sure we have the latest.
|
||||
Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
|
||||
BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
|
|
@ -403,13 +403,13 @@ public class BSTerrainManager
|
|||
{
|
||||
float regionX = tX - offsetX;
|
||||
float regionY = tY - offsetY;
|
||||
if (regionX > mapInfo.sizeX) regionX = 0;
|
||||
if (regionY > mapInfo.sizeY) regionY = 0;
|
||||
if (regionX >= mapInfo.sizeX || regionX < 0f) regionX = 0;
|
||||
if (regionY >= mapInfo.sizeY || regionY < 0f) regionY = 0;
|
||||
int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
|
||||
ret = mapInfo.heightMap[mapIndex];
|
||||
m_terrainModified = false;
|
||||
DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
|
||||
BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
|
||||
// DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
|
||||
// BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -218,7 +218,20 @@ public struct ConfigurationParameters
|
|||
public const float numericFalse = 0f;
|
||||
}
|
||||
|
||||
// Values used by Bullet and BulletSim to control collisions
|
||||
|
||||
// The states a bullet collision object can have
|
||||
public enum ActivationState : uint
|
||||
{
|
||||
ACTIVE_TAG = 1,
|
||||
ISLAND_SLEEPING,
|
||||
WANTS_DEACTIVATION,
|
||||
DISABLE_DEACTIVATION,
|
||||
DISABLE_SIMULATION
|
||||
}
|
||||
|
||||
// Values used by Bullet and BulletSim to control object properties.
|
||||
// Bullet's "CollisionFlags" has more to do with operations on the
|
||||
// object (if collisions happen, if gravity effects it, ...).
|
||||
public enum CollisionFlags : uint
|
||||
{
|
||||
CF_STATIC_OBJECT = 1 << 0,
|
||||
|
@ -233,8 +246,75 @@ public enum CollisionFlags : uint
|
|||
BS_VOLUME_DETECT_OBJECT = 1 << 11,
|
||||
BS_PHANTOM_OBJECT = 1 << 12,
|
||||
BS_PHYSICAL_OBJECT = 1 << 13,
|
||||
BS_TERRAIN_OBJECT = 1 << 14,
|
||||
BS_NONE = 0,
|
||||
BS_ALL = 0xFFFFFFFF
|
||||
};
|
||||
|
||||
// Values for collisions groups and masks
|
||||
public enum CollisionFilterGroups : uint
|
||||
{
|
||||
NoneFilter = 0,
|
||||
DefaultFilter = 1 << 0,
|
||||
StaticFilter = 1 << 1,
|
||||
KinematicFilter = 1 << 2,
|
||||
DebrisFilter = 1 << 3,
|
||||
SensorTrigger = 1 << 4,
|
||||
CharacterFilter = 1 << 5,
|
||||
AllFilter = 0xFFFFFFFF,
|
||||
// Filter groups defined by BulletSim
|
||||
GroundPlaneFilter = 1 << 10,
|
||||
TerrainFilter = 1 << 11,
|
||||
RaycastFilter = 1 << 12,
|
||||
SolidFilter = 1 << 13,
|
||||
};
|
||||
|
||||
// For each type, we first clear and then set the collision flags
|
||||
public enum ClearCollisionFlag : uint
|
||||
{
|
||||
Terrain = CollisionFlags.BS_ALL,
|
||||
Phantom = CollisionFlags.BS_ALL,
|
||||
VolumeDetect = CollisionFlags.BS_ALL,
|
||||
PhysicalObject = CollisionFlags.BS_ALL,
|
||||
StaticObject = CollisionFlags.BS_ALL
|
||||
}
|
||||
|
||||
public enum SetCollisionFlag : uint
|
||||
{
|
||||
Terrain = CollisionFlags.CF_STATIC_OBJECT
|
||||
| CollisionFlags.BS_TERRAIN_OBJECT,
|
||||
Phantom = CollisionFlags.CF_STATIC_OBJECT
|
||||
| CollisionFlags.BS_PHANTOM_OBJECT
|
||||
| CollisionFlags.CF_NO_CONTACT_RESPONSE,
|
||||
VolumeDetect = CollisionFlags.CF_STATIC_OBJECT
|
||||
| CollisionFlags.BS_VOLUME_DETECT_OBJECT
|
||||
| CollisionFlags.CF_NO_CONTACT_RESPONSE,
|
||||
PhysicalObject = CollisionFlags.BS_PHYSICAL_OBJECT,
|
||||
StaticObject = CollisionFlags.CF_STATIC_OBJECT,
|
||||
}
|
||||
|
||||
// Collision filters used for different types of objects
|
||||
public enum SetCollisionFilter : uint
|
||||
{
|
||||
Terrain = CollisionFilterGroups.AllFilter,
|
||||
Phantom = CollisionFilterGroups.GroundPlaneFilter
|
||||
| CollisionFilterGroups.TerrainFilter,
|
||||
VolumeDetect = CollisionFilterGroups.AllFilter,
|
||||
PhysicalObject = CollisionFilterGroups.AllFilter,
|
||||
StaticObject = CollisionFilterGroups.AllFilter,
|
||||
}
|
||||
|
||||
// Collision masks used for different types of objects
|
||||
public enum SetCollisionMask : uint
|
||||
{
|
||||
Terrain = CollisionFilterGroups.AllFilter,
|
||||
Phantom = CollisionFilterGroups.GroundPlaneFilter
|
||||
| CollisionFilterGroups.TerrainFilter,
|
||||
VolumeDetect = CollisionFilterGroups.AllFilter,
|
||||
PhysicalObject = CollisionFilterGroups.AllFilter,
|
||||
StaticObject = CollisionFilterGroups.AllFilter
|
||||
}
|
||||
|
||||
// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
|
||||
// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2.
|
||||
public enum ConstraintParams : int
|
||||
|
@ -347,6 +427,7 @@ public static extern bool SetObjectVelocity(uint worldID, uint id, Vector3 veloc
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity);
|
||||
|
||||
// Set the current force acting on the object
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force);
|
||||
|
||||
|
@ -403,6 +484,7 @@ public static extern void SetDebugLogCallback(DebugLogCallback callback);
|
|||
// The names have a "2" tacked on. This will be removed as the C# code gets rebuilt
|
||||
// and the old code is removed.
|
||||
|
||||
// Functions use while converting from API1 to API2. Can be removed when totally converted.
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetSimHandle2(uint worldID);
|
||||
|
||||
|
@ -413,6 +495,7 @@ public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
|
|||
public static extern IntPtr GetBodyHandle2(IntPtr world, uint id);
|
||||
|
||||
// ===============================================================================
|
||||
// Initialization and simulation
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
|
||||
int maxCollisions, IntPtr collisionArray,
|
||||
|
@ -438,6 +521,7 @@ public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSt
|
|||
public static extern bool PushUpdate2(IntPtr obj);
|
||||
|
||||
// =====================================================================================
|
||||
// Mesh, hull, shape and body creation helper routines
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateMeshShape2(IntPtr world,
|
||||
int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
|
||||
|
@ -460,12 +544,26 @@ public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetBodyShape2(IntPtr sim, IntPtr obj, IntPtr shape);
|
||||
public static extern IntPtr AllocateBodyInfo2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ReleaseBodyInfo2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void DestroyObject2(IntPtr sim, IntPtr obj);
|
||||
|
||||
// =====================================================================================
|
||||
// Terrain creation and helper routines
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void DumpMapInfo(IntPtr sim, IntPtr manInfo);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords,
|
||||
[MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
|
||||
|
@ -484,6 +582,7 @@ public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float
|
|||
public static extern IntPtr CreateTerrainShape2(IntPtr mapInfo);
|
||||
|
||||
// =====================================================================================
|
||||
// Constraint creation and helper routines
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
|
||||
Vector3 frame1loc, Quaternion frame1rot,
|
||||
|
@ -536,16 +635,108 @@ public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams
|
|||
public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain);
|
||||
|
||||
// =====================================================================================
|
||||
// btCollisionWorld entries
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void UpdateSingleAabb2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void UpdateAabbs2(IntPtr world);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool GetForceUpdateAllAabbs2(IntPtr world);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetForceUpdateAllAabbs2(IntPtr world, bool force);
|
||||
|
||||
// =====================================================================================
|
||||
// btDynamicsWorld entries
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool RemoveConstraintFromWorld2(IntPtr world, IntPtr constrain);
|
||||
// =====================================================================================
|
||||
// btCollisionObject entries
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetAnisotripicFriction2(IntPtr constrain);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 SetAnisotripicFriction2(IntPtr constrain, Vector3 frict);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool HasAnisotripicFriction2(IntPtr constrain);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetContactProcessingThreshold2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern float GetContactProcessingThreshold2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsStaticObject2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsKinematicObject2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsStaticOrKinematicObject2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool HasContactResponse2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetCollisionShape2(IntPtr sim, IntPtr obj, IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetCollisionShape2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern int GetActivationState2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetActivationState2(IntPtr obj, int state);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetDeactivationTime2(IntPtr obj, float dtime);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern float GetDeactivationTime2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ForceActivationState2(IntPtr obj, ActivationState state);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void Activate2(IntPtr obj, bool forceActivation);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsActive2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetRestitution2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern float GetRestitution2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetFriction2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern float GetFriction2(IntPtr obj);
|
||||
|
||||
/* Haven't defined the type 'Transform'
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Transform GetWorldTransform2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void setWorldTransform2(IntPtr obj, Transform trans);
|
||||
*/
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetPosition2(IntPtr obj);
|
||||
|
||||
|
@ -553,89 +744,288 @@ public static extern Vector3 GetPosition2(IntPtr obj);
|
|||
public static extern Quaternion GetOrientation2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
|
||||
public static extern void SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetVelocity2(IntPtr obj, Vector3 velocity);
|
||||
public static extern IntPtr GetBroadphaseHandle2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
|
||||
public static extern void SetBroadphaseHandle2(IntPtr obj, IntPtr handle);
|
||||
|
||||
/*
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Transform GetInterpolationWorldTransform2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetObjectForce2(IntPtr obj, Vector3 force);
|
||||
public static extern void SetInterpolationWorldTransform2(IntPtr obj, Transform trans);
|
||||
*/
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool AddObjectForce2(IntPtr obj, Vector3 force);
|
||||
public static extern void SetInterpolationLinearVelocity2(IntPtr obj, Vector3 vel);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val);
|
||||
public static extern void SetInterpolationAngularVelocity2(IntPtr obj, Vector3 vel);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetCcdSweepSphereRadius2(IntPtr obj, float val);
|
||||
public static extern void SetInterpolationVelocity2(IntPtr obj, Vector3 linearVel, Vector3 angularVel);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
|
||||
public static extern float GetHitFraction2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetDeactivationTime2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetContactProcessingThreshold2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetFriction2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetHitFraction2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetRestitution2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang);
|
||||
public static extern void SetHitFraction2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern CollisionFlags GetCollisionFlags2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
|
||||
public static extern CollisionFlags SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
|
||||
public static extern CollisionFlags AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
|
||||
public static extern CollisionFlags RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
|
||||
public static extern float GetCcdMotionThreshold2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateInertiaTensor2(IntPtr obj);
|
||||
public static extern void SetCcdMotionThreshold2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetGravity2(IntPtr obj, Vector3 val);
|
||||
public static extern float GetCcdSweepSphereRadius2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr ClearForces2(IntPtr obj);
|
||||
public static extern void SetCcdSweepSphereRadius2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr ClearAllForces2(IntPtr obj);
|
||||
public static extern IntPtr GetUserPointer2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetMargin2(IntPtr obj, float val);
|
||||
public static extern void SetUserPointer2(IntPtr obj, IntPtr val);
|
||||
|
||||
// =====================================================================================
|
||||
// btRigidBody entries
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ApplyGravity2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj);
|
||||
public static extern void SetGravity2(IntPtr obj, Vector3 val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool DestroyObject2(IntPtr world, IntPtr obj);
|
||||
public static extern Vector3 GetGravity2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern float GetLinearDamping2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern float GetAngularDamping2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern float GetLinearSleepingThreshold2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern float GetAngularSleepingThreshold2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ApplyDamping2(IntPtr obj, float timeStep);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetLinearFactor2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetLinearFactor2(IntPtr obj, Vector3 factor);
|
||||
|
||||
/*
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetCenterOfMassTransform2(IntPtr obj, Transform trans);
|
||||
*/
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetCenterOfMassByPosRot2(IntPtr obj, Vector3 pos, Quaternion rot);
|
||||
|
||||
// Add a force to the object as if its mass is one.
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ApplyCentralForce2(IntPtr obj, Vector3 force);
|
||||
|
||||
// Set the force being applied to the object as if its mass is one.
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetObjectForce2(IntPtr obj, Vector3 force);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetTotalForce2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetTotalTorque2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetInvInertiaDiagLocal2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetInvInertiaDiagLocal2(IntPtr obj, Vector3 inert);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ApplyTorque2(IntPtr obj, Vector3 torque);
|
||||
|
||||
// Apply force at the given point. Will add torque to the object.
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ApplyForce2(IntPtr obj, Vector3 force, Vector3 pos);
|
||||
|
||||
// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ApplyCentralImpulse2(IntPtr obj, Vector3 imp);
|
||||
|
||||
// Apply impulse to the object's torque. Force is scaled by object's mass.
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ApplyTorqueImpulse2(IntPtr obj, Vector3 imp);
|
||||
|
||||
// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ApplyImpulse2(IntPtr obj, Vector3 imp, Vector3 pos);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ClearForces2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void ClearAllForces2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void UpdateInertiaTensor2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetCenterOfMassPosition2(IntPtr obj);
|
||||
|
||||
/*
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Transform GetCenterOfMassTransform2(IntPtr obj);
|
||||
*/
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetLinearVelocity2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetAngularVelocity2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetLinearVelocity2(IntPtr obj, Vector3 val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetVelocityInLocalPoint2(IntPtr obj, Vector3 pos);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void Translate2(IntPtr obj, Vector3 trans);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void UpdateDeactivation2(IntPtr obj, float timeStep);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool WantsSleeping2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetAngularFactor2(IntPtr obj, float factor);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetAngularFactorV2(IntPtr obj, Vector3 factor);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetAngularFactor2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsInWorld2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void AddConstraintRef2(IntPtr obj, IntPtr constrain);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void RemoveConstraintRef2(IntPtr obj, IntPtr constrain);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetConstraintRef2(IntPtr obj, int index);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern int GetNumConstraintRefs2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetDeltaLinearVelocity2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetDeltaAngularVelocity2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetPushVelocity2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetTurnVelocity2(IntPtr obj);
|
||||
|
||||
// =====================================================================================
|
||||
// btCollisionShape entries
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern float GetAngularMotionDisc2(IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern float GetContactBreakingThreshold2(IntPtr shape, float defaultFactor);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsPolyhedral2(IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsConvex2d2(IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsConvex2(IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsNonMoving2(IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsConcave2(IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsCompound2(IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsSoftBody2(IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool IsInfinite2(IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetLocalScaling2(IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void CalculateLocalInertia2(IntPtr shape, float mass, Vector3 inertia);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern int GetShapeType2(IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetMargin2(IntPtr shape, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern float GetMargin2(IntPtr shape);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetCollisionFilterMask(IntPtr shape, uint filter, uint mask);
|
||||
|
||||
// =====================================================================================
|
||||
// Debugging
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void DumpPhysicsStatistics2(IntPtr sim);
|
||||
|
||||
|
|
|
@ -2182,7 +2182,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
pos.x > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a east-adjacent region.
|
||||
pos.y < -10.0 || // return FALSE if more than 10 meters into a south-adjacent region.
|
||||
pos.y > (Constants.RegionSize + 10) || // return FALSE if more than 10 meters into a north-adjacent region.
|
||||
pos.z > 4096 // return FALSE if altitude than 4096m
|
||||
pos.z > Constants.RegionHeight // return FALSE if altitude than 4096m
|
||||
)
|
||||
)
|
||||
{
|
||||
|
@ -2193,8 +2193,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
// this could possibly be done in the above else-if block, but we're doing the check here to keep the code easier to read.
|
||||
|
||||
Vector3 objectPos = m_host.ParentGroup.RootPart.AbsolutePosition;
|
||||
LandData here = World.GetLandData((float)objectPos.X, (float)objectPos.Y);
|
||||
LandData there = World.GetLandData((float)pos.x, (float)pos.y);
|
||||
LandData here = World.GetLandData(objectPos);
|
||||
LandData there = World.GetLandData(pos);
|
||||
|
||||
// we're only checking prim limits if it's moving to a different parcel under the assumption that if the object got onto the parcel without exceeding the prim limits.
|
||||
|
||||
|
@ -10525,20 +10525,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
|
||||
{
|
||||
case ParcelMediaCommandEnum.Url:
|
||||
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
|
||||
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaURL));
|
||||
break;
|
||||
case ParcelMediaCommandEnum.Desc:
|
||||
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).Description));
|
||||
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).Description));
|
||||
break;
|
||||
case ParcelMediaCommandEnum.Texture:
|
||||
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaID.ToString()));
|
||||
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaID.ToString()));
|
||||
break;
|
||||
case ParcelMediaCommandEnum.Type:
|
||||
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaType));
|
||||
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaType));
|
||||
break;
|
||||
case ParcelMediaCommandEnum.Size:
|
||||
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaWidth));
|
||||
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaHeight));
|
||||
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaWidth));
|
||||
list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition).MediaHeight));
|
||||
break;
|
||||
default:
|
||||
ParcelMediaCommandEnum mediaCommandEnum = ParcelMediaCommandEnum.Url;
|
||||
|
@ -11275,7 +11275,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
public LSL_List llGetParcelDetails(LSL_Vector pos, LSL_List param)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
LandData land = World.GetLandData((float)pos.x, (float)pos.y);
|
||||
LandData land = World.GetLandData(pos);
|
||||
if (land == null)
|
||||
{
|
||||
return new LSL_List(0);
|
||||
|
|
|
@ -2989,7 +2989,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
ScenePresence presence = World.GetScenePresence(avatarId);
|
||||
if (presence != null)
|
||||
{
|
||||
LandData land = World.GetLandData((float)pos.X, (float)pos.Y);
|
||||
LandData land = World.GetLandData(pos);
|
||||
if ((land.Flags & (uint)ParcelFlags.AllowDamage) == (uint)ParcelFlags.AllowDamage)
|
||||
{
|
||||
float health = presence.Health;
|
||||
|
|
|
@ -112,7 +112,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
// m_log.Warn("Registering region " + regionInfo.RegionName + " (" + regionInfo.RegionID + ") that we are not tracking");
|
||||
|
||||
Vector3d minPosition = new Vector3d(regionInfo.RegionLocX, regionInfo.RegionLocY, 0.0);
|
||||
Vector3d maxPosition = minPosition + new Vector3d(Constants.RegionSize, Constants.RegionSize, 4096.0);
|
||||
Vector3d maxPosition = minPosition + new Vector3d(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
|
||||
|
||||
OSDMap extraData = new OSDMap
|
||||
{
|
||||
|
@ -297,7 +297,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
|
|||
List<GridRegion> foundRegions = new List<GridRegion>();
|
||||
|
||||
Vector3d minPosition = new Vector3d(xmin, ymin, 0.0);
|
||||
Vector3d maxPosition = new Vector3d(xmax, ymax, 4096.0);
|
||||
Vector3d maxPosition = new Vector3d(xmax, ymax, Constants.RegionHeight);
|
||||
|
||||
NameValueCollection requestArgs = new NameValueCollection
|
||||
{
|
||||
|
|
|
@ -1,8 +1,6 @@
|
|||
Welcome to OpenSim!
|
||||
|
||||
==================
|
||||
==== OVERVIEW ====
|
||||
==================
|
||||
# Overview
|
||||
|
||||
OpenSim is a BSD Licensed Open Source project to develop a functioning
|
||||
virtual worlds server platform capable of supporting multiple clients
|
||||
|
@ -12,16 +10,12 @@ C#, and can run under Mono or the Microsoft .NET runtimes.
|
|||
This is considered an alpha release. Some stuff works, a lot doesn't.
|
||||
If it breaks, you get to keep *both* pieces.
|
||||
|
||||
=========================
|
||||
=== Compiling OpenSim ===
|
||||
=========================
|
||||
# Compiling OpenSim
|
||||
|
||||
Please see BUILDING.txt if you downloaded a source distribution and
|
||||
Please see BUILDING.md if you downloaded a source distribution and
|
||||
need to build OpenSim before running it.
|
||||
|
||||
==================================
|
||||
=== Running OpenSim on Windows ===
|
||||
==================================
|
||||
# Running OpenSim on Windows
|
||||
|
||||
We recommend that you run OpenSim from a command prompt on Windows in order
|
||||
to capture any errors.
|
||||
|
@ -33,9 +27,7 @@ To run OpenSim from a command prompt
|
|||
|
||||
Now see the "Configuring OpenSim" section
|
||||
|
||||
================================
|
||||
=== Running OpenSim on Linux ===
|
||||
================================
|
||||
# Running OpenSim on Linux
|
||||
|
||||
You will need Mono >= 2.4.3 to run OpenSim. On some Linux distributions you
|
||||
may need to install additional packages. See http://opensimulator.org/wiki/Dependencies
|
||||
|
@ -48,9 +40,7 @@ To run OpenSim, from the unpacked distribution type:
|
|||
|
||||
Now see the "Configuring OpenSim" section
|
||||
|
||||
===========================
|
||||
=== Configuring OpenSim ===
|
||||
===========================
|
||||
# Configuring OpenSim
|
||||
|
||||
When OpenSim starts for the first time, you will be prompted with a
|
||||
series of questions that look something like:
|
||||
|
@ -83,9 +73,7 @@ Helpful resources:
|
|||
* http://opensimulator.org/wiki/Configuration
|
||||
* http://opensimulator.org/wiki/Configuring_Regions
|
||||
|
||||
==================================
|
||||
=== Connecting to your OpenSim ===
|
||||
==================================
|
||||
# Connecting to your OpenSim
|
||||
|
||||
By default your sim will be available for login on port 9000. You can login by
|
||||
adding -loginuri http://127.0.0.1:9000 to the command that starts Second Life
|
||||
|
@ -96,15 +84,11 @@ http://192.168.1.2:9000)
|
|||
To login, use the avatar details that you gave for your estate ownership or the
|
||||
one you set up using the "create user" command.
|
||||
|
||||
===================
|
||||
=== Bug reports ===
|
||||
===================
|
||||
# Bug reports
|
||||
|
||||
In the very likely event of bugs biting you (err, your OpenSim) we
|
||||
encourage you to see whether the problem has already been reported on
|
||||
the OpenSim mantis system. You can find the OpenSim mantis system at
|
||||
|
||||
http://opensimulator.org/mantis/main_page.php
|
||||
the [OpenSim mantis system](http://opensimulator.org/mantis/main_page.php).
|
||||
|
||||
If your bug has already been reported, you might want to add to the
|
||||
bug description and supply additional information.
|
||||
|
@ -119,9 +103,7 @@ mantis"). Useful information to include:
|
|||
|
||||
mono --debug OpenSim.exe
|
||||
|
||||
===================================
|
||||
=== More Information on OpenSim ===
|
||||
===================================
|
||||
# More Information on OpenSim
|
||||
|
||||
More extensive information on building, running, and configuring
|
||||
OpenSim, as well as how to report bugs, and participate in the OpenSim
|
|
@ -108,6 +108,11 @@
|
|||
;; This can be overriden in the region config file.
|
||||
; ClampPrimSize = false
|
||||
|
||||
;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
|
||||
;; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
|
||||
;; This can be overriden in the region config file.
|
||||
; LinksetPrims = 0
|
||||
|
||||
;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
|
||||
;; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
|
||||
;; This only applies when crossing to a region running in a different simulator.
|
||||
|
|
|
@ -95,6 +95,10 @@
|
|||
; This can be overriden in the region config file.
|
||||
ClampPrimSize = false
|
||||
|
||||
; Maximum number of prims allowable in a linkset. Affects creating new linksets. Ignored if less than or equal to zero.
|
||||
; This can be overriden in the region config file.
|
||||
LinksetPrims = 0
|
||||
|
||||
; Allow scripts to keep running when they cross region boundaries, rather than being restarted. State is reloaded on the destination region.
|
||||
; This only applies when crossing to a region running in a different simulator.
|
||||
; For crossings where the regions are on the same simulator the script is always kept running.
|
||||
|
|
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Reference in New Issue