BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton of BSLinksetCompound.

integration
Robert Adams 2012-10-31 14:49:28 -07:00
parent 28e2cd3fa2
commit 364a7c3088
9 changed files with 328 additions and 176 deletions

View File

@ -131,45 +131,45 @@ public sealed class BSCharacter : BSPhysObject
DetailLog("{0},BSCharacter.Destroy", LocalID);
PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
{
PhysicsScene.Shapes.DereferenceBody(BSBody, true, null);
PhysicsScene.Shapes.DereferenceShape(BSShape, true, null);
PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null);
PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null);
});
}
private void SetPhysicalProperties()
{
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr);
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
ZeroMotion();
ForcePosition = _position;
// Set the velocity and compute the proper friction
ForceVelocity = _velocity;
BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.avatarRestitution);
BulletSimAPI.SetMargin2(BSShape.ptr, PhysicsScene.Params.collisionMargin);
BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale);
BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution);
BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin);
BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
if (PhysicsScene.Params.ccdMotionThreshold > 0f)
{
BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
BulletSimAPI.SetCcdSweptSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
}
UpdatePhysicalMassProperties(MassRaw);
// Make so capsule does not fall over
BulletSimAPI.SetAngularFactorV2(BSBody.ptr, OMV.Vector3.Zero);
BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero);
BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT);
BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT);
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr);
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
// BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_DEACTIVATION);
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr);
BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION);
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
// Do this after the object has been added to the world
BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr,
BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr,
(uint)CollisionFilterGroups.AvatarFilter,
(uint)CollisionFilterGroups.AvatarMask);
}
@ -199,7 +199,7 @@ public sealed class BSCharacter : BSPhysObject
PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
{
BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale);
BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
UpdatePhysicalMassProperties(MassRaw);
});
@ -234,10 +234,10 @@ public sealed class BSCharacter : BSPhysObject
_rotationalVelocity = OMV.Vector3.Zero;
// Zero some other properties directly into the physics engine
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);
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
BulletSimAPI.SetInterpolationVelocity2(PhysBody.ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
BulletSimAPI.ClearForces2(PhysBody.ptr);
}
public override void LockAngularMotion(OMV.Vector3 axis) { return; }
@ -254,19 +254,19 @@ public sealed class BSCharacter : BSPhysObject
PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
{
DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
});
}
}
public override OMV.Vector3 ForcePosition {
get {
_position = BulletSimAPI.GetPosition2(BSBody.ptr);
_position = BulletSimAPI.GetPosition2(PhysBody.ptr);
return _position;
}
set {
_position = value;
PositionSanityCheck();
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
}
}
@ -313,7 +313,7 @@ public sealed class BSCharacter : BSPhysObject
BSScene.TaintCallback sanityOperation = delegate()
{
DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
};
if (inTaintTime)
sanityOperation();
@ -332,8 +332,8 @@ public sealed class BSCharacter : BSPhysObject
}
public override void UpdatePhysicalMassProperties(float physMass)
{
OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, physMass);
BulletSimAPI.SetMassProps2(BSBody.ptr, physMass, localInertia);
OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia);
}
public override OMV.Vector3 Force {
@ -344,7 +344,7 @@ public sealed class BSCharacter : BSPhysObject
PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
{
DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
});
}
}
@ -383,7 +383,7 @@ public sealed class BSCharacter : BSPhysObject
if (_currentFriction != PhysicsScene.Params.avatarStandingFriction)
{
_currentFriction = PhysicsScene.Params.avatarStandingFriction;
BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction);
BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
}
}
else
@ -391,15 +391,15 @@ public sealed class BSCharacter : BSPhysObject
if (_currentFriction != PhysicsScene.Params.avatarFriction)
{
_currentFriction = PhysicsScene.Params.avatarFriction;
BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction);
BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
}
}
_velocity = value;
// Remember the set velocity so we can suppress the reduction by friction, ...
_appliedVelocity = value;
BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
BulletSimAPI.Activate2(BSBody.ptr, true);
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
BulletSimAPI.Activate2(PhysBody.ptr, true);
}
}
public override OMV.Vector3 Torque {
@ -424,7 +424,7 @@ public sealed class BSCharacter : BSPhysObject
PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
{
// _position = BulletSimAPI.GetPosition2(BSBody.ptr);
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
});
}
}
@ -433,13 +433,13 @@ public sealed class BSCharacter : BSPhysObject
{
get
{
_orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
_orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
return _orientation;
}
set
{
_orientation = value;
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
}
}
public override int PhysicsActorType {
@ -498,9 +498,9 @@ public sealed class BSCharacter : BSPhysObject
PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
{
if (_floatOnWater)
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
else
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
});
}
}
@ -533,7 +533,7 @@ public sealed class BSCharacter : BSPhysObject
DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
// Buoyancy is faked by changing the gravity applied to the object
float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav));
BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
}
}
@ -579,7 +579,7 @@ public sealed class BSCharacter : BSPhysObject
PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate()
{
DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
});
}
else
@ -647,7 +647,7 @@ public sealed class BSCharacter : BSPhysObject
// That's just the way they are defined.
OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z);
_velocity = avVel;
BulletSimAPI.SetLinearVelocity2(BSBody.ptr, avVel);
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel);
}
// Tell the linkset about value changes

View File

@ -514,8 +514,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (IsActive)
{
// Friction effects are handled by this vehicle code
BulletSimAPI.SetFriction2(Prim.BSBody.ptr, 0f);
BulletSimAPI.SetHitFraction2(Prim.BSBody.ptr, 0f);
BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, 0f);
BulletSimAPI.SetHitFraction2(Prim.PhysBody.ptr, 0f);
}
}

View File

@ -194,13 +194,6 @@ public abstract class BSLinkset
// Called while LinkActivity is locked.
protected abstract void AddChildToLinkset(BSPhysObject child);
// Forcefully removing a child from a linkset.
// This is not being called by the child so we have to make sure the child doesn't think
// it's still connected to the linkset.
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
// also has to be updated (like pointer to prim's parent).
protected abstract void RemoveChildFromOtherLinkset(BSPhysObject pchild);
// I am the root of a linkset and one of my children is being removed.
// Safe to call even if the child is not really in my linkset.
protected abstract void RemoveChildFromLinkset(BSPhysObject child);

View File

@ -0,0 +1,173 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyrightD
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Text;
using OMV = OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public sealed class BSLinksetCompound : BSLinkset
{
// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
public BSLinksetCompound(BSScene scene, BSPhysObject parent)
{
base.Initialize(scene, parent);
}
// When physical properties are changed the linkset needs to recalculate
// its internal properties.
// This is queued in the 'post taint' queue so the
// refresh will happen once after all the other taints are applied.
public override void Refresh(BSPhysObject requestor)
{
// Queue to happen after all the other taint processing
PhysicsScene.PostTaintObject("BSLinksetcompound.Refresh", requestor.LocalID, delegate()
{
if (HasAnyChildren && IsRoot(requestor))
RecomputeLinksetCompound();
});
}
// The object is going dynamic (physical). Do any setup necessary
// for a dynamic linkset.
// Only the state of the passed object can be modified. The rest of the linkset
// has not yet been fully constructed.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
public override bool MakeDynamic(BSPhysObject child)
{
// What is done for each object in BSPrim is what we want.
return false;
}
// The object is going static (non-physical). Do any setup necessary for a static linkset.
// Return 'true' if any properties updated on the passed object.
// This doesn't normally happen -- OpenSim removes the objects from the physical
// world if it is a static linkset.
// Called at taint-time!
public override bool MakeStatic(BSPhysObject child)
{
// What is done for each object in BSPrim is what we want.
return false;
}
// Called at taint-time!!
public override void UpdateProperties(BSPhysObject updated)
{
// Nothing to do for constraints on property updates
}
// Routine called when rebuilding the body of some member of the linkset.
// Destroy all the constraints have have been made to root and set
// up to rebuild the constraints before the next simulation step.
// Returns 'true' of something was actually removed and would need restoring
// Called at taint-time!!
public override bool RemoveBodyDependencies(BSPrim child)
{
bool ret = false;
DetailLog("{0},BSLinksetcompound.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"));
// Cause the current shape to be freed and the new one to be built.
Refresh(LinksetRoot);
return ret;
}
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
// this routine will restore the removed constraints.
// Called at taint-time!!
public override void RestoreBodyDependencies(BSPrim child)
{
// The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
}
// ================================================================
// Add a new child to the linkset.
// Called while LinkActivity is locked.
protected override void AddChildToLinkset(BSPhysObject child)
{
if (!HasChild(child))
{
m_children.Add(child);
DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
// Cause constraints and assorted properties to be recomputed before the next simulation step.
Refresh(LinksetRoot);
}
return;
}
// Remove the specified child from the linkset.
// Safe to call even if the child is not really in my linkset.
protected override void RemoveChildFromLinkset(BSPhysObject child)
{
if (m_children.Remove(child))
{
DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
child.LocalID,
LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"),
child.LocalID, child.PhysBody.ptr.ToString("X"));
// See that the linkset parameters are recomputed at the end of the taint time.
Refresh(LinksetRoot);
}
else
{
// Non-fatal occurance.
// PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
}
return;
}
// Call each of the constraints that make up this linkset and recompute the
// various transforms and variables. Create constraints of not created yet.
// Called before the simulation step to make sure the constraint based linkset
// is all initialized.
// Called at taint time!!
private void RecomputeLinksetCompound()
{
float linksetMass = LinksetMass;
LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
// DEBUG: see of inter-linkset collisions are causing problems
// BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,set,rBody={1},linksetMass={2}",
LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass);
}
}
}

View File

@ -94,7 +94,7 @@ public sealed class BSLinksetConstraints : BSLinkset
bool ret = false;
DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"));
lock (m_linksetActivityLock)
{
@ -124,9 +124,6 @@ public sealed class BSLinksetConstraints : BSLinkset
{
m_children.Add(child);
BSPhysObject rootx = LinksetRoot; // capture the root as of now
BSPhysObject childx = child;
DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
// Cause constraints and assorted properties to be recomputed before the next simulation step.
@ -135,17 +132,6 @@ public sealed class BSLinksetConstraints : BSLinkset
return;
}
// Forcefully removing a child from a linkset.
// This is not being called by the child so we have to make sure the child doesn't think
// it's still connected to the linkset.
// Normal OpenSimulator operation will never do this because other SceneObjectPart information
// also has to be updated (like pointer to prim's parent).
protected override void RemoveChildFromOtherLinkset(BSPhysObject pchild)
{
pchild.Linkset = BSLinkset.Factory(PhysicsScene, pchild);
RemoveChildFromLinkset(pchild);
}
// Remove the specified child from the linkset.
// Safe to call even if the child is not really in my linkset.
protected override void RemoveChildFromLinkset(BSPhysObject child)
@ -157,8 +143,8 @@ public sealed class BSLinksetConstraints : BSLinkset
DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
childx.LocalID,
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
childx.LocalID, childx.BSBody.ptr.ToString("X"));
rootx.LocalID, rootx.PhysBody.ptr.ToString("X"),
childx.LocalID, childx.PhysBody.ptr.ToString("X"));
PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate()
{
@ -197,15 +183,15 @@ public sealed class BSLinksetConstraints : BSLinkset
DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
rootPrim.LocalID,
rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"),
rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"),
childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X"),
rootPrim.Position, childPrim.Position, midPoint);
// create a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
BSConstraint6Dof constrain = new BSConstraint6Dof(
PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true );
// PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true );
/* NOTE: below is an attempt to build constraint with full frame computation, etc.
@ -262,14 +248,14 @@ public sealed class BSLinksetConstraints : BSLinkset
bool ret = false;
DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
rootPrim.LocalID,
rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"),
childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"));
rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"),
childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X"));
// Find the constraint for this link and get rid of it from the overall collection and from my list
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody))
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
{
// Make the child refresh its location
BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr);
BulletSimAPI.PushUpdate2(childPrim.PhysBody.ptr);
ret = true;
}
@ -283,7 +269,7 @@ public sealed class BSLinksetConstraints : BSLinkset
{
DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody);
return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody);
}
// Call each of the constraints that make up this linkset and recompute the
@ -300,7 +286,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}",
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), linksetMass);
LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass);
foreach (BSPhysObject child in m_children)
{
@ -310,7 +296,7 @@ public sealed class BSLinksetConstraints : BSLinkset
child.UpdatePhysicalMassProperties(linksetMass);
BSConstraint constrain;
if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain))
if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain))
{
// If constraint doesn't exist yet, create it.
constrain = BuildConstraint(LinksetRoot, child);

View File

@ -68,9 +68,9 @@ public abstract class BSPhysObject : PhysicsActor
public abstract void UpdatePhysicalMassProperties(float mass);
// Reference to the physical body (btCollisionObject) of this object
public BulletBody BSBody;
public BulletBody PhysBody;
// Reference to the physical shape (btCollisionShape) of this object
public BulletShape BSShape;
public BulletShape PhysShape;
// 'true' if the mesh's underlying asset failed to build.
// This will keep us from looping after the first time the build failed.
@ -206,7 +206,7 @@ public abstract class BSPhysObject : PhysicsActor
PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
{
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
else
@ -220,7 +220,7 @@ public abstract class BSPhysObject : PhysicsActor
SubscribedEventsMs = 0;
PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
{
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
// Return 'true' if the simulator wants collision events

View File

@ -111,8 +111,8 @@ public sealed class BSPrim : BSPhysObject
_mass = CalculateMass();
// No body or shape yet
BSBody = new BulletBody(LocalID, IntPtr.Zero);
BSShape = new BulletShape(IntPtr.Zero);
PhysBody = new BulletBody(LocalID, IntPtr.Zero);
PhysShape = new BulletShape(IntPtr.Zero);
DetailLog("{0},BSPrim.constructor,call", LocalID);
// do the actual object creation at taint time
@ -120,7 +120,7 @@ public sealed class BSPrim : BSPhysObject
{
CreateGeomAndObject(true);
CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.ptr);
CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr);
});
}
@ -145,8 +145,8 @@ public sealed class BSPrim : BSPhysObject
{
DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
// If there are physical body and shape, release my use of same.
PhysicsScene.Shapes.DereferenceBody(BSBody, true, null);
PhysicsScene.Shapes.DereferenceShape(BSShape, true, null);
PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null);
PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null);
});
}
@ -243,7 +243,7 @@ public sealed class BSPrim : BSPhysObject
_rotationalVelocity = OMV.Vector3.Zero;
// Zero some other properties in the physics engine
BulletSimAPI.ClearAllForces2(BSBody.ptr);
BulletSimAPI.ClearAllForces2(PhysBody.ptr);
}
public override void LockAngularMotion(OMV.Vector3 axis)
@ -256,7 +256,7 @@ public sealed class BSPrim : BSPhysObject
get {
if (!Linkset.IsRoot(this))
// child prims move around based on their parent. Need to get the latest location
_position = BulletSimAPI.GetPosition2(BSBody.ptr);
_position = BulletSimAPI.GetPosition2(PhysBody.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);
@ -274,20 +274,20 @@ public sealed class BSPrim : BSPhysObject
PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
{
// DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
ActivateIfPhysical(false);
});
}
}
public override OMV.Vector3 ForcePosition {
get {
_position = BulletSimAPI.GetPosition2(BSBody.ptr);
_position = BulletSimAPI.GetPosition2(PhysBody.ptr);
return _position;
}
set {
_position = value;
PositionSanityCheck();
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
ActivateIfPhysical(false);
}
}
@ -371,15 +371,15 @@ public sealed class BSPrim : BSPhysObject
{
if (IsStatic)
{
BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero);
BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, OMV.Vector3.Zero);
BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr);
}
else
{
OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, physMass);
BulletSimAPI.SetMassProps2(BSBody.ptr, physMass, localInertia);
OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia);
// center of mass is at the zero of the object
BulletSimAPI.SetCenterOfMassByPosRot2(BSBody.ptr, ForcePosition, ForceOrientation);
BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation);
// BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr);
DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2}", LocalID, physMass, localInertia);
}
@ -404,7 +404,7 @@ public sealed class BSPrim : BSPhysObject
PhysicsScene.TaintedObject("BSPrim.setForce", delegate()
{
// DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
BulletSimAPI.SetObjectForce2(BSBody.ptr, _force);
BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
});
}
}
@ -498,7 +498,7 @@ public sealed class BSPrim : BSPhysObject
PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
{
// DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
});
}
}
@ -506,7 +506,7 @@ public sealed class BSPrim : BSPhysObject
get { return _velocity; }
set {
_velocity = value;
BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
}
}
public override OMV.Vector3 Torque {
@ -531,7 +531,7 @@ public sealed class BSPrim : BSPhysObject
if (!Linkset.IsRoot(this))
{
// Children move around because tied to parent. Get a fresh value.
_orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
_orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
}
return _orientation;
}
@ -544,7 +544,7 @@ public sealed class BSPrim : BSPhysObject
{
// _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
// DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
});
}
}
@ -553,13 +553,13 @@ public sealed class BSPrim : BSPhysObject
{
get
{
_orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
_orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
return _orientation;
}
set
{
_orientation = value;
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
}
}
public override int PhysicsActorType {
@ -615,7 +615,7 @@ public sealed class BSPrim : BSPhysObject
// Mangling all the physical properties requires the object not be in the physical world.
// This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found).
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr);
BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
// Set up the object physicalness (does gravity and collisions move this object)
MakeDynamic(IsStatic);
@ -629,15 +629,15 @@ public sealed class BSPrim : BSPhysObject
// Make solid or not (do things bounce off or pass through this object).
MakeSolid(IsSolid);
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr);
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
// Rebuild its shape
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr);
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
// Collision filter can be set only when the object is in the world
if (BSBody.collisionFilter != 0 || BSBody.collisionMask != 0)
if (PhysBody.collisionFilter != 0 || PhysBody.collisionMask != 0)
{
BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, (uint)BSBody.collisionFilter, (uint)BSBody.collisionMask);
BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, (uint)PhysBody.collisionFilter, (uint)PhysBody.collisionMask);
}
// Recompute any linkset parameters.
@ -646,7 +646,7 @@ public sealed class BSPrim : BSPhysObject
Linkset.Refresh(this);
DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}",
LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, BSBody, BSShape);
LocalID, IsStatic, IsSolid, _mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape);
}
// "Making dynamic" means changing to and from static.
@ -659,44 +659,44 @@ public sealed class BSPrim : BSPhysObject
if (makeStatic)
{
// Become a Bullet 'static' object type
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
// Stop all movement
ZeroMotion();
// Center of mass is at the center of the object
BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.ptr, _position, _orientation);
BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation);
// Mass is zero which disables a bunch of physics stuff in Bullet
UpdatePhysicalMassProperties(0f);
// Set collision detection parameters
if (PhysicsScene.Params.ccdMotionThreshold > 0f)
{
BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
BulletSimAPI.SetCcdSweptSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
}
// There can be special things needed for implementing linksets
Linkset.MakeStatic(this);
// The activation state is 'disabled' so Bullet will not try to act on it.
BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_SIMULATION);
BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
// Start it out sleeping and physical actions could wake it up.
// BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING);
BSBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter;
BSBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter;
PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
}
else
{
// Not a Bullet static object
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
// Set various physical properties so internal dynamic properties will get computed correctly as they are set
BulletSimAPI.SetFriction2(BSBody.ptr, PhysicsScene.Params.defaultFriction);
BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.defaultRestitution);
BulletSimAPI.SetFriction2(PhysBody.ptr, PhysicsScene.Params.defaultFriction);
BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.defaultRestitution);
// per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382
// Since this can be called multiple times, only zero forces when becoming physical
// BulletSimAPI.ClearAllForces2(BSBody.ptr);
// For good measure, make sure the transform is set through to the motion state
BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
// A dynamic object has mass
UpdatePhysicalMassProperties(MassRaw);
@ -704,26 +704,26 @@ public sealed class BSPrim : BSPhysObject
// Set collision detection parameters
if (PhysicsScene.Params.ccdMotionThreshold > 0f)
{
BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
BulletSimAPI.SetCcdSweptSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
}
// Various values for simulation limits
BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping);
BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime);
BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
BulletSimAPI.SetDamping2(PhysBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping);
BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, PhysicsScene.Params.deactivationTime);
BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
// There might be special things needed for implementing linksets.
Linkset.MakeDynamic(this);
// Force activation of the object so Bullet will act on it.
// Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG);
// BulletSimAPI.Activate2(BSBody.ptr, true);
BSBody.collisionFilter = CollisionFilterGroups.ObjectFilter;
BSBody.collisionMask = CollisionFilterGroups.ObjectMask;
PhysBody.collisionFilter = CollisionFilterGroups.ObjectFilter;
PhysBody.collisionMask = CollisionFilterGroups.ObjectMask;
}
}
@ -733,7 +733,7 @@ public sealed class BSPrim : BSPhysObject
// the functions after this one set up the state of a possibly newly created collision body.
private void MakeSolid(bool makeSolid)
{
CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.ptr);
CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr);
if (makeSolid)
{
// Verify the previous code created the correct shape for this type of thing.
@ -741,7 +741,7 @@ public sealed class BSPrim : BSPhysObject
{
m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType);
}
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
}
else
{
@ -749,9 +749,9 @@ public sealed class BSPrim : BSPhysObject
{
m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
}
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
BSBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter;
BSBody.collisionMask = CollisionFilterGroups.VolumeDetectMask;
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
PhysBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter;
PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask;
}
}
@ -761,7 +761,7 @@ public sealed class BSPrim : BSPhysObject
private void ActivateIfPhysical(bool forceIt)
{
if (IsPhysical)
BulletSimAPI.Activate2(BSBody.ptr, forceIt);
BulletSimAPI.Activate2(PhysBody.ptr, forceIt);
}
// Turn on or off the flag controlling whether collision events are returned to the simulator.
@ -769,11 +769,11 @@ public sealed class BSPrim : BSPhysObject
{
if (wantsCollisionEvents)
{
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
}
else
{
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
}
}
@ -818,9 +818,9 @@ public sealed class BSPrim : BSPhysObject
PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
{
if (_floatOnWater)
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
else
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
});
}
}
@ -843,7 +843,7 @@ public sealed class BSPrim : BSPhysObject
PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
{
DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity);
BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
});
}
}
@ -853,7 +853,7 @@ public sealed class BSPrim : BSPhysObject
}
set {
_rotationalVelocity = value;
BulletSimAPI.SetAngularVelocity2(BSBody.ptr, _rotationalVelocity);
BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
}
}
public override bool Kinematic {
@ -879,7 +879,7 @@ public sealed class BSPrim : BSPhysObject
// DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
// Buoyancy is faked by changing the gravity applied to the object
float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav));
BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
}
}
@ -946,7 +946,7 @@ public sealed class BSPrim : BSPhysObject
}
DetailLog("{0},BSPrim.AddForce,taint,force={1}", LocalID, fSum);
if (fSum != OMV.Vector3.Zero)
BulletSimAPI.ApplyCentralForce2(BSBody.ptr, fSum);
BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum);
};
if (inTaintTime)
addForceOperation();
@ -986,7 +986,7 @@ public sealed class BSPrim : BSPhysObject
DetailLog("{0},BSPrim.AddAngularForce,taint,aForce={1}", LocalID, fSum);
if (fSum != OMV.Vector3.Zero)
{
BulletSimAPI.ApplyTorque2(BSBody.ptr, fSum);
BulletSimAPI.ApplyTorque2(PhysBody.ptr, fSum);
_torque = fSum;
}
};
@ -1002,7 +1002,7 @@ public sealed class BSPrim : BSPhysObject
BSScene.TaintCallback applyTorqueImpulseOperation = delegate()
{
DetailLog("{0},BSPrim.ApplyTorqueImpulse,taint,tImpulse={1}", LocalID, applyImpulse);
BulletSimAPI.ApplyTorqueImpulse2(BSBody.ptr, applyImpulse);
BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse);
};
if (inTaintTime)
applyTorqueImpulseOperation();

View File

@ -1067,49 +1067,49 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
(s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].linearDamping; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); },
(s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ),
(s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, v); } ),
new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
0f,
(s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].angularDamping; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); },
(s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ),
(s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, v); } ),
new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
0.2f,
(s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].deactivationTime; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); },
(s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.BSBody.ptr, v); } ),
(s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ),
new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
0.8f,
(s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].linearSleepingThreshold; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); },
(s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ),
(s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
1.0f,
(s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].angularSleepingThreshold; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); },
(s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ),
(s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
0f, // set to zero to disable
(s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].ccdMotionThreshold; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); },
(s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.BSBody.ptr, v); } ),
(s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ),
new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
0f,
(s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].ccdSweptSphereRadius; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); },
(s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.BSBody.ptr, v); } ),
(s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ),
new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" ,
0.1f,
(s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].contactProcessingThreshold; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); },
(s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.BSBody.ptr, v); } ),
(s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ),
new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" ,
0.5f,
@ -1428,8 +1428,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
{
foreach (BSPrim prim in m_vehicles)
{
BulletSimAPI.DumpRigidBody2(World.ptr, prim.BSBody.ptr);
BulletSimAPI.DumpCollisionShape2(World.ptr, prim.BSShape.ptr);
BulletSimAPI.DumpRigidBody2(World.ptr, prim.PhysBody.ptr);
BulletSimAPI.DumpCollisionShape2(World.ptr, prim.PhysShape.ptr);
}
}

View File

@ -106,11 +106,11 @@ public sealed class BSShapeCollection : IDisposable
// rebuild the body around it.
// Updates prim.BSBody with information/pointers to requested body
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
prim.BSShape, shapeData, bodyCallback);
prim.PhysShape, shapeData, bodyCallback);
ret = newGeom || newBody;
}
DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}",
prim.LocalID, forceRebuild, ret, prim.BSBody, prim.BSShape);
prim.LocalID, forceRebuild, ret, prim.PhysBody, prim.PhysShape);
return ret;
}
@ -337,7 +337,7 @@ public sealed class BSShapeCollection : IDisposable
// an avatar capsule is close to a native shape (it is not shared)
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape);
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
ret = true;
haveShape = true;
}
@ -360,13 +360,13 @@ public sealed class BSShapeCollection : IDisposable
haveShape = true;
if (forceRebuild
|| prim.Scale != shapeData.Size
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
|| prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
)
{
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.BSShape);
prim.LocalID, forceRebuild, prim.PhysShape);
}
}
if (pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
@ -374,13 +374,13 @@ public sealed class BSShapeCollection : IDisposable
haveShape = true;
if (forceRebuild
|| prim.Scale != shapeData.Size
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
|| prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
)
{
ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX,
ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.BSShape);
prim.LocalID, forceRebuild, prim.PhysShape);
}
}
}
@ -394,13 +394,13 @@ public sealed class BSShapeCollection : IDisposable
// Update prim.BSShape to reference a hull of this shape.
ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
shapeData.ID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
}
else
{
ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
shapeData.ID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
}
}
return ret;
@ -413,7 +413,7 @@ public sealed class BSShapeCollection : IDisposable
ShapeDestructionCallback shapeCallback)
{
// release any previous shape
DereferenceShape(prim.BSShape, true, shapeCallback);
DereferenceShape(prim.PhysShape, true, shapeCallback);
shapeData.Type = shapeType;
// Bullet native objects are scaled by the Bullet engine so pass the size in
@ -426,7 +426,7 @@ public sealed class BSShapeCollection : IDisposable
DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
shapeData.ID, newShape, shapeData.Scale);
prim.BSShape = newShape;
prim.PhysShape = newShape;
return true;
}
@ -475,14 +475,14 @@ public sealed class BSShapeCollection : IDisposable
System.UInt64 newMeshKey = ComputeShapeKey(shapeData, pbs, out lod);
// if this new shape is the same as last time, don't recreate the mesh
if (newMeshKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH)
if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH)
return false;
DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}",
prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X"));
prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"));
// Since we're recreating new, get rid of the reference to the previous shape
DereferenceShape(prim.BSShape, true, shapeCallback);
DereferenceShape(prim.PhysShape, true, shapeCallback);
newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod);
// Take evasive action if the mesh was not constructed.
@ -492,7 +492,7 @@ public sealed class BSShapeCollection : IDisposable
// meshes are already scaled by the meshmerizer
prim.Scale = new OMV.Vector3(1f, 1f, 1f);
prim.BSShape = newShape;
prim.PhysShape = newShape;
return true; // 'true' means a new shape has been added to this prim
}
@ -550,14 +550,14 @@ public sealed class BSShapeCollection : IDisposable
System.UInt64 newHullKey = ComputeShapeKey(shapeData, pbs, out lod);
// if the hull hasn't changed, don't rebuild it
if (newHullKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL)
if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL)
return false;
DetailLog("{0},BSShapeCollection.CreateGeomHull,create,oldKey={1},newKey={2}",
prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X"));
prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X"));
// Remove usage of the previous shape.
DereferenceShape(prim.BSShape, true, shapeCallback);
DereferenceShape(prim.PhysShape, true, shapeCallback);
newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod);
newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs);
@ -566,7 +566,7 @@ public sealed class BSShapeCollection : IDisposable
// hulls are already scaled by the meshmerizer
prim.Scale = new OMV.Vector3(1f, 1f, 1f);
prim.BSShape = newShape;
prim.PhysShape = newShape;
return true; // 'true' means a new shape has been added to this prim
}
@ -778,13 +778,13 @@ public sealed class BSShapeCollection : IDisposable
bool ret = false;
// the mesh, hull or native shape must have already been created in Bullet
bool mustRebuild = (prim.BSBody.ptr == IntPtr.Zero);
bool mustRebuild = (prim.PhysBody.ptr == IntPtr.Zero);
// If there is an existing body, verify it's of an acceptable type.
// If not a solid object, body is a GhostObject. Otherwise a RigidBody.
if (!mustRebuild)
{
CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.BSBody.ptr);
CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.PhysBody.ptr);
if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY
|| !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT)
{
@ -796,7 +796,7 @@ public sealed class BSShapeCollection : IDisposable
if (mustRebuild || forceRebuild)
{
// Free any old body
DereferenceBody(prim.BSBody, true, bodyCallback);
DereferenceBody(prim.PhysBody, true, bodyCallback);
BulletBody aBody;
IntPtr bodyPtr = IntPtr.Zero;
@ -816,7 +816,7 @@ public sealed class BSShapeCollection : IDisposable
ReferenceBody(aBody, true);
prim.BSBody = aBody;
prim.PhysBody = aBody;
ret = true;
}