refactor: make methods that do not need to be public in ODE private or internal to aid code reading/analysis. Remove some unused method arguments

0.7.2-post-fixes
Justin Clark-Casey (justincc) 2011-10-15 01:20:40 +01:00
parent acb0a5b6c1
commit 47c412ca1e
3 changed files with 195 additions and 129 deletions

View File

@ -185,7 +185,6 @@ namespace OpenSim.Region.Physics.Manager
public virtual Vector3 GetJointAxis(PhysicsJoint joint)
{ return Vector3.Zero; }
public abstract void AddPhysicsActorTaint(PhysicsActor prim);
public abstract float Simulate(float timeStep);

View File

@ -326,7 +326,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// Set a new geometry for this prim.
/// </summary>
/// <param name="geom"></param>
public void SetGeom(IntPtr geom)
private void SetGeom(IntPtr geom)
{
prim_geom = geom;
//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
@ -351,7 +351,7 @@ namespace OpenSim.Region.Physics.OdePlugin
//m_log.Warn("Setting Geom to: " + prim_geom);
}
public void enableBodySoft()
private void enableBodySoft()
{
if (!childPrim)
{
@ -366,7 +366,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public void disableBodySoft()
private void disableBodySoft()
{
m_disabled = true;
@ -379,7 +379,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// <summary>
/// Make a prim subject to physics.
/// </summary>
public void enableBody()
private void enableBody()
{
// Don't enable this body if we're a child prim
// this should be taken care of in the parent function not here
@ -423,7 +423,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_vehicle.Enable(Body, _parent_scene);
}
_parent_scene.addActivePrim(this);
_parent_scene.ActivatePrim(this);
}
}
@ -741,7 +741,7 @@ namespace OpenSim.Region.Physics.OdePlugin
#endregion
public void setMass()
private void setMass()
{
if (Body != (IntPtr) 0)
{
@ -757,7 +757,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// <summary>
/// Stop a prim from being subject to physics.
/// </summary>
public void disableBody()
internal void disableBody()
{
//this kills the body so things like 'mesh' can re-create it.
lock (this)
@ -766,7 +766,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (Body != IntPtr.Zero)
{
_parent_scene.remActivePrim(this);
_parent_scene.DeactivatePrim(this);
m_collisionCategories &= ~CollisionCategories.Body;
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
@ -783,7 +783,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
foreach (OdePrim prm in childrenPrim)
{
_parent_scene.remActivePrim(prm);
_parent_scene.DeactivatePrim(prm);
prm.Body = IntPtr.Zero;
}
}
@ -793,7 +793,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
else
{
_parent_scene.remActivePrim(this);
_parent_scene.DeactivatePrim(this);
m_collisionCategories &= ~CollisionCategories.Body;
m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
@ -814,7 +814,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
public void setMesh(OdeScene parent_scene, IMesh mesh)
private void setMesh(OdeScene parent_scene, IMesh mesh)
{
// m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh);
@ -884,73 +884,73 @@ namespace OpenSim.Region.Physics.OdePlugin
// }
}
public void ProcessTaints(float timestep)
internal void ProcessTaints()
{
#if SPAM
Console.WriteLine("ZProcessTaints for " + Name);
#endif
if (m_taintadd)
{
changeadd(timestep);
changeadd();
}
if (prim_geom != IntPtr.Zero)
{
if (!_position.ApproxEquals(m_taintposition, 0f))
changemove(timestep);
changemove();
if (m_taintrot != _orientation)
{
if (childPrim && IsPhysical) // For physical child prim...
{
rotate(timestep);
rotate();
// KF: ODE will also rotate the parent prim!
// so rotate the root back to where it was
OdePrim parent = (OdePrim)_parent;
parent.rotate(timestep);
parent.rotate();
}
else
{
//Just rotate the prim
rotate(timestep);
rotate();
}
}
if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent))
changePhysicsStatus(timestep);
changePhysicsStatus();
if (!_size.ApproxEquals(m_taintsize, 0f))
changesize(timestep);
changesize();
if (m_taintshape)
changeshape(timestep);
changeshape();
if (m_taintforce)
changeAddForce(timestep);
changeAddForce();
if (m_taintaddangularforce)
changeAddAngularForce(timestep);
changeAddAngularForce();
if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
changeSetTorque(timestep);
changeSetTorque();
if (m_taintdisable)
changedisable(timestep);
changedisable();
if (m_taintselected != m_isSelected)
changeSelectedStatus(timestep);
changeSelectedStatus();
if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
changevelocity(timestep);
changevelocity();
if (m_taintparent != _parent)
changelink(timestep);
changelink();
if (m_taintCollidesWater != m_collidesWater)
changefloatonwater(timestep);
changefloatonwater();
if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f))
changeAngularLock(timestep);
changeAngularLock();
}
else
{
@ -958,7 +958,10 @@ Console.WriteLine("ZProcessTaints for " + Name);
}
}
private void changeAngularLock(float timestep)
/// <summary>
/// Change prim in response to an angular lock taint.
/// </summary>
private void changeAngularLock()
{
// do we have a Physical object?
if (Body != IntPtr.Zero)
@ -983,11 +986,15 @@ Console.WriteLine("ZProcessTaints for " + Name);
}
}
}
// Store this for later in case we get turned into a separate body
m_angularlock = m_taintAngularLock;
}
private void changelink(float timestep)
/// <summary>
/// Change prim in response to a link taint.
/// </summary>
private void changelink()
{
// If the newly set parent is not null
// create link
@ -1042,7 +1049,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
/// Add a child prim to this parent prim.
/// </summary>
/// <param name="prim">Child prim</param>
public void AddChildPrim(OdePrim prim)
private void AddChildPrim(OdePrim prim)
{
//Console.WriteLine("AddChildPrim " + Name);
if (this.m_localID != prim.m_localID)
@ -1134,7 +1141,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
prm.createAMotor(m_angularlock);
}
prm.Body = Body;
_parent_scene.addActivePrim(prm);
_parent_scene.ActivatePrim(prm);
}
m_collisionCategories |= CollisionCategories.Body;
@ -1179,7 +1186,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
if (m_vehicle.Type != Vehicle.TYPE_NONE)
m_vehicle.Enable(Body, _parent_scene);
_parent_scene.addActivePrim(this);
_parent_scene.ActivatePrim(this);
}
}
}
@ -1206,7 +1213,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
if (Body != IntPtr.Zero)
{
_parent_scene.remActivePrim(this);
_parent_scene.DeactivatePrim(this);
}
lock (childrenPrim)
@ -1245,7 +1252,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
if (Body != IntPtr.Zero)
{
_parent_scene.remActivePrim(this);
_parent_scene.DeactivatePrim(this);
}
lock (childrenPrim)
@ -1258,7 +1265,10 @@ Console.WriteLine("ZProcessTaints for " + Name);
}
}
private void changeSelectedStatus(float timestep)
/// <summary>
/// Change prim in response to a selection taint.
/// </summary>
private void changeSelectedStatus()
{
if (m_taintselected)
{
@ -1338,7 +1348,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
m_isSelected = m_taintselected;
}//end changeSelectedStatus
public void ResetTaints()
internal void ResetTaints()
{
m_taintposition = _position;
m_taintrot = _orientation;
@ -1356,7 +1366,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
/// </summary>
/// <param name="m_targetSpace"></param>
/// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
public void CreateGeom(IntPtr m_targetSpace, IMesh mesh)
private void CreateGeom(IntPtr m_targetSpace, IMesh mesh)
{
#if SPAM
Console.WriteLine("CreateGeom:");
@ -1442,7 +1452,7 @@ Console.WriteLine("CreateGeom:");
/// <param name="m_targetSpace"></param>
/// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
/// <returns>true if the geom was successfully removed, false if it was already gone or the remove failed.</returns>
public bool RemoveGeom()
internal bool RemoveGeom()
{
if (prim_geom != IntPtr.Zero)
{
@ -1468,8 +1478,10 @@ Console.WriteLine("CreateGeom:");
return false;
}
}
public void changeadd(float timestep)
/// <summary>
/// Add prim in response to an add taint.
/// </summary>
private void changeadd()
{
int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
@ -1513,12 +1525,15 @@ Console.WriteLine("changeadd 1");
}
}
changeSelectedStatus(timestep);
changeSelectedStatus();
m_taintadd = false;
}
public void changemove(float timestep)
/// <summary>
/// Move prim in response to a move taint.
/// </summary>
private void changemove()
{
if (IsPhysical)
{
@ -1589,13 +1604,13 @@ Console.WriteLine(" JointCreateFixed");
}
}
changeSelectedStatus(timestep);
changeSelectedStatus();
resetCollisionAccounting();
m_taintposition = _position;
}
public void Move(float timestep)
internal void Move(float timestep)
{
float fx = 0;
float fy = 0;
@ -1842,7 +1857,7 @@ Console.WriteLine(" JointCreateFixed");
}
}
public void rotate(float timestep)
private void rotate()
{
d.Quaternion myrot = new d.Quaternion();
myrot.X = _orientation.X;
@ -1876,7 +1891,10 @@ Console.WriteLine(" JointCreateFixed");
m_disabled = false;
}
public void changedisable(float timestep)
/// <summary>
/// Change prim in response to a disable taint.
/// </summary>
private void changedisable()
{
m_disabled = true;
if (Body != IntPtr.Zero)
@ -1888,7 +1906,10 @@ Console.WriteLine(" JointCreateFixed");
m_taintdisable = false;
}
public void changePhysicsStatus(float timestep)
/// <summary>
/// Change prim in response to a physics status taint
/// </summary>
private void changePhysicsStatus()
{
if (IsPhysical)
{
@ -1896,7 +1917,7 @@ Console.WriteLine(" JointCreateFixed");
{
if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
{
changeshape(2f);
changeshape();
}
else
{
@ -1913,7 +1934,7 @@ Console.WriteLine(" JointCreateFixed");
RemoveGeom();
//Console.WriteLine("changePhysicsStatus for " + Name);
changeadd(2f);
changeadd();
}
if (childPrim)
@ -1931,13 +1952,16 @@ Console.WriteLine(" JointCreateFixed");
}
}
changeSelectedStatus(timestep);
changeSelectedStatus();
resetCollisionAccounting();
m_taintPhysics = IsPhysical;
}
public void changesize(float timestamp)
/// <summary>
/// Change prim in response to a size taint.
/// </summary>
private void changesize()
{
#if SPAM
m_log.DebugFormat("[ODE PRIM]: Called changesize");
@ -2007,7 +2031,8 @@ Console.WriteLine(" JointCreateFixed");
d.BodyEnable(Body);
}
changeSelectedStatus(timestamp);
changeSelectedStatus();
if (childPrim)
{
if (_parent is OdePrim)
@ -2020,7 +2045,11 @@ Console.WriteLine(" JointCreateFixed");
m_taintsize = _size;
}
public void changefloatonwater(float timestep)
/// <summary>
/// Change prim in response to a float on water taint.
/// </summary>
/// <param name="timestep"></param>
private void changefloatonwater()
{
m_collidesWater = m_taintCollidesWater;
@ -2038,7 +2067,10 @@ Console.WriteLine(" JointCreateFixed");
}
}
public void changeshape(float timestamp)
/// <summary>
/// Change prim in response to a shape taint.
/// </summary>
private void changeshape()
{
// Cleanup of old prim geometry and Bodies
if (IsPhysical && Body != IntPtr.Zero)
@ -2101,7 +2133,8 @@ Console.WriteLine(" JointCreateFixed");
}
}
changeSelectedStatus(timestamp);
changeSelectedStatus();
if (childPrim)
{
if (_parent is OdePrim)
@ -2115,7 +2148,10 @@ Console.WriteLine(" JointCreateFixed");
m_taintshape = false;
}
public void changeAddForce(float timestamp)
/// <summary>
/// Change prim in response to an add force taint.
/// </summary>
private void changeAddForce()
{
if (!m_isSelected)
{
@ -2163,7 +2199,10 @@ Console.WriteLine(" JointCreateFixed");
m_taintforce = false;
}
public void changeSetTorque(float timestamp)
/// <summary>
/// Change prim in response to a torque taint.
/// </summary>
private void changeSetTorque()
{
if (!m_isSelected)
{
@ -2176,7 +2215,10 @@ Console.WriteLine(" JointCreateFixed");
m_taintTorque = Vector3.Zero;
}
public void changeAddAngularForce(float timestamp)
/// <summary>
/// Change prim in response to an angular force taint.
/// </summary>
private void changeAddAngularForce()
{
if (!m_isSelected)
{
@ -2204,7 +2246,10 @@ Console.WriteLine(" JointCreateFixed");
m_taintaddangularforce = false;
}
private void changevelocity(float timestep)
/// <summary>
/// Change prim in response to a velocity taint.
/// </summary>
private void changevelocity()
{
if (!m_isSelected)
{
@ -2219,10 +2264,11 @@ Console.WriteLine(" JointCreateFixed");
//resetCollisionAccounting();
}
m_taintVelocity = Vector3.Zero;
}
public void setPrimForRemoval()
internal void setPrimForRemoval()
{
m_taintremove = true;
}
@ -2438,16 +2484,13 @@ Console.WriteLine(" JointCreateFixed");
set
{
if (QuaternionIsFinite(value))
{
_orientation = value;
}
else
m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
}
}
internal static bool QuaternionIsFinite(Quaternion q)
private static bool QuaternionIsFinite(Quaternion q)
{
if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
return false;
@ -2465,12 +2508,6 @@ Console.WriteLine(" JointCreateFixed");
get { return _acceleration; }
}
public void SetAcceleration(Vector3 accel)
{
_acceleration = accel;
}
public override void AddForce(Vector3 force, bool pushforce)
{
if (force.IsFinite())
@ -2574,7 +2611,7 @@ Console.WriteLine(" JointCreateFixed");
}
}
public void UpdatePositionAndVelocity()
internal void UpdatePositionAndVelocity()
{
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
if (_parent == null)
@ -2943,7 +2980,7 @@ Console.WriteLine(" JointCreateFixed");
d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);//
}
public Matrix4 FromDMass(d.Mass pMass)
private Matrix4 FromDMass(d.Mass pMass)
{
Matrix4 obj;
obj.M11 = pMass.I.M00;
@ -2965,7 +3002,7 @@ Console.WriteLine(" JointCreateFixed");
return obj;
}
public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
private d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
{
obj.I.M00 = pMat[0, 0];
obj.I.M01 = pMat[0, 1];
@ -3153,6 +3190,7 @@ Console.WriteLine(" JointCreateFixed");
break;
}
}
private static float determinant3x3(Matrix4 pMat)
{
float det = 0;
@ -3190,4 +3228,4 @@ Console.WriteLine(" JointCreateFixed");
m_material = pMaterial;
}
}
}
}

View File

@ -193,9 +193,30 @@ namespace OpenSim.Region.Physics.OdePlugin
private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
/// <summary>
/// Used to lock on manipulation of _taintedPrimL and _taintedPrimH
/// </summary>
private readonly Object _taintedPrimLock = new Object();
/// <summary>
/// List of tainted prims.
/// </summary>
/// <remarks>
/// A tainted prim is one that has taints to process before performing any other operations. The list is
/// cleared after processing.
/// </remarks>
private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
/// <summary>
/// HashSet of tainted prims.
/// </summary>
/// <remarks>
/// A tainted prim is one that has taints to process before performing any other operations. The hashset is
/// cleared after processing.
/// </remarks>
private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
@ -257,6 +278,9 @@ namespace OpenSim.Region.Physics.OdePlugin
// split static geometry collision handling into spaces of 30 meters
public IntPtr[,] staticPrimspace;
/// <summary>
/// Used to lock the entire physics scene. Locked during the main part of Simulate()
/// </summary>
public Object OdeLock;
public IMesher mesher;
@ -643,15 +667,15 @@ namespace OpenSim.Region.Physics.OdePlugin
//while (d.SpaceLockQuery(space)) { } // Wait and do nothing
}
/// <summary>
/// Debug space message for printing the space that a prim/avatar is in.
/// </summary>
/// <param name="pos"></param>
/// <returns>Returns which split up space the given position is in.</returns>
public string whichspaceamIin(Vector3 pos)
{
return calculateSpaceForGeom(pos).ToString();
}
// /// <summary>
// /// Debug space message for printing the space that a prim/avatar is in.
// /// </summary>
// /// <param name="pos"></param>
// /// <returns>Returns which split up space the given position is in.</returns>
// public string whichspaceamIin(Vector3 pos)
// {
// return calculateSpaceForGeom(pos).ToString();
// }
#region Collision Detection
@ -1402,7 +1426,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// }
}
public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
private int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
{
/* String name1 = null;
String name2 = null;
@ -1421,7 +1445,7 @@ namespace OpenSim.Region.Physics.OdePlugin
return 1;
}
public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
private int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
{
// String name1 = null;
// String name2 = null;
@ -1551,7 +1575,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
// Recovered for use by fly height. Kitto Flora
public float GetTerrainHeightAtXY(float x, float y)
internal float GetTerrainHeightAtXY(float x, float y)
{
int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
@ -1609,7 +1633,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// Add actor to the list that should receive collision events in the simulate loop.
/// </summary>
/// <param name="obj"></param>
public void AddCollisionEventReporting(PhysicsActor obj)
internal void AddCollisionEventReporting(PhysicsActor obj)
{
lock (_collisionEventPrim)
{
@ -1622,7 +1646,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// Remove actor from the list that should receive collision events in the simulate loop.
/// </summary>
/// <param name="obj"></param>
public void RemoveCollisionEventReporting(PhysicsActor obj)
internal void RemoveCollisionEventReporting(PhysicsActor obj)
{
lock (_collisionEventPrim)
{
@ -1646,7 +1670,13 @@ namespace OpenSim.Region.Physics.OdePlugin
return newAv;
}
public void AddCharacter(OdeCharacter chr)
public override void RemoveAvatar(PhysicsActor actor)
{
//m_log.Debug("[PHYSICS]:ODELOCK");
((OdeCharacter) actor).Destroy();
}
internal void AddCharacter(OdeCharacter chr)
{
lock (_characters)
{
@ -1659,7 +1689,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public void RemoveCharacter(OdeCharacter chr)
internal void RemoveCharacter(OdeCharacter chr)
{
lock (_characters)
{
@ -1670,7 +1700,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public void BadCharacter(OdeCharacter chr)
internal void BadCharacter(OdeCharacter chr)
{
lock (_badCharacter)
{
@ -1679,12 +1709,6 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public override void RemoveAvatar(PhysicsActor actor)
{
//m_log.Debug("[PHYSICS]:ODELOCK");
((OdeCharacter) actor).Destroy();
}
private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
PrimitiveBaseShape pbs, bool isphysical, uint localID)
{
@ -1704,13 +1728,17 @@ namespace OpenSim.Region.Physics.OdePlugin
return newPrim;
}
public void addActivePrim(OdePrim activatePrim)
/// <summary>
/// Make this prim subject to physics.
/// </summary>
/// <param name="prim"></param>
internal void ActivatePrim(OdePrim prim)
{
// adds active prim.. (ones that should be iterated over in collisions_optimized
lock (_activeprims)
{
if (!_activeprims.Contains(activatePrim))
_activeprims.Add(activatePrim);
if (!_activeprims.Contains(prim))
_activeprims.Add(prim);
//else
// m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
}
@ -2083,12 +2111,14 @@ namespace OpenSim.Region.Physics.OdePlugin
return new Vector3(axis.X, axis.Y, axis.Z);
}
public void remActivePrim(OdePrim deactivatePrim)
/// <summary>
/// Stop this prim being subject to physics
/// </summary>
/// <param name="prim"></param>
internal void DeactivatePrim(OdePrim prim)
{
lock (_activeprims)
{
_activeprims.Remove(deactivatePrim);
}
_activeprims.Remove(prim);
}
public override void RemovePrim(PhysicsActor prim)
@ -2120,7 +2150,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// that the space was using.
/// </summary>
/// <param name="prim"></param>
public void RemovePrimThreadLocked(OdePrim prim)
internal void RemovePrimThreadLocked(OdePrim prim)
{
//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
lock (prim)
@ -2216,7 +2246,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// Takes a space pointer and zeros out the array we're using to hold the spaces
/// </summary>
/// <param name="pSpace"></param>
public void resetSpaceArrayItemToZero(IntPtr pSpace)
private void resetSpaceArrayItemToZero(IntPtr pSpace)
{
for (int x = 0; x < staticPrimspace.GetLength(0); x++)
{
@ -2228,10 +2258,10 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
{
staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
}
// private void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
// {
// staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
// }
/// <summary>
/// Called when a static prim moves. Allocates a space for the prim based on its position
@ -2240,7 +2270,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// <param name="pos">the position that the geom moved to</param>
/// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
/// <returns>a pointer to the new space it's in</returns>
public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
internal IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
{
// Called from setting the Position and Size of an ODEPrim so
// it's already in locked space.
@ -2371,7 +2401,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// <param name="iprimspaceArrItemX"></param>
/// <param name="iprimspaceArrItemY"></param>
/// <returns>A pointer to the created space</returns>
public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
internal IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
{
// creating a new space for prim and inserting it into main space.
staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
@ -2387,7 +2417,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// </summary>
/// <param name="pos"></param>
/// <returns>a pointer to the space. This could be a new space or reused space.</returns>
public IntPtr calculateSpaceForGeom(Vector3 pos)
internal IntPtr calculateSpaceForGeom(Vector3 pos)
{
int[] xyspace = calculateSpaceArrayItemFromPos(pos);
//m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
@ -2399,7 +2429,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// </summary>
/// <param name="pos"></param>
/// <returns>an array item based on the position</returns>
public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
internal int[] calculateSpaceArrayItemFromPos(Vector3 pos)
{
int[] returnint = new int[2];
@ -2426,7 +2456,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// </summary>
/// <param name="pbs"></param>
/// <returns></returns>
public bool needsMeshing(PrimitiveBaseShape pbs)
internal bool needsMeshing(PrimitiveBaseShape pbs)
{
// most of this is redundant now as the mesher will return null if it cant mesh a prim
// but we still need to check for sculptie meshing being enabled so this is the most
@ -2699,7 +2729,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
else
{
// Console.WriteLine("Simulate calls ProcessTaints for {0}", prim.Name);
prim.ProcessTaints(timeStep);
prim.ProcessTaints();
}
processedtaints = true;
@ -2893,7 +2923,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
/// <remarks>
/// Called by the main Simulate() loop if NINJA joints are active. Should not be called from anywhere else.
/// </remarks>
protected void SimulatePendingNINJAJoints()
private void SimulatePendingNINJAJoints()
{
// Create pending joints, if possible
@ -3084,7 +3114,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
/// Called as part of the Simulate() loop if NINJA physics is active. Must only be called from there.
/// </remarks>
/// <param name="actor"></param>
protected void SimulateActorPendingJoints(OdePrim actor)
private void SimulateActorPendingJoints(OdePrim actor)
{
// If an actor moved, move its joint proxy objects as well.
// There seems to be an event PhysicsActor.OnPositionUpdate that could be used
@ -3121,7 +3151,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
}
#region ODE Specific Terrain Fixes
public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
private float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
{
float[] returnarr = new float[262144];
float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
@ -3234,7 +3264,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
return returnarr;
}
public float[] ResizeTerrain512Interpolation(float[] heightMap)
private float[] ResizeTerrain512Interpolation(float[] heightMap)
{
float[] returnarr = new float[262144];
float[,] resultarr = new float[512,512];
@ -3402,7 +3432,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
}
}
public void SetTerrain(float[] heightMap, Vector3 pOffset)
private void SetTerrain(float[] heightMap, Vector3 pOffset)
{
// this._heightmap[i] = (double)heightMap[i];
// dbm (danx0r) -- creating a buffer zone of one extra sample all around
@ -3531,7 +3561,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
{
}
public float GetWaterLevel()
internal float GetWaterLevel()
{
return waterlevel;
}
@ -3606,7 +3636,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
randomizeWater(waterlevel);
}
public void randomizeWater(float baseheight)
private void randomizeWater(float baseheight)
{
const uint heightmapWidth = m_regionWidth + 2;
const uint heightmapHeight = m_regionHeight + 2;
@ -3658,9 +3688,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
d.GeomSetRotation(WaterGeom, ref R);
d.GeomSetPosition(WaterGeom, 128, 128, 0);
}
}
public override void Dispose()
@ -3707,6 +3735,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
}
}
}
return returncolliders;
}