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
parent
acb0a5b6c1
commit
47c412ca1e
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@ -185,7 +185,6 @@ namespace OpenSim.Region.Physics.Manager
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public virtual Vector3 GetJointAxis(PhysicsJoint joint)
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{ return Vector3.Zero; }
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public abstract void AddPhysicsActorTaint(PhysicsActor prim);
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public abstract float Simulate(float timeStep);
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@ -326,7 +326,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// Set a new geometry for this prim.
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/// </summary>
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/// <param name="geom"></param>
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public void SetGeom(IntPtr geom)
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private void SetGeom(IntPtr geom)
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{
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prim_geom = geom;
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//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
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@ -351,7 +351,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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//m_log.Warn("Setting Geom to: " + prim_geom);
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}
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public void enableBodySoft()
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private void enableBodySoft()
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{
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if (!childPrim)
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{
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@ -366,7 +366,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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public void disableBodySoft()
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private void disableBodySoft()
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{
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m_disabled = true;
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@ -379,7 +379,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <summary>
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/// Make a prim subject to physics.
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/// </summary>
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public void enableBody()
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private void enableBody()
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{
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// Don't enable this body if we're a child prim
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// this should be taken care of in the parent function not here
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@ -423,7 +423,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_vehicle.Enable(Body, _parent_scene);
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}
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_parent_scene.addActivePrim(this);
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_parent_scene.ActivatePrim(this);
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}
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}
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@ -741,7 +741,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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#endregion
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public void setMass()
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private void setMass()
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{
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if (Body != (IntPtr) 0)
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{
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@ -757,7 +757,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <summary>
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/// Stop a prim from being subject to physics.
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/// </summary>
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public void disableBody()
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internal void disableBody()
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{
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//this kills the body so things like 'mesh' can re-create it.
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lock (this)
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@ -766,7 +766,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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if (Body != IntPtr.Zero)
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{
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_parent_scene.remActivePrim(this);
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_parent_scene.DeactivatePrim(this);
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m_collisionCategories &= ~CollisionCategories.Body;
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m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
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@ -783,7 +783,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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foreach (OdePrim prm in childrenPrim)
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{
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_parent_scene.remActivePrim(prm);
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_parent_scene.DeactivatePrim(prm);
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prm.Body = IntPtr.Zero;
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}
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}
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@ -793,7 +793,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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else
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{
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_parent_scene.remActivePrim(this);
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_parent_scene.DeactivatePrim(this);
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m_collisionCategories &= ~CollisionCategories.Body;
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m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
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@ -814,7 +814,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
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public void setMesh(OdeScene parent_scene, IMesh mesh)
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private void setMesh(OdeScene parent_scene, IMesh mesh)
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{
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// m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh);
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@ -884,73 +884,73 @@ namespace OpenSim.Region.Physics.OdePlugin
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// }
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}
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public void ProcessTaints(float timestep)
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internal void ProcessTaints()
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{
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#if SPAM
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Console.WriteLine("ZProcessTaints for " + Name);
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#endif
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if (m_taintadd)
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{
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changeadd(timestep);
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changeadd();
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}
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if (prim_geom != IntPtr.Zero)
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{
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if (!_position.ApproxEquals(m_taintposition, 0f))
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changemove(timestep);
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changemove();
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if (m_taintrot != _orientation)
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{
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if (childPrim && IsPhysical) // For physical child prim...
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{
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rotate(timestep);
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rotate();
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// KF: ODE will also rotate the parent prim!
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// so rotate the root back to where it was
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OdePrim parent = (OdePrim)_parent;
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parent.rotate(timestep);
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parent.rotate();
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}
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else
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{
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//Just rotate the prim
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rotate(timestep);
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rotate();
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}
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}
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if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent))
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changePhysicsStatus(timestep);
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changePhysicsStatus();
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if (!_size.ApproxEquals(m_taintsize, 0f))
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changesize(timestep);
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changesize();
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if (m_taintshape)
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changeshape(timestep);
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changeshape();
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if (m_taintforce)
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changeAddForce(timestep);
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changeAddForce();
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if (m_taintaddangularforce)
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changeAddAngularForce(timestep);
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changeAddAngularForce();
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if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
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changeSetTorque(timestep);
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changeSetTorque();
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if (m_taintdisable)
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changedisable(timestep);
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changedisable();
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if (m_taintselected != m_isSelected)
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changeSelectedStatus(timestep);
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changeSelectedStatus();
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if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
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changevelocity(timestep);
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changevelocity();
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if (m_taintparent != _parent)
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changelink(timestep);
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changelink();
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if (m_taintCollidesWater != m_collidesWater)
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changefloatonwater(timestep);
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changefloatonwater();
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if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f))
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changeAngularLock(timestep);
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changeAngularLock();
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}
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else
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{
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@ -958,7 +958,10 @@ Console.WriteLine("ZProcessTaints for " + Name);
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}
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}
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private void changeAngularLock(float timestep)
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/// <summary>
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/// Change prim in response to an angular lock taint.
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/// </summary>
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private void changeAngularLock()
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{
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// do we have a Physical object?
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if (Body != IntPtr.Zero)
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@ -983,11 +986,15 @@ Console.WriteLine("ZProcessTaints for " + Name);
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}
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}
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}
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// Store this for later in case we get turned into a separate body
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m_angularlock = m_taintAngularLock;
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}
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private void changelink(float timestep)
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/// <summary>
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/// Change prim in response to a link taint.
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/// </summary>
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private void changelink()
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{
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// If the newly set parent is not null
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// create link
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@ -1042,7 +1049,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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/// Add a child prim to this parent prim.
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/// </summary>
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/// <param name="prim">Child prim</param>
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public void AddChildPrim(OdePrim prim)
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private void AddChildPrim(OdePrim prim)
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{
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//Console.WriteLine("AddChildPrim " + Name);
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if (this.m_localID != prim.m_localID)
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@ -1134,7 +1141,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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prm.createAMotor(m_angularlock);
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}
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prm.Body = Body;
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_parent_scene.addActivePrim(prm);
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_parent_scene.ActivatePrim(prm);
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}
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m_collisionCategories |= CollisionCategories.Body;
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@ -1179,7 +1186,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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if (m_vehicle.Type != Vehicle.TYPE_NONE)
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m_vehicle.Enable(Body, _parent_scene);
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_parent_scene.addActivePrim(this);
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_parent_scene.ActivatePrim(this);
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}
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}
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}
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@ -1206,7 +1213,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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if (Body != IntPtr.Zero)
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{
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_parent_scene.remActivePrim(this);
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_parent_scene.DeactivatePrim(this);
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}
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lock (childrenPrim)
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if (Body != IntPtr.Zero)
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{
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_parent_scene.remActivePrim(this);
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_parent_scene.DeactivatePrim(this);
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}
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lock (childrenPrim)
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@ -1258,7 +1265,10 @@ Console.WriteLine("ZProcessTaints for " + Name);
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}
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}
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private void changeSelectedStatus(float timestep)
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/// <summary>
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/// Change prim in response to a selection taint.
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/// </summary>
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private void changeSelectedStatus()
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{
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if (m_taintselected)
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{
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m_isSelected = m_taintselected;
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}//end changeSelectedStatus
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public void ResetTaints()
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internal void ResetTaints()
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{
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m_taintposition = _position;
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m_taintrot = _orientation;
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/// </summary>
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/// <param name="m_targetSpace"></param>
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/// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
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public void CreateGeom(IntPtr m_targetSpace, IMesh mesh)
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private void CreateGeom(IntPtr m_targetSpace, IMesh mesh)
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{
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#if SPAM
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Console.WriteLine("CreateGeom:");
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@ -1442,7 +1452,7 @@ Console.WriteLine("CreateGeom:");
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/// <param name="m_targetSpace"></param>
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/// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
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/// <returns>true if the geom was successfully removed, false if it was already gone or the remove failed.</returns>
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public bool RemoveGeom()
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internal bool RemoveGeom()
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{
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if (prim_geom != IntPtr.Zero)
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{
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return false;
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}
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}
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public void changeadd(float timestep)
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/// <summary>
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/// Add prim in response to an add taint.
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/// </summary>
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private void changeadd()
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{
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int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
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IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
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@ -1513,12 +1525,15 @@ Console.WriteLine("changeadd 1");
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}
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}
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changeSelectedStatus(timestep);
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changeSelectedStatus();
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m_taintadd = false;
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}
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public void changemove(float timestep)
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/// <summary>
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/// Move prim in response to a move taint.
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/// </summary>
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private void changemove()
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{
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if (IsPhysical)
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{
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@ -1589,13 +1604,13 @@ Console.WriteLine(" JointCreateFixed");
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}
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}
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changeSelectedStatus(timestep);
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changeSelectedStatus();
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resetCollisionAccounting();
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m_taintposition = _position;
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}
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public void Move(float timestep)
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internal void Move(float timestep)
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{
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float fx = 0;
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float fy = 0;
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@ -1842,7 +1857,7 @@ Console.WriteLine(" JointCreateFixed");
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}
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}
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public void rotate(float timestep)
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private void rotate()
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{
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d.Quaternion myrot = new d.Quaternion();
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myrot.X = _orientation.X;
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m_disabled = false;
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}
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public void changedisable(float timestep)
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/// <summary>
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/// Change prim in response to a disable taint.
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/// </summary>
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private void changedisable()
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{
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m_disabled = true;
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if (Body != IntPtr.Zero)
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@ -1888,7 +1906,10 @@ Console.WriteLine(" JointCreateFixed");
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m_taintdisable = false;
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}
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public void changePhysicsStatus(float timestep)
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/// <summary>
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/// Change prim in response to a physics status taint
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/// </summary>
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private void changePhysicsStatus()
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{
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if (IsPhysical)
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{
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@ -1896,7 +1917,7 @@ Console.WriteLine(" JointCreateFixed");
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{
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if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
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{
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changeshape(2f);
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changeshape();
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}
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else
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{
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@ -1913,7 +1934,7 @@ Console.WriteLine(" JointCreateFixed");
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RemoveGeom();
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//Console.WriteLine("changePhysicsStatus for " + Name);
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changeadd(2f);
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changeadd();
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}
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if (childPrim)
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@ -1931,13 +1952,16 @@ Console.WriteLine(" JointCreateFixed");
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}
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}
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changeSelectedStatus(timestep);
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changeSelectedStatus();
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resetCollisionAccounting();
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m_taintPhysics = IsPhysical;
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}
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public void changesize(float timestamp)
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/// <summary>
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/// Change prim in response to a size taint.
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/// </summary>
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private void changesize()
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{
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#if SPAM
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m_log.DebugFormat("[ODE PRIM]: Called changesize");
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@ -2007,7 +2031,8 @@ Console.WriteLine(" JointCreateFixed");
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d.BodyEnable(Body);
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}
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changeSelectedStatus(timestamp);
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changeSelectedStatus();
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if (childPrim)
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{
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if (_parent is OdePrim)
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@ -2020,7 +2045,11 @@ Console.WriteLine(" JointCreateFixed");
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m_taintsize = _size;
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}
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public void changefloatonwater(float timestep)
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/// <summary>
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/// Change prim in response to a float on water taint.
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/// </summary>
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/// <param name="timestep"></param>
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private void changefloatonwater()
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{
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m_collidesWater = m_taintCollidesWater;
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@ -2038,7 +2067,10 @@ Console.WriteLine(" JointCreateFixed");
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}
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}
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public void changeshape(float timestamp)
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/// <summary>
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/// Change prim in response to a shape taint.
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/// </summary>
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private void changeshape()
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{
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// Cleanup of old prim geometry and Bodies
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if (IsPhysical && Body != IntPtr.Zero)
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@ -2101,7 +2133,8 @@ Console.WriteLine(" JointCreateFixed");
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}
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}
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changeSelectedStatus(timestamp);
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changeSelectedStatus();
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if (childPrim)
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{
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if (_parent is OdePrim)
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@ -2115,7 +2148,10 @@ Console.WriteLine(" JointCreateFixed");
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m_taintshape = false;
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}
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public void changeAddForce(float timestamp)
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/// <summary>
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/// Change prim in response to an add force taint.
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/// </summary>
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private void changeAddForce()
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{
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if (!m_isSelected)
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{
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@ -2163,7 +2199,10 @@ Console.WriteLine(" JointCreateFixed");
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m_taintforce = false;
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}
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public void changeSetTorque(float timestamp)
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/// <summary>
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/// Change prim in response to a torque taint.
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/// </summary>
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private void changeSetTorque()
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{
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if (!m_isSelected)
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{
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@ -2176,7 +2215,10 @@ Console.WriteLine(" JointCreateFixed");
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m_taintTorque = Vector3.Zero;
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}
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public void changeAddAngularForce(float timestamp)
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/// <summary>
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/// Change prim in response to an angular force taint.
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/// </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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue