Change access levels from private to protected to facilitate
subclassing; also add new method signatures. Thanks tuco and mikkopa. Fix Mantis #3072.0.6.3-post-fixes
parent
52deb50884
commit
949ae6136e
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@ -213,6 +213,9 @@ namespace OpenSim.Region.Physics.Manager
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public abstract void SubscribeEvents(int ms);
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public abstract void UnSubscribeEvents();
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public abstract bool SubscribedEvents();
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public virtual void SetCollisionMesh(byte[] meshdata, string meshname, bool scalemesh) { }
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public virtual void SetBoundsScaling(bool scalemesh) { }
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}
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public class NullPhysicsActor : PhysicsActor
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@ -152,6 +152,12 @@ namespace OpenSim.Region.Physics.Manager
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public abstract bool IsThreaded { get; }
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public virtual uint Raycast(PhysicsVector pos, PhysicsVector dir, float rayLength, uint ignoreId)
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{ return 0; }
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public virtual void SetMaxFlightHeight(float maxheight) { }
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private class NullPhysicsScene : PhysicsScene
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{
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private static int m_workIndicator;
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@ -57,73 +57,73 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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public class OdeCharacter : PhysicsActor
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private PhysicsVector _position;
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private d.Vector3 _zeroPosition;
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// private d.Matrix3 m_StandUpRotation;
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private bool _zeroFlag = false;
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private bool m_lastUpdateSent = false;
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private PhysicsVector _velocity;
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private PhysicsVector _target_velocity;
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private PhysicsVector _acceleration;
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private PhysicsVector m_rotationalVelocity;
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private float m_mass = 80f;
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protected PhysicsVector _position;
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protected d.Vector3 _zeroPosition;
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// protected d.Matrix3 m_StandUpRotation;
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protected bool _zeroFlag = false;
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protected bool m_lastUpdateSent = false;
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protected PhysicsVector _velocity;
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protected PhysicsVector _target_velocity;
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protected PhysicsVector _acceleration;
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protected PhysicsVector m_rotationalVelocity;
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protected float m_mass = 80f;
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public float m_density = 60f;
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private bool m_pidControllerActive = true;
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protected bool m_pidControllerActive = true;
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public float PID_D = 800.0f;
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public float PID_P = 900.0f;
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//private static float POSTURE_SERVO = 10000.0f;
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//protected static float POSTURE_SERVO = 10000.0f;
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public float CAPSULE_RADIUS = 0.37f;
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public float CAPSULE_LENGTH = 2.140599f;
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public float m_tensor = 3800000f;
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public float heightFudgeFactor = 0.52f;
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public float walkDivisor = 1.3f;
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public float runDivisor = 0.8f;
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private bool flying = false;
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private bool m_iscolliding = false;
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private bool m_iscollidingGround = false;
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private bool m_wascolliding = false;
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private bool m_wascollidingGround = false;
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private bool m_iscollidingObj = false;
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private bool m_alwaysRun = false;
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private bool m_hackSentFall = false;
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private bool m_hackSentFly = false;
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private PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0);
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protected bool flying = false;
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protected bool m_iscolliding = false;
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protected bool m_iscollidingGround = false;
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protected bool m_wascolliding = false;
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protected bool m_wascollidingGround = false;
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protected bool m_iscollidingObj = false;
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protected bool m_alwaysRun = false;
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protected bool m_hackSentFall = false;
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protected bool m_hackSentFly = false;
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protected PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0);
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public uint m_localID = 0;
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public bool m_returnCollisions = false;
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// taints and their non-tainted counterparts
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public bool m_isPhysical = false; // the current physical status
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public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
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private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
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protected float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
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private float m_buoyancy = 0f;
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protected float m_buoyancy = 0f;
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// private CollisionLocker ode;
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// protected CollisionLocker ode;
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private string m_name = String.Empty;
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protected string m_name = String.Empty;
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private bool[] m_colliderarr = new bool[11];
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private bool[] m_colliderGroundarr = new bool[11];
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protected bool[] m_colliderarr = new bool[11];
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protected bool[] m_colliderGroundarr = new bool[11];
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// Default we're a Character
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private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
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protected CollisionCategories m_collisionCategories = (CollisionCategories.Character);
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// Default, Collide with Other Geometries, spaces, bodies and characters.
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private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
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protected CollisionCategories m_collisionFlags = (CollisionCategories.Geom
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| CollisionCategories.Space
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| CollisionCategories.Body
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| CollisionCategories.Character
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| CollisionCategories.Land);
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public IntPtr Body = IntPtr.Zero;
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private OdeScene _parent_scene;
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protected OdeScene _parent_scene;
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public IntPtr Shell = IntPtr.Zero;
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public IntPtr Amotor = IntPtr.Zero;
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public d.Mass ShellMass;
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public bool collidelock = false;
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public int m_eventsubscription = 0;
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private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
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protected CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
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public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
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{
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@ -421,7 +421,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
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// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
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// place that is safe to call this routine AvatarGeomAndBodyCreation.
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private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
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protected void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
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{
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//CAPSULE_LENGTH = -5;
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//CAPSULE_RADIUS = -5;
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@ -535,7 +535,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// This code is very useful. Written by DanX0r. We're just not using it right now.
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// Commented out to prevent a warning.
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//
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// private void standupStraight()
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// protected void standupStraight()
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// {
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// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
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// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
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@ -714,7 +714,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// This is the avatar's movement control + PID Controller
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/// </summary>
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/// <param name="timeStep"></param>
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public void Move(float timeStep)
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public virtual void Move(float timeStep)
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{
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// no lock; for now it's only called from within Simulate()
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@ -43,54 +43,54 @@ namespace OpenSim.Region.Physics.OdePlugin
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public class OdePrim : PhysicsActor
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private PhysicsVector _position;
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private PhysicsVector _velocity;
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private PhysicsVector _torque = new PhysicsVector(0,0,0);
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private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f);
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private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f);
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private Quaternion m_lastorientation = new Quaternion();
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private PhysicsVector m_rotationalVelocity;
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private PhysicsVector _size;
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private PhysicsVector _acceleration;
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// private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
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private Quaternion _orientation;
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private PhysicsVector m_taintposition;
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private PhysicsVector m_taintsize;
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private PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0);
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private PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0);
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private Quaternion m_taintrot;
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private PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f);
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private PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f);
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private IntPtr Amotor = IntPtr.Zero;
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protected PhysicsVector _position;
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protected PhysicsVector _velocity;
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protected PhysicsVector _torque = new PhysicsVector(0,0,0);
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protected PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f);
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protected PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f);
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protected Quaternion m_lastorientation = new Quaternion();
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protected PhysicsVector m_rotationalVelocity;
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protected PhysicsVector _size;
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protected PhysicsVector _acceleration;
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// protected d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
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protected Quaternion _orientation;
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protected PhysicsVector m_taintposition;
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protected PhysicsVector m_taintsize;
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protected PhysicsVector m_taintVelocity = new PhysicsVector(0, 0, 0);
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protected PhysicsVector m_taintTorque = new PhysicsVector(0, 0, 0);
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protected Quaternion m_taintrot;
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protected PhysicsVector m_angularlock = new PhysicsVector(1f, 1f, 1f);
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protected PhysicsVector m_taintAngularLock = new PhysicsVector(1f, 1f, 1f);
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protected IntPtr Amotor = IntPtr.Zero;
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private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0);
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private float m_PIDTau = 0f;
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private float PID_D = 35f;
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private float PID_G = 25f;
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private float m_tensor = 5f;
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private int body_autodisable_frames = 20;
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private IMesh primMesh = null;
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protected PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0);
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protected float m_PIDTau = 0f;
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protected float PID_D = 35f;
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protected float PID_G = 25f;
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protected float m_tensor = 5f;
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protected int body_autodisable_frames = 20;
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protected IMesh primMesh = null;
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private bool m_usePID = false;
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protected bool m_usePID = false;
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private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
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protected const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
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| CollisionCategories.Space
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| CollisionCategories.Body
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| CollisionCategories.Character
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);
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private bool m_taintshape = false;
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private bool m_taintPhysics = false;
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private bool m_collidesLand = true;
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private bool m_collidesWater = false;
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protected bool m_taintshape = false;
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protected bool m_taintPhysics = false;
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protected bool m_collidesLand = true;
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protected bool m_collidesWater = false;
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public bool m_returnCollisions = false;
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// Default we're a Geometry
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private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
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protected CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
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// Default, Collide with Other Geometries, spaces and Bodies
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private CollisionCategories m_collisionFlags = m_default_collisionFlags;
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protected CollisionCategories m_collisionFlags = m_default_collisionFlags;
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public bool m_taintremove = false;
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public bool m_taintdisable = false;
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@ -102,58 +102,58 @@ namespace OpenSim.Region.Physics.OdePlugin
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public uint m_localID = 0;
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//public GCHandle gc;
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private CollisionLocker ode;
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protected CollisionLocker ode;
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private bool m_taintforce = false;
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private bool m_taintaddangularforce = false;
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private PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f);
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private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
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private List<PhysicsVector> m_angularforcelist = new List<PhysicsVector>();
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protected bool m_taintforce = false;
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protected bool m_taintaddangularforce = false;
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protected PhysicsVector m_force = new PhysicsVector(0.0f, 0.0f, 0.0f);
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protected List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
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protected List<PhysicsVector> m_angularforcelist = new List<PhysicsVector>();
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private IMesh _mesh;
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private PrimitiveBaseShape _pbs;
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private OdeScene _parent_scene;
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protected IMesh _mesh;
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protected PrimitiveBaseShape _pbs;
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protected OdeScene _parent_scene;
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public IntPtr m_targetSpace = (IntPtr) 0;
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public IntPtr prim_geom;
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public IntPtr prev_geom;
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public IntPtr _triMeshData;
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private IntPtr _linkJointGroup = (IntPtr)0;
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private PhysicsActor _parent = null;
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private PhysicsActor m_taintparent = null;
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protected IntPtr _linkJointGroup = (IntPtr)0;
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protected PhysicsActor _parent = null;
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protected PhysicsActor m_taintparent = null;
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private List<OdePrim> childrenPrim = new List<OdePrim>();
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protected List<OdePrim> childrenPrim = new List<OdePrim>();
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private bool iscolliding = false;
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private bool m_isphysical = false;
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private bool m_isSelected = false;
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protected bool iscolliding = false;
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protected bool m_isphysical = false;
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protected bool m_isSelected = false;
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internal bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively
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public bool m_isVolumeDetect = false; // If true, this prim only detects collisions but doesn't collide actively
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private bool m_throttleUpdates = false;
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private int throttleCounter = 0;
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protected bool m_throttleUpdates = false;
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protected int throttleCounter = 0;
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public int m_interpenetrationcount = 0;
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public float m_collisionscore = 0;
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public int m_roundsUnderMotionThreshold = 0;
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private int m_crossingfailures = 0;
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protected int m_crossingfailures = 0;
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public float m_buoyancy = 0f;
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public bool outofBounds = false;
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private float m_density = 10.000006836f; // Aluminum g/cm3;
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protected float m_density = 10.000006836f; // Aluminum g/cm3;
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public bool _zeroFlag = false;
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private bool m_lastUpdateSent = false;
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protected bool m_lastUpdateSent = false;
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public IntPtr Body = (IntPtr) 0;
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private String m_primName;
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private PhysicsVector _target_velocity;
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protected String m_primName;
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protected PhysicsVector _target_velocity;
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public d.Mass pMass;
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public int m_eventsubscription = 0;
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private CollisionEventUpdate CollisionEventsThisFrame = null;
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protected CollisionEventUpdate CollisionEventsThisFrame = null;
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private IntPtr m_linkJoint = (IntPtr)0;
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protected IntPtr m_linkJoint = (IntPtr)0;
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public volatile bool childPrim = false;
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@ -338,7 +338,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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#region Mass Calculation
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private float CalculateMass()
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protected float CalculateMass()
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{
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float volume = 0;
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@ -815,7 +815,7 @@ 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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public virtual void ProcessTaints(float timestep)
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{
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if (m_taintadd)
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{
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@ -875,7 +875,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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private void changeAngularLock(float timestep)
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protected void changeAngularLock(float timestep)
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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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@ -904,7 +904,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_angularlock = new PhysicsVector(m_taintAngularLock.X, m_taintAngularLock.Y, m_taintAngularLock.Z);
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}
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private void changelink(float timestep)
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protected void changelink(float timestep)
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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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@ -1095,7 +1095,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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private void ChildSetGeom(OdePrim odePrim)
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public void ChildSetGeom(OdePrim odePrim)
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{
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//if (m_isphysical && Body != IntPtr.Zero)
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lock (childrenPrim)
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@ -1129,7 +1129,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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private void ChildDelink(OdePrim odePrim)
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protected void ChildDelink(OdePrim odePrim)
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{
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// Okay, we have a delinked child.. need to rebuild the body.
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lock (childrenPrim)
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@ -1173,7 +1173,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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private void changeSelectedStatus(float timestep)
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protected void changeSelectedStatus(float timestep)
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{
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if (m_taintselected)
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{
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@ -1603,7 +1603,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_taintrot = _orientation;
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}
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private void resetCollisionAccounting()
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protected void resetCollisionAccounting()
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{
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m_collisionscore = 0;
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m_interpenetrationcount = 0;
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@ -2132,7 +2132,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_taintaddangularforce = false;
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}
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private void changevelocity(float timestep)
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protected void changevelocity(float timestep)
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{
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if (!m_isSelected)
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{
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@ -2622,7 +2622,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override bool PIDActive { set { m_usePID = value; } }
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public override float PIDTau { set { m_PIDTau = value; } }
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private void createAMotor(PhysicsVector axis)
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protected void createAMotor(PhysicsVector axis)
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{
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if (Body == IntPtr.Zero)
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return;
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|
|
@ -37,9 +37,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
[TestFixture]
|
||||
public class ODETestClass
|
||||
{
|
||||
private OdePlugin cbt;
|
||||
private PhysicsScene ps;
|
||||
private IMeshingPlugin imp;
|
||||
protected OdePlugin cbt;
|
||||
protected PhysicsScene ps;
|
||||
protected IMeshingPlugin imp;
|
||||
|
||||
[SetUp]
|
||||
public void Initialize()
|
||||
|
|
|
@ -34,7 +34,7 @@ using OpenSim.Region.Physics.OdePlugin;
|
|||
|
||||
namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
class OdePhysicsJoint : PhysicsJoint
|
||||
public class OdePhysicsJoint : PhysicsJoint
|
||||
{
|
||||
public override bool IsInPhysicsEngine
|
||||
{
|
||||
|
|
|
@ -52,10 +52,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
/// </summary>
|
||||
public class OdePlugin : IPhysicsPlugin
|
||||
{
|
||||
//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
//protected static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private CollisionLocker ode;
|
||||
private OdeScene _mScene;
|
||||
protected CollisionLocker ode;
|
||||
protected OdeScene _mScene;
|
||||
|
||||
public OdePlugin()
|
||||
{
|
||||
|
@ -124,62 +124,62 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public class OdeScene : PhysicsScene
|
||||
{
|
||||
private ILog m_log;
|
||||
// private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
|
||||
protected ILog m_log;
|
||||
// protected Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
|
||||
|
||||
CollisionLocker ode;
|
||||
protected CollisionLocker ode;
|
||||
|
||||
protected Random fluidRandomizer = new Random(Environment.TickCount);
|
||||
|
||||
private const uint m_regionWidth = Constants.RegionSize;
|
||||
private const uint m_regionHeight = Constants.RegionSize;
|
||||
protected const uint m_regionWidth = Constants.RegionSize;
|
||||
protected const uint m_regionHeight = Constants.RegionSize;
|
||||
|
||||
private float ODE_STEPSIZE = 0.020f;
|
||||
private float metersInSpace = 29.9f;
|
||||
protected float ODE_STEPSIZE = 0.020f;
|
||||
protected float metersInSpace = 29.9f;
|
||||
|
||||
public float gravityx = 0f;
|
||||
public float gravityy = 0f;
|
||||
public float gravityz = -9.8f;
|
||||
|
||||
private float contactsurfacelayer = 0.001f;
|
||||
protected float contactsurfacelayer = 0.001f;
|
||||
|
||||
private int worldHashspaceLow = -4;
|
||||
private int worldHashspaceHigh = 128;
|
||||
protected int worldHashspaceLow = -4;
|
||||
protected int worldHashspaceHigh = 128;
|
||||
|
||||
private int smallHashspaceLow = -4;
|
||||
private int smallHashspaceHigh = 66;
|
||||
protected int smallHashspaceLow = -4;
|
||||
protected int smallHashspaceHigh = 66;
|
||||
|
||||
private float waterlevel = 0f;
|
||||
private int framecount = 0;
|
||||
//private int m_returncollisions = 10;
|
||||
protected float waterlevel = 0f;
|
||||
protected int framecount = 0;
|
||||
//protected int m_returncollisions = 10;
|
||||
|
||||
private IntPtr contactgroup;
|
||||
private IntPtr LandGeom;
|
||||
protected IntPtr contactgroup;
|
||||
protected IntPtr LandGeom;
|
||||
|
||||
private IntPtr WaterGeom;
|
||||
protected IntPtr WaterGeom;
|
||||
|
||||
private float nmTerrainContactFriction = 255.0f;
|
||||
private float nmTerrainContactBounce = 0.1f;
|
||||
private float nmTerrainContactERP = 0.1025f;
|
||||
protected float nmTerrainContactFriction = 255.0f;
|
||||
protected float nmTerrainContactBounce = 0.1f;
|
||||
protected float nmTerrainContactERP = 0.1025f;
|
||||
|
||||
private float mTerrainContactFriction = 75f;
|
||||
private float mTerrainContactBounce = 0.1f;
|
||||
private float mTerrainContactERP = 0.05025f;
|
||||
protected float mTerrainContactFriction = 75f;
|
||||
protected float mTerrainContactBounce = 0.1f;
|
||||
protected float mTerrainContactERP = 0.05025f;
|
||||
|
||||
private float nmAvatarObjectContactFriction = 250f;
|
||||
private float nmAvatarObjectContactBounce = 0.1f;
|
||||
protected float nmAvatarObjectContactFriction = 250f;
|
||||
protected float nmAvatarObjectContactBounce = 0.1f;
|
||||
|
||||
private float mAvatarObjectContactFriction = 75f;
|
||||
private float mAvatarObjectContactBounce = 0.1f;
|
||||
protected float mAvatarObjectContactFriction = 75f;
|
||||
protected float mAvatarObjectContactBounce = 0.1f;
|
||||
|
||||
private float avPIDD = 3200f;
|
||||
private float avPIDP = 1400f;
|
||||
private float avCapRadius = 0.37f;
|
||||
private float avStandupTensor = 2000000f;
|
||||
private float avDensity = 80f;
|
||||
private float avHeightFudgeFactor = 0.52f;
|
||||
private float avMovementDivisorWalk = 1.3f;
|
||||
private float avMovementDivisorRun = 0.8f;
|
||||
protected float avPIDD = 3200f;
|
||||
protected float avPIDP = 1400f;
|
||||
protected float avCapRadius = 0.37f;
|
||||
protected float avStandupTensor = 2000000f;
|
||||
protected float avDensity = 80f;
|
||||
protected float avHeightFudgeFactor = 0.52f;
|
||||
protected float avMovementDivisorWalk = 1.3f;
|
||||
protected float avMovementDivisorRun = 0.8f;
|
||||
|
||||
public bool meshSculptedPrim = true;
|
||||
|
||||
|
@ -200,66 +200,66 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public int bodyFramesAutoDisable = 20;
|
||||
|
||||
private float[] _heightmap;
|
||||
protected float[] _heightmap;
|
||||
|
||||
private float[] _watermap;
|
||||
private bool m_filterCollisions = true;
|
||||
protected float[] _watermap;
|
||||
protected bool m_filterCollisions = true;
|
||||
|
||||
// private float[] _origheightmap;
|
||||
// protected float[] _origheightmap;
|
||||
|
||||
private d.NearCallback nearCallback;
|
||||
protected d.NearCallback nearCallback;
|
||||
public d.TriCallback triCallback;
|
||||
public d.TriArrayCallback triArrayCallback;
|
||||
private List<OdeCharacter> _characters = new List<OdeCharacter>();
|
||||
private List<OdePrim> _prims = new List<OdePrim>();
|
||||
private List<OdePrim> _activeprims = new List<OdePrim>();
|
||||
private List<OdePrim> _taintedPrim = new List<OdePrim>();
|
||||
private List<OdeCharacter> _taintedActors = new List<OdeCharacter>();
|
||||
private List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
|
||||
private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
|
||||
protected List<OdeCharacter> _characters = new List<OdeCharacter>();
|
||||
protected List<OdePrim> _prims = new List<OdePrim>();
|
||||
protected List<OdePrim> _activeprims = new List<OdePrim>();
|
||||
protected List<OdePrim> _taintedPrim = new List<OdePrim>();
|
||||
protected List<OdeCharacter> _taintedActors = new List<OdeCharacter>();
|
||||
protected List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
|
||||
protected List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
|
||||
public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
|
||||
public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
|
||||
private bool m_NINJA_physics_joints_enabled = false;
|
||||
//private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
|
||||
private Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
|
||||
private d.ContactGeom[] contacts = new d.ContactGeom[80];
|
||||
private List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
|
||||
private List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
|
||||
private List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
|
||||
private List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
|
||||
private Object externalJointRequestsLock = new Object();
|
||||
private Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
|
||||
private Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
|
||||
protected bool m_NINJA_physics_joints_enabled = false;
|
||||
//protected Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
|
||||
protected Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
|
||||
protected d.ContactGeom[] contacts = new d.ContactGeom[80];
|
||||
protected List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
|
||||
protected List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
|
||||
protected List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
|
||||
protected List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
|
||||
protected Object externalJointRequestsLock = new Object();
|
||||
protected Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
|
||||
protected Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
|
||||
|
||||
private d.Contact contact;
|
||||
private d.Contact TerrainContact;
|
||||
private d.Contact AvatarMovementprimContact;
|
||||
private d.Contact AvatarMovementTerrainContact;
|
||||
private d.Contact WaterContact;
|
||||
protected d.Contact contact;
|
||||
protected d.Contact TerrainContact;
|
||||
protected d.Contact AvatarMovementprimContact;
|
||||
protected d.Contact AvatarMovementTerrainContact;
|
||||
protected d.Contact WaterContact;
|
||||
|
||||
//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
|
||||
//Ckrinke private int m_randomizeWater = 200;
|
||||
private int m_physicsiterations = 10;
|
||||
private float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
|
||||
private PhysicsActor PANull = new NullPhysicsActor();
|
||||
private float step_time = 0.0f;
|
||||
//Ckrinke protected int m_randomizeWater = 200;
|
||||
protected int m_physicsiterations = 10;
|
||||
protected float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
|
||||
protected PhysicsActor PANull = new NullPhysicsActor();
|
||||
protected float step_time = 0.0f;
|
||||
//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
|
||||
//Ckrinke private int ms = 0;
|
||||
//Ckrinke protected int ms = 0;
|
||||
public IntPtr world;
|
||||
//private bool returncollisions = false;
|
||||
// private uint obj1LocalID = 0;
|
||||
private uint obj2LocalID = 0;
|
||||
//private int ctype = 0;
|
||||
private OdeCharacter cc1;
|
||||
private OdePrim cp1;
|
||||
private OdeCharacter cc2;
|
||||
private OdePrim cp2;
|
||||
//private int cStartStop = 0;
|
||||
//private string cDictKey = "";
|
||||
//protected bool returncollisions = false;
|
||||
// protected uint obj1LocalID = 0;
|
||||
protected uint obj2LocalID = 0;
|
||||
//protected int ctype = 0;
|
||||
protected OdeCharacter cc1;
|
||||
protected OdePrim cp1;
|
||||
protected OdeCharacter cc2;
|
||||
protected OdePrim cp2;
|
||||
//protected int cStartStop = 0;
|
||||
//protected string cDictKey = "";
|
||||
|
||||
public IntPtr space;
|
||||
|
||||
//private IntPtr tmpSpace;
|
||||
//protected IntPtr tmpSpace;
|
||||
// split static geometry collision handling into spaces of 30 meters
|
||||
public IntPtr[,] staticPrimspace;
|
||||
|
||||
|
@ -267,7 +267,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public IMesher mesher;
|
||||
|
||||
private IConfigSource m_config;
|
||||
protected IConfigSource m_config;
|
||||
|
||||
public bool physics_logging = false;
|
||||
public int physics_logging_interval = 0;
|
||||
|
@ -493,7 +493,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
|
||||
internal void waitForSpaceUnlock(IntPtr space)
|
||||
public void waitForSpaceUnlock(IntPtr space)
|
||||
{
|
||||
//if (space != IntPtr.Zero)
|
||||
//while (d.SpaceLockQuery(space)) { } // Wait and do nothing
|
||||
|
@ -517,7 +517,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
/// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
|
||||
/// <param name="g1">a geometry or space</param>
|
||||
/// <param name="g2">another geometry or space</param>
|
||||
private void near(IntPtr space, IntPtr g1, IntPtr g2)
|
||||
protected void near(IntPtr space, IntPtr g1, IntPtr g2)
|
||||
{
|
||||
// no lock here! It's invoked from within Simulate(), which is thread-locked
|
||||
|
||||
|
@ -912,7 +912,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
|
||||
private bool checkDupe(d.ContactGeom contactGeom, int atype)
|
||||
protected bool checkDupe(d.ContactGeom contactGeom, int atype)
|
||||
{
|
||||
bool result = false;
|
||||
//return result;
|
||||
|
@ -982,7 +982,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
return result;
|
||||
}
|
||||
|
||||
private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth)
|
||||
protected void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth)
|
||||
{
|
||||
// obj1LocalID = 0;
|
||||
//returncollisions = false;
|
||||
|
@ -1160,7 +1160,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
/// This is our collision testing routine in ODE
|
||||
/// </summary>
|
||||
/// <param name="timeStep"></param>
|
||||
private void collision_optimized(float timeStep)
|
||||
protected void collision_optimized(float timeStep)
|
||||
{
|
||||
_perloopContact.Clear();
|
||||
|
||||
|
@ -1249,7 +1249,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
#endregion
|
||||
|
||||
// TODO: unused
|
||||
// private float GetTerrainHeightAtXY(float x, float y)
|
||||
// protected float GetTerrainHeightAtXY(float x, float y)
|
||||
// {
|
||||
// return (float)_origheightmap[(int)y * Constants.RegionSize + (int)x];
|
||||
// }
|
||||
|
@ -1295,7 +1295,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
|
||||
private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
|
||||
protected PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
|
||||
IMesh mesh, PrimitiveBaseShape pbs, bool isphysical)
|
||||
{
|
||||
PhysicsVector pos = new PhysicsVector(position.X, position.Y, position.Z);
|
||||
|
@ -1370,28 +1370,28 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
|
||||
// internal utility function: must be called within a lock (OdeLock)
|
||||
private void InternalAddActiveJoint(PhysicsJoint joint)
|
||||
protected void InternalAddActiveJoint(PhysicsJoint joint)
|
||||
{
|
||||
activeJoints.Add(joint);
|
||||
SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
|
||||
}
|
||||
|
||||
// internal utility function: must be called within a lock (OdeLock)
|
||||
private void InternalAddPendingJoint(OdePhysicsJoint joint)
|
||||
protected void InternalAddPendingJoint(OdePhysicsJoint joint)
|
||||
{
|
||||
pendingJoints.Add(joint);
|
||||
SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
|
||||
}
|
||||
|
||||
// internal utility function: must be called within a lock (OdeLock)
|
||||
private void InternalRemovePendingJoint(PhysicsJoint joint)
|
||||
protected void InternalRemovePendingJoint(PhysicsJoint joint)
|
||||
{
|
||||
pendingJoints.Remove(joint);
|
||||
SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
|
||||
}
|
||||
|
||||
// internal utility function: must be called within a lock (OdeLock)
|
||||
private void InternalRemoveActiveJoint(PhysicsJoint joint)
|
||||
protected void InternalRemoveActiveJoint(PhysicsJoint joint)
|
||||
{
|
||||
activeJoints.Remove(joint);
|
||||
SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
|
||||
|
@ -1445,7 +1445,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
|
||||
private void DeleteRequestedJoints()
|
||||
protected void DeleteRequestedJoints()
|
||||
{
|
||||
List<string> myRequestedJointsToBeDeleted;
|
||||
lock (externalJointRequestsLock)
|
||||
|
@ -1525,7 +1525,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
// for pending joints we don't know if their associated bodies exist yet or not.
|
||||
// the joint is actually created during processing of the taints
|
||||
private void CreateRequestedJoints()
|
||||
protected void CreateRequestedJoints()
|
||||
{
|
||||
List<PhysicsJoint> myRequestedJointsToBeCreated;
|
||||
lock (externalJointRequestsLock)
|
||||
|
@ -1611,7 +1611,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
return joint;
|
||||
}
|
||||
|
||||
private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
|
||||
protected void RemoveAllJointsConnectedToActor(PhysicsActor actor)
|
||||
{
|
||||
//m_log.Debug("RemoveAllJointsConnectedToActor: start");
|
||||
if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
|
||||
|
|
Loading…
Reference in New Issue