diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index be6f1528d0..0458cd9552 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs @@ -43,9 +43,11 @@ public enum ConstraintType : int SLIDER_CONSTRAINT_TYPE, CONTACT_CONSTRAINT_TYPE, D6_SPRING_CONSTRAINT_TYPE, + GEAR_CONSTRAINT_TYPE, // added in Bullet 2.82 + FIXED_CONSTRAINT_TYPE, // added in Bullet 2.82 MAX_CONSTRAINT_TYPE, // last type defined by Bullet // - FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving + BS_FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving } // =============================================================================== diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index aaf92c80d2..b0a5ef181a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -78,7 +78,7 @@ public sealed class BSLinksetConstraints : BSLinkset public override void ResetLink() { // constraintType = ConstraintType.D6_CONSTRAINT_TYPE; - constraintType = ConstraintType.FIXED_CONSTRAINT_TYPE; + constraintType = ConstraintType.BS_FIXED_CONSTRAINT_TYPE; linearLimitLow = OMV.Vector3.Zero; linearLimitHigh = OMV.Vector3.Zero; angularLimitLow = OMV.Vector3.Zero; @@ -115,7 +115,7 @@ public sealed class BSLinksetConstraints : BSLinkset member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.SetLinkParameters,type={1}", member.LocalID, constraintType); switch (constraintType) { - case ConstraintType.FIXED_CONSTRAINT_TYPE: + case ConstraintType.BS_FIXED_CONSTRAINT_TYPE: case ConstraintType.D6_CONSTRAINT_TYPE: BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof; if (constrain6dof != null) @@ -179,7 +179,7 @@ public sealed class BSLinksetConstraints : BSLinkset public override bool ShouldUpdateChildProperties() { bool ret = true; - if (constraintType == ConstraintType.FIXED_CONSTRAINT_TYPE) + if (constraintType == ConstraintType.BS_FIXED_CONSTRAINT_TYPE) ret = false; return ret; @@ -363,7 +363,7 @@ public sealed class BSLinksetConstraints : BSLinkset switch (linkInfo.constraintType) { - case ConstraintType.FIXED_CONSTRAINT_TYPE: + case ConstraintType.BS_FIXED_CONSTRAINT_TYPE: case ConstraintType.D6_CONSTRAINT_TYPE: // Relative position normalized to the root prim // Essentually a vector pointing from center of rootPrim to center of li.member @@ -536,7 +536,7 @@ public sealed class BSLinksetConstraints : BSLinkset { int requestedType = (int)pParams[2]; DetailLog("{0},BSLinksetConstraint.ChangeLinkType,requestedType={1}", LinksetRoot.LocalID, requestedType); - if (requestedType == (int)ConstraintType.FIXED_CONSTRAINT_TYPE + if (requestedType == (int)ConstraintType.BS_FIXED_CONSTRAINT_TYPE || requestedType == (int)ConstraintType.D6_CONSTRAINT_TYPE || requestedType == (int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE || requestedType == (int)ConstraintType.HINGE_CONSTRAINT_TYPE @@ -646,7 +646,7 @@ public sealed class BSLinksetConstraints : BSLinkset case ExtendedPhysics.PHYS_PARAM_LINK_TYPE: valueInt = (int)pParams[opIndex + 1]; ConstraintType valueType = (ConstraintType)valueInt; - if (valueType == ConstraintType.FIXED_CONSTRAINT_TYPE + if (valueType == ConstraintType.BS_FIXED_CONSTRAINT_TYPE || valueType == ConstraintType.D6_CONSTRAINT_TYPE || valueType == ConstraintType.D6_SPRING_CONSTRAINT_TYPE || valueType == ConstraintType.HINGE_CONSTRAINT_TYPE diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index dce01ebce9..5361e8d100 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -1024,7 +1024,7 @@ ; BulletEngine = "bulletxna" ; BulletSim can run on its own thread independent of the simulator's heartbeat - ; thread. Enabling this will nto let the physics engine slow down avatar movement, etc. + ; thread. Enabling this will not let the physics engine slow down avatar movement, etc. UseSeparatePhysicsThread = false ; Terrain implementation can use either Bullet's heightField or BulletSim can build diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll index ee7cce739c..e1bffebff4 100755 Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so index ee2bd806f1..f409363390 100755 Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll index b4c4becfbe..7b76d1d46e 100755 Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so index 9c4033b3ed..827571fd9a 100755 Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ