472 lines
18 KiB
C#
472 lines
18 KiB
C#
/*
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* Copyright (c) 2011 Intel Corporation
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the Intel Corporation nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading;
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using Nini.Config;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using OpenMetaverse;
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using OpenSim.Region.Framework;
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// TODOs for BulletSim (both BSScene and BSPrim)
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// Does NeedsMeshing() really need to exclude all the different shapes?
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// Based on material, set density and friction
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// More efficient memory usage in passing hull information from BSPrim to BulletSim
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// Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
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// In SL one can set both physical and phantom (gravity, does not effect others, makes collisions)
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// Need three states for objects: sense and report collisions, have physical effects, affects other objects
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// LinkSets
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// Freeing of memory of linksets in BulletSim::DestroyObject
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// Should prim.link() and prim.delink() be done at taint time?
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// Pass collision enable flags to BulletSim code so collisions are not reported up unless they are really needed
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// Set child prims phantom since the physicality is handled by the parent prim
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// Linked children need rotation relative to parent (passed as world rotation)
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//
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSScene : PhysicsScene
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{
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[BULLETS SCENE]";
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private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
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private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>();
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private float[] m_heightMap;
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private uint m_worldID;
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public uint WorldID { get { return m_worldID; } }
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public IMesher mesher;
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public int meshLOD = 32;
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private int m_maxSubSteps = 10;
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private float m_fixedTimeStep = 1f / 60f;
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private long m_simulationStep = 0;
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public long SimulationStep { get { return m_simulationStep; } }
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private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed
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private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes
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public float maximumMassObject = 10000.01f;
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public const uint TERRAIN_ID = 0;
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public const uint GROUNDPLANE_ID = 1;
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public float DefaultFriction = 0.70f;
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public float DefaultDensity = 10.000006836f; // Aluminum g/cm3; TODO: compute based on object material
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public delegate void TaintCallback();
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private List<TaintCallback> _taintedObjects;
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private BulletSimAPI.DebugLogCallback debugLogCallbackHandle;
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public BSScene(string identifier)
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{
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}
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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{
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if (config != null)
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{
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IConfig pConfig = config.Configs["BulletSim"];
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if (pConfig != null)
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{
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DefaultFriction = pConfig.GetFloat("Friction", DefaultFriction);
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DefaultDensity = pConfig.GetFloat("Density", DefaultDensity);
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}
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}
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// if Debug, enable logging from the unmanaged code
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if (m_log.IsDebugEnabled)
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{
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m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
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debugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
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BulletSimAPI.SetDebugLogCallback(debugLogCallbackHandle);
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}
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_meshSculptedPrim = true; // mesh sculpted prims
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_forceSimplePrimMeshing = false; // use complex meshing if called for
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_taintedObjects = new List<TaintCallback>();
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mesher = meshmerizer;
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// m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
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m_worldID = BulletSimAPI.Initialize(new Vector3(Constants.RegionSize, Constants.RegionSize, 1000f));
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}
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private void BulletLogger(string msg)
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{
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m_log.Debug("[BULLETS UNMANAGED]:" + msg);
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}
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public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
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{
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m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader);
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return null;
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}
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public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
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{
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// m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
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BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying);
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lock (m_avatars) m_avatars.Add(localID, actor);
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return actor;
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}
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public override void RemoveAvatar(PhysicsActor actor)
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{
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// m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
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if (actor is BSCharacter)
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{
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((BSCharacter)actor).Destroy();
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}
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try
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{
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lock (m_avatars) m_avatars.Remove(actor.LocalID);
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}
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catch (Exception e)
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{
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m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
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}
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}
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public override void RemovePrim(PhysicsActor prim)
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{
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// m_log.DebugFormat("{0}: RemovePrim", LogHeader);
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if (prim is BSPrim)
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{
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((BSPrim)prim).Destroy();
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}
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try
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{
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lock (m_prims) m_prims.Remove(prim.LocalID);
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}
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catch (Exception e)
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{
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m_log.WarnFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
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}
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation) // deprecated
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{
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return null;
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical)
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{
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m_log.ErrorFormat("{0}: CALL TO AddPrimShape in BSScene. NOT IMPLEMENTED", LogHeader);
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return null;
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}
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public override PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical)
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{
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// m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
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IMesh mesh = null;
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if (NeedsMeshing(pbs))
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{
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// if the prim is complex, create the mesh for it.
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// If simple (box or sphere) leave 'mesh' null and physics will do a native shape.
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// m_log.DebugFormat("{0}: AddPrimShape2: creating mesh", LogHeader);
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mesh = mesher.CreateMesh(primName, pbs, size, this.meshLOD, isPhysical);
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}
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BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, mesh, pbs, isPhysical);
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lock (m_prims) m_prims.Add(localID, prim);
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return prim;
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}
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public override void AddPhysicsActorTaint(PhysicsActor prim) { }
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public override float Simulate(float timeStep)
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{
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int updatedEntityCount;
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IntPtr updatedEntitiesPtr;
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IntPtr[] updatedEntities;
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int collidersCount;
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IntPtr collidersPtr;
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int[] colliders; // should be uint but Marshal.Copy does not have that overload
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// update the prim states while we know the physics engine is not busy
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ProcessTaints();
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// step the physical world one interval
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m_simulationStep++;
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int numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
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out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
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// if there were collisions, they show up here
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if (collidersCount > 0)
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{
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colliders = new int[collidersCount];
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Marshal.Copy(collidersPtr, colliders, 0, collidersCount);
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for (int ii = 0; ii < collidersCount; ii+=2)
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{
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uint cA = (uint)colliders[ii];
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uint cB = (uint)colliders[ii+1];
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SendCollision(cA, cB);
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SendCollision(cB, cA);
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}
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}
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// if any of the objects had updated properties, they are returned in the updatedEntity structure
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if (updatedEntityCount > 0)
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{
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updatedEntities = new IntPtr[updatedEntityCount];
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Marshal.Copy(updatedEntitiesPtr, updatedEntities, 0, updatedEntityCount);
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for (int ii = 0; ii < updatedEntityCount; ii++)
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{
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IntPtr updatePointer = updatedEntities[ii];
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EntityProperties entprop = (EntityProperties)Marshal.PtrToStructure(updatePointer, typeof(EntityProperties));
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// m_log.DebugFormat("{0}: entprop: id={1}, pos={2}", LogHeader, entprop.ID, entprop.Position);
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if (m_avatars.ContainsKey(entprop.ID))
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{
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BSCharacter actor = m_avatars[entprop.ID];
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actor.UpdateProperties(entprop);
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}
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if (m_prims.ContainsKey(entprop.ID))
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{
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BSPrim prim = m_prims[entprop.ID];
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prim.UpdateProperties(entprop);
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}
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}
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}
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return 11f; // returns frames per second
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}
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// Something has collided
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private void SendCollision(uint localID, uint collidingWith)
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{
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if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID)
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{
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// we never send collisions to the terrain
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return;
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}
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ActorTypes type = ActorTypes.Prim;
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if (m_avatars.ContainsKey(collidingWith))
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type = ActorTypes.Agent;
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else if (collidingWith == TERRAIN_ID || collidingWith == GROUNDPLANE_ID)
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type = ActorTypes.Ground;
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if (m_prims.ContainsKey(localID))
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{
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BSPrim prim = m_prims[localID];
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prim.Collide(collidingWith, type, Vector3.Zero, Vector3.UnitZ, 0.01f);
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return;
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}
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if (m_avatars.ContainsKey(localID))
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{
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BSCharacter actor = m_avatars[localID];
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actor.Collide(collidingWith, type, Vector3.Zero, Vector3.UnitZ, 0.01f);
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return;
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}
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return;
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}
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public override void GetResults() { }
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public override void SetTerrain(float[] heightMap) {
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m_log.DebugFormat("{0}: SetTerrain", LogHeader);
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m_heightMap = heightMap;
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this.TaintedObject(delegate()
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{
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BulletSimAPI.SetHeightmap(m_worldID, m_heightMap);
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});
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}
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public override void SetWaterLevel(float baseheight) { }
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public override void DeleteTerrain()
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{
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m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
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}
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public override void Dispose()
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{
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m_log.DebugFormat("{0}: Dispose()", LogHeader);
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}
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public override Dictionary<uint, float> GetTopColliders()
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{
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return new Dictionary<uint, float>();
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}
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public override bool IsThreaded { get { return false; } }
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/// <summary>
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/// Routine to figure out if we need to mesh this prim with our mesher
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/// </summary>
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/// <param name="pbs"></param>
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/// <returns>true if the prim needs meshing</returns>
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public bool NeedsMeshing(PrimitiveBaseShape pbs)
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{
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// most of this is redundant now as the mesher will return null if it cant mesh a prim
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// but we still need to check for sculptie meshing being enabled so this is the most
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// convenient place to do it for now...
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// int iPropertiesNotSupportedDefault = 0;
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if (pbs.SculptEntry && !_meshSculptedPrim)
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{
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// m_log.DebugFormat("{0}: NeedsMeshing: scultpy mesh", LogHeader);
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return false;
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}
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// if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet
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// can use an internal representation for the prim
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if (!_forceSimplePrimMeshing)
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{
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// m_log.DebugFormat("{0}: NeedsMeshing: simple mesh: profshape={1}, curve={2}", LogHeader, pbs.ProfileShape, pbs.PathCurve);
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if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
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|| (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
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&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
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{
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if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
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&& pbs.ProfileHollow == 0
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&& pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
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&& pbs.PathBegin == 0 && pbs.PathEnd == 0
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&& pbs.PathTaperX == 0 && pbs.PathTaperY == 0
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&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
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&& pbs.PathShearX == 0 && pbs.PathShearY == 0)
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{
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return false;
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}
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}
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}
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/* TODO: verify that the mesher will now do all these shapes
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if (pbs.ProfileHollow != 0)
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iPropertiesNotSupportedDefault++;
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if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
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iPropertiesNotSupportedDefault++;
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if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
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iPropertiesNotSupportedDefault++;
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if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
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iPropertiesNotSupportedDefault++;
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if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
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iPropertiesNotSupportedDefault++;
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if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
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iPropertiesNotSupportedDefault++;
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if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
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iPropertiesNotSupportedDefault++;
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if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
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iPropertiesNotSupportedDefault++;
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if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
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iPropertiesNotSupportedDefault++;
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// test for torus
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if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
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{
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if (pbs.PathCurve == (byte)Extrusion.Curve1)
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{
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iPropertiesNotSupportedDefault++;
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}
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}
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else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
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{
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if (pbs.PathCurve == (byte)Extrusion.Straight)
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{
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iPropertiesNotSupportedDefault++;
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}
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// ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
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else if (pbs.PathCurve == (byte)Extrusion.Curve1)
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{
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iPropertiesNotSupportedDefault++;
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}
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}
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else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
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{
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if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
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{
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iPropertiesNotSupportedDefault++;
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}
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}
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else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
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{
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if (pbs.PathCurve == (byte)Extrusion.Straight)
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{
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iPropertiesNotSupportedDefault++;
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}
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else if (pbs.PathCurve == (byte)Extrusion.Curve1)
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{
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iPropertiesNotSupportedDefault++;
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}
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}
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if (iPropertiesNotSupportedDefault == 0)
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{
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return false;
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}
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*/
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return true;
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}
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// The calls to the PhysicsActors can't directly call into the physics engine
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// because it might be busy. We we delay changes to a known time.
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// We rely on C#'s closure to save and restore the context for the delegate.
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public void TaintedObject(TaintCallback callback)
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{
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// do we need to lock?
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_taintedObjects.Add(callback);
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return;
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}
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// When someone tries to change a property on a BSPrim or BSCharacter, the object queues
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// a callback into itself to do the actual property change. That callback is called
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// here just before the physics engine is called to step the simulation.
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public void ProcessTaints()
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{
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// swizzle a new list into the list location so we can process what's there
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List<TaintCallback> newList = new List<TaintCallback>();
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List<TaintCallback> oldList = (List<TaintCallback>)Interlocked.Exchange(ref _taintedObjects, newList);
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foreach (TaintCallback callback in oldList)
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{
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try
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{
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callback();
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("{0}: ProcessTaints: Exception: {1}", LogHeader, e);
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}
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}
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oldList.Clear();
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}
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}
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}
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