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author | Robert Adams | 2012-09-07 15:46:14 -0700 |
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committer | Robert Adams | 2012-09-07 16:05:28 -0700 |
commit | 126eae71009001c5455e4896cf12317422bbac51 (patch) | |
tree | 7ceb0c01d5fb352707de447227a308bfe8715c39 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | BulletSim: Add some comments (gasp) and log messages. (diff) | |
download | opensim-SC-126eae71009001c5455e4896cf12317422bbac51.zip opensim-SC-126eae71009001c5455e4896cf12317422bbac51.tar.gz opensim-SC-126eae71009001c5455e4896cf12317422bbac51.tar.bz2 opensim-SC-126eae71009001c5455e4896cf12317422bbac51.tar.xz |
BulletSim: Add Bullet body and shape to BSPhysObject and rename
'Body' to 'BSBody' for disambiguation when reading code.
Complete the API2 interface so nearly all methods on bullet
classes are available to the managed code. The efficient
single call simulation step is kept in place while all
other creation/destruction/parameterization can be done
in the managed code.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index dc2b595..fa22c78 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -73,7 +73,8 @@ public class BSCharacter : BSPhysObject | |||
73 | private bool _kinematic; | 73 | private bool _kinematic; |
74 | private float _buoyancy; | 74 | private float _buoyancy; |
75 | 75 | ||
76 | public override BulletBody Body { get; set; } | 76 | public override BulletBody BSBody { get; set; } |
77 | public override BulletShape BSShape { get; set; } | ||
77 | public override BSLinkset Linkset { get; set; } | 78 | public override BSLinkset Linkset { get; set; } |
78 | 79 | ||
79 | private int _subscribedEventsMs = 0; | 80 | private int _subscribedEventsMs = 0; |
@@ -129,9 +130,9 @@ public class BSCharacter : BSPhysObject | |||
129 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# | 130 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# |
130 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); | 131 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); |
131 | 132 | ||
132 | Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); | 133 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); |
133 | // avatars get all collisions no matter what (makes walking on ground and such work) | 134 | // avatars get all collisions no matter what (makes walking on ground and such work) |
134 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 135 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
135 | }); | 136 | }); |
136 | 137 | ||
137 | return; | 138 | return; |
@@ -441,7 +442,7 @@ public class BSCharacter : BSPhysObject | |||
441 | Scene.TaintedObject("BSCharacter.AddForce", delegate() | 442 | Scene.TaintedObject("BSCharacter.AddForce", delegate() |
442 | { | 443 | { |
443 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); | 444 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); |
444 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); | 445 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); |
445 | }); | 446 | }); |
446 | } | 447 | } |
447 | else | 448 | else |
@@ -466,7 +467,7 @@ public class BSCharacter : BSPhysObject | |||
466 | 467 | ||
467 | Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() | 468 | Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() |
468 | { | 469 | { |
469 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 470 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
470 | }); | 471 | }); |
471 | } | 472 | } |
472 | } | 473 | } |