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author | Robert Adams | 2012-12-30 10:21:47 -0800 |
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committer | Robert Adams | 2012-12-31 19:57:22 -0800 |
commit | 9218748321519ed04da5cdffa1f29e69030171b5 (patch) | |
tree | 7516cfbea32d716651430bc3124dbdd4cb772105 /OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |
parent | BulletSim: add the implementation files for the two versions of Bullet: (diff) | |
download | opensim-SC-9218748321519ed04da5cdffa1f29e69030171b5.zip opensim-SC-9218748321519ed04da5cdffa1f29e69030171b5.tar.gz opensim-SC-9218748321519ed04da5cdffa1f29e69030171b5.tar.bz2 opensim-SC-9218748321519ed04da5cdffa1f29e69030171b5.tar.xz |
BulletSim: another round of conversion: dynamics world and collision object functions.
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 5c8553a..c6c2946 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -300,7 +300,7 @@ public static class BSParam | |||
300 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, | 300 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, |
301 | (s) => { return DeactivationTime; }, | 301 | (s) => { return DeactivationTime; }, |
302 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, | 302 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, |
303 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ), | 303 | (s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ), |
304 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | 304 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", |
305 | 0.8f, | 305 | 0.8f, |
306 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, | 306 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, |
@@ -318,19 +318,19 @@ public static class BSParam | |||
318 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, | 318 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, |
319 | (s) => { return CcdMotionThreshold; }, | 319 | (s) => { return CcdMotionThreshold; }, |
320 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, | 320 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, |
321 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ), | 321 | (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ), |
322 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | 322 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , |
323 | 0f, | 323 | 0f, |
324 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, | 324 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, |
325 | (s) => { return CcdSweptSphereRadius; }, | 325 | (s) => { return CcdSweptSphereRadius; }, |
326 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, | 326 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, |
327 | (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ), | 327 | (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ), |
328 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | 328 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , |
329 | 0.1f, | 329 | 0.1f, |
330 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, | 330 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, |
331 | (s) => { return ContactProcessingThreshold; }, | 331 | (s) => { return ContactProcessingThreshold; }, |
332 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, | 332 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, |
333 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), | 333 | (s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ), |
334 | 334 | ||
335 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | 335 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", |
336 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | 336 | (float)BSTerrainPhys.TerrainImplementation.Mesh, |