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author | Robert Adams | 2012-12-21 13:35:44 -0800 |
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committer | Robert Adams | 2012-12-21 13:35:44 -0800 |
commit | ae4d932e7f00e781db9c9cdd5c29efc51e2425fb (patch) | |
tree | b03beb291cd35d4227fb82baf04ce14512b859eb /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: small fix to avatar movement motor use which keeps avatar from fly... (diff) | |
download | opensim-SC-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.zip opensim-SC-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.tar.gz opensim-SC-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.tar.bz2 opensim-SC-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.tar.xz |
BulletSim: Move all the parameter variables, tables and get and fetch logic to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 26 |
1 files changed, 11 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 68a0db6..e43bf8e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -720,10 +720,10 @@ public sealed class BSPrim : BSPhysObject | |||
720 | // Mass is zero which disables a bunch of physics stuff in Bullet | 720 | // Mass is zero which disables a bunch of physics stuff in Bullet |
721 | UpdatePhysicalMassProperties(0f); | 721 | UpdatePhysicalMassProperties(0f); |
722 | // Set collision detection parameters | 722 | // Set collision detection parameters |
723 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 723 | if (BSParam.CcdMotionThreshold > 0f) |
724 | { | 724 | { |
725 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 725 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); |
726 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 726 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); |
727 | } | 727 | } |
728 | 728 | ||
729 | // The activation state is 'disabled' so Bullet will not try to act on it. | 729 | // The activation state is 'disabled' so Bullet will not try to act on it. |
@@ -761,17 +761,17 @@ public sealed class BSPrim : BSPhysObject | |||
761 | UpdatePhysicalMassProperties(RawMass); | 761 | UpdatePhysicalMassProperties(RawMass); |
762 | 762 | ||
763 | // Set collision detection parameters | 763 | // Set collision detection parameters |
764 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 764 | if (BSParam.CcdMotionThreshold > 0f) |
765 | { | 765 | { |
766 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 766 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); |
767 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 767 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); |
768 | } | 768 | } |
769 | 769 | ||
770 | // Various values for simulation limits | 770 | // Various values for simulation limits |
771 | BulletSimAPI.SetDamping2(PhysBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); | 771 | BulletSimAPI.SetDamping2(PhysBody.ptr, BSParam.LinearDamping, BSParam.AngularDamping); |
772 | BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, PhysicsScene.Params.deactivationTime); | 772 | BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, BSParam.DeactivationTime); |
773 | BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | 773 | BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); |
774 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | 774 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); |
775 | 775 | ||
776 | // This collides like an object. | 776 | // This collides like an object. |
777 | PhysBody.collisionType = CollisionType.Dynamic; | 777 | PhysBody.collisionType = CollisionType.Dynamic; |
@@ -1361,11 +1361,7 @@ public sealed class BSPrim : BSPhysObject | |||
1361 | } | 1361 | } |
1362 | */ | 1362 | */ |
1363 | 1363 | ||
1364 | if (returnMass <= 0) | 1364 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); |
1365 | returnMass = 0.0001f; | ||
1366 | |||
1367 | if (returnMass > PhysicsScene.MaximumObjectMass) | ||
1368 | returnMass = PhysicsScene.MaximumObjectMass; | ||
1369 | 1365 | ||
1370 | return returnMass; | 1366 | return returnMass; |
1371 | }// end CalculateMass | 1367 | }// end CalculateMass |