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authorRobert Adams2012-10-10 08:02:37 -0700
committerRobert Adams2012-10-11 14:01:10 -0700
commita791620622dc0a67a6af2c4a9c011d9057360411 (patch)
tree4a08389e4e166fff4149b3e5f46bba8f64557846 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
parentBulletSim: Add Force* operations to objects to allow direct push to engine. (diff)
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BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to improve interactions.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs9
1 files changed, 4 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 33ac116..50091cc 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -39,7 +39,6 @@ using log4net;
39using OpenMetaverse; 39using OpenMetaverse;
40 40
41// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) 41// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
42// Move all logic out of the C++ code and into the C# code for easier future modifications.
43// Test sculpties (verified that they don't work) 42// Test sculpties (verified that they don't work)
44// Compute physics FPS reasonably 43// Compute physics FPS reasonably
45// Based on material, set density and friction 44// Based on material, set density and friction
@@ -493,7 +492,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
493 int numSubSteps = 0; 492 int numSubSteps = 0;
494 493
495 // DEBUG 494 // DEBUG
496 DetailLog("{0},BSScene.Simulate,beforeStep,ntaimts={1},step={2}", DetailLogZero, numTaints, m_simulationStep); 495 // DetailLog("{0},BSScene.Simulate,beforeStep,ntaimts={1},step={2}", DetailLogZero, numTaints, m_simulationStep);
497 496
498 try 497 try
499 { 498 {
@@ -503,8 +502,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
503 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); 502 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
504 503
505 if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); 504 if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
506 DetailLog("{0},Simulate,call, nTaints={1}, simTime={2}, substeps={3}, updates={4}, colliders={5}", 505 DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}",
507 DetailLogZero, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); 506 DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount);
508 } 507 }
509 catch (Exception e) 508 catch (Exception e)
510 { 509 {
@@ -855,7 +854,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
855 (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); }, 854 (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); },
856 (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ), 855 (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ),
857 new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", 856 new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
858 ConfigurationParameters.numericFalse, 857 ConfigurationParameters.numericTrue,
859 (s,cf,p,v) => { s.ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, s.BoolNumeric(v)); }, 858 (s,cf,p,v) => { s.ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, s.BoolNumeric(v)); },
860 (s) => { return s.NumericBool(s.ShouldUseHullsForPhysicalObjects); }, 859 (s) => { return s.NumericBool(s.ShouldUseHullsForPhysicalObjects); },
861 (s,p,l,v) => { s.ShouldUseHullsForPhysicalObjects = s.BoolNumeric(v); } ), 860 (s,p,l,v) => { s.ShouldUseHullsForPhysicalObjects = s.BoolNumeric(v); } ),