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author | Robert Adams | 2012-10-31 14:49:28 -0700 |
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committer | Robert Adams | 2012-11-03 21:15:06 -0700 |
commit | 364a7c308804a3e331199ca60c6dfafa406b5d0d (patch) | |
tree | f9755f07a181265c57542d3df19879c20a924947 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |
parent | BulletSim: vehicle tweeking. (diff) | |
download | opensim-SC-364a7c308804a3e331199ca60c6dfafa406b5d0d.zip opensim-SC-364a7c308804a3e331199ca60c6dfafa406b5d0d.tar.gz opensim-SC-364a7c308804a3e331199ca60c6dfafa406b5d0d.tar.bz2 opensim-SC-364a7c308804a3e331199ca60c6dfafa406b5d0d.tar.xz |
BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton of BSLinksetCompound.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index c27b5f0..cc5dbb2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -1067,49 +1067,49 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1067 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, | 1067 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, |
1068 | (s) => { return s.m_params[0].linearDamping; }, | 1068 | (s) => { return s.m_params[0].linearDamping; }, |
1069 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); }, | 1069 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); }, |
1070 | (s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ), | 1070 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, v); } ), |
1071 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | 1071 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", |
1072 | 0f, | 1072 | 0f, |
1073 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, | 1073 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, |
1074 | (s) => { return s.m_params[0].angularDamping; }, | 1074 | (s) => { return s.m_params[0].angularDamping; }, |
1075 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); }, | 1075 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); }, |
1076 | (s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ), | 1076 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, v); } ), |
1077 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | 1077 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", |
1078 | 0.2f, | 1078 | 0.2f, |
1079 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, | 1079 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, |
1080 | (s) => { return s.m_params[0].deactivationTime; }, | 1080 | (s) => { return s.m_params[0].deactivationTime; }, |
1081 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); }, | 1081 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); }, |
1082 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.BSBody.ptr, v); } ), | 1082 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ), |
1083 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | 1083 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", |
1084 | 0.8f, | 1084 | 0.8f, |
1085 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, | 1085 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, |
1086 | (s) => { return s.m_params[0].linearSleepingThreshold; }, | 1086 | (s) => { return s.m_params[0].linearSleepingThreshold; }, |
1087 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); }, | 1087 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); }, |
1088 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ), | 1088 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), |
1089 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | 1089 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", |
1090 | 1.0f, | 1090 | 1.0f, |
1091 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, | 1091 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, |
1092 | (s) => { return s.m_params[0].angularSleepingThreshold; }, | 1092 | (s) => { return s.m_params[0].angularSleepingThreshold; }, |
1093 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); }, | 1093 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); }, |
1094 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ), | 1094 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), |
1095 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | 1095 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , |
1096 | 0f, // set to zero to disable | 1096 | 0f, // set to zero to disable |
1097 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, | 1097 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, |
1098 | (s) => { return s.m_params[0].ccdMotionThreshold; }, | 1098 | (s) => { return s.m_params[0].ccdMotionThreshold; }, |
1099 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); }, | 1099 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); }, |
1100 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.BSBody.ptr, v); } ), | 1100 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ), |
1101 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | 1101 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , |
1102 | 0f, | 1102 | 0f, |
1103 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, | 1103 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, |
1104 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, | 1104 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, |
1105 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); }, | 1105 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); }, |
1106 | (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.BSBody.ptr, v); } ), | 1106 | (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ), |
1107 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | 1107 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , |
1108 | 0.1f, | 1108 | 0.1f, |
1109 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, | 1109 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, |
1110 | (s) => { return s.m_params[0].contactProcessingThreshold; }, | 1110 | (s) => { return s.m_params[0].contactProcessingThreshold; }, |
1111 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); }, | 1111 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); }, |
1112 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.BSBody.ptr, v); } ), | 1112 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), |
1113 | 1113 | ||
1114 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | 1114 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , |
1115 | 0.5f, | 1115 | 0.5f, |
@@ -1428,8 +1428,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1428 | { | 1428 | { |
1429 | foreach (BSPrim prim in m_vehicles) | 1429 | foreach (BSPrim prim in m_vehicles) |
1430 | { | 1430 | { |
1431 | BulletSimAPI.DumpRigidBody2(World.ptr, prim.BSBody.ptr); | 1431 | BulletSimAPI.DumpRigidBody2(World.ptr, prim.PhysBody.ptr); |
1432 | BulletSimAPI.DumpCollisionShape2(World.ptr, prim.BSShape.ptr); | 1432 | BulletSimAPI.DumpCollisionShape2(World.ptr, prim.PhysShape.ptr); |
1433 | } | 1433 | } |
1434 | } | 1434 | } |
1435 | 1435 | ||