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authorRobert Adams2012-10-31 14:49:28 -0700
committerRobert Adams2012-11-03 21:15:06 -0700
commit364a7c308804a3e331199ca60c6dfafa406b5d0d (patch)
treef9755f07a181265c57542d3df19879c20a924947 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
parentBulletSim: vehicle tweeking. (diff)
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BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton of BSLinksetCompound.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs20
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