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author | Robert Adams | 2012-12-24 20:18:06 -0800 |
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committer | Robert Adams | 2012-12-24 20:18:06 -0800 |
commit | bbc5a5089f79a4c5543f4a3f1cd4ffaf1de8c07e (patch) | |
tree | 508491dfb64055fde104f5f4459feeaee7a8526c /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |
parent | BulletSim: Default avatar density changed to 3.5 which is WAY closer (diff) | |
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BulletSim: Rename some of the interface structures (BulletWorld, ...)
to get ready for...
Start creation of BulletAPITemplate. This defines the abstract interface
functions. Following commits will move over to the new interface.
This will enable switching between the managed and unmanaged version of
Bullet.
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 939d5e9..65ebcaa 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -98,7 +98,7 @@ public sealed class BSShapeCollection : IDisposable | |||
98 | // higher level dependencies on the shape or body. Mostly used for LinkSets to | 98 | // higher level dependencies on the shape or body. Mostly used for LinkSets to |
99 | // remove the physical constraints before the body is destroyed. | 99 | // remove the physical constraints before the body is destroyed. |
100 | // Called at taint-time!! | 100 | // Called at taint-time!! |
101 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, | 101 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, |
102 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) | 102 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) |
103 | { | 103 | { |
104 | PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); | 104 | PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); |
@@ -126,7 +126,7 @@ public sealed class BSShapeCollection : IDisposable | |||
126 | return ret; | 126 | return ret; |
127 | } | 127 | } |
128 | 128 | ||
129 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim) | 129 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim) |
130 | { | 130 | { |
131 | return GetBodyAndShape(forceRebuild, sim, prim, null, null); | 131 | return GetBodyAndShape(forceRebuild, sim, prim, null, null); |
132 | } | 132 | } |
@@ -918,7 +918,7 @@ public sealed class BSShapeCollection : IDisposable | |||
918 | // Updates prim.BSBody with the information about the new body if one is created. | 918 | // Updates prim.BSBody with the information about the new body if one is created. |
919 | // Returns 'true' if an object was actually created. | 919 | // Returns 'true' if an object was actually created. |
920 | // Called at taint-time. | 920 | // Called at taint-time. |
921 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, | 921 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, BulletShape shape, |
922 | BodyDestructionCallback bodyCallback) | 922 | BodyDestructionCallback bodyCallback) |
923 | { | 923 | { |
924 | bool ret = false; | 924 | bool ret = false; |