diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | 27 |
1 files changed, 15 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 65fac00..b813974 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -36,7 +36,8 @@ public abstract class BSConstraint : IDisposable | |||
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM CONSTRAINT]"; | 37 | private static string LogHeader = "[BULLETSIM CONSTRAINT]"; |
38 | 38 | ||
39 | protected BulletSim m_world; | 39 | protected BulletWorld m_world; |
40 | protected BSScene PhysicsScene; | ||
40 | protected BulletBody m_body1; | 41 | protected BulletBody m_body1; |
41 | protected BulletBody m_body2; | 42 | protected BulletBody m_body2; |
42 | protected BulletConstraint m_constraint; | 43 | protected BulletConstraint m_constraint; |
@@ -48,8 +49,10 @@ public abstract class BSConstraint : IDisposable | |||
48 | public abstract ConstraintType Type { get; } | 49 | public abstract ConstraintType Type { get; } |
49 | public bool IsEnabled { get { return m_enabled; } } | 50 | public bool IsEnabled { get { return m_enabled; } } |
50 | 51 | ||
51 | public BSConstraint() | 52 | public BSConstraint(BulletWorld world) |
52 | { | 53 | { |
54 | m_world = world; | ||
55 | PhysicsScene = m_world.physicsScene; | ||
53 | } | 56 | } |
54 | 57 | ||
55 | public virtual void Dispose() | 58 | public virtual void Dispose() |
@@ -57,15 +60,15 @@ public abstract class BSConstraint : IDisposable | |||
57 | if (m_enabled) | 60 | if (m_enabled) |
58 | { | 61 | { |
59 | m_enabled = false; | 62 | m_enabled = false; |
60 | if (m_constraint.ptr != IntPtr.Zero) | 63 | if (m_constraint.HasPhysicalConstraint) |
61 | { | 64 | { |
62 | bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr); | 65 | bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint); |
63 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", | 66 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", |
64 | BSScene.DetailLogZero, | 67 | BSScene.DetailLogZero, |
65 | m_body1.ID, m_body1.ptr.ToString("X"), | 68 | m_body1.ID, m_body1.AddrString, |
66 | m_body2.ID, m_body2.ptr.ToString("X"), | 69 | m_body2.ID, m_body2.AddrString, |
67 | success); | 70 | success); |
68 | m_constraint.ptr = System.IntPtr.Zero; | 71 | m_constraint.Clear(); |
69 | } | 72 | } |
70 | } | 73 | } |
71 | } | 74 | } |
@@ -74,7 +77,7 @@ public abstract class BSConstraint : IDisposable | |||
74 | { | 77 | { |
75 | bool ret = false; | 78 | bool ret = false; |
76 | if (m_enabled) | 79 | if (m_enabled) |
77 | ret = BulletSimAPI.SetLinearLimits2(m_constraint.ptr, low, high); | 80 | ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high); |
78 | return ret; | 81 | return ret; |
79 | } | 82 | } |
80 | 83 | ||
@@ -82,7 +85,7 @@ public abstract class BSConstraint : IDisposable | |||
82 | { | 85 | { |
83 | bool ret = false; | 86 | bool ret = false; |
84 | if (m_enabled) | 87 | if (m_enabled) |
85 | ret = BulletSimAPI.SetAngularLimits2(m_constraint.ptr, low, high); | 88 | ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); |
86 | return ret; | 89 | return ret; |
87 | } | 90 | } |
88 | 91 | ||
@@ -91,7 +94,7 @@ public abstract class BSConstraint : IDisposable | |||
91 | bool ret = false; | 94 | bool ret = false; |
92 | if (m_enabled) | 95 | if (m_enabled) |
93 | { | 96 | { |
94 | BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.ptr, cnt); | 97 | PhysicsScene.PE.SetConstraintNumSolverIterations(m_constraint, cnt); |
95 | ret = true; | 98 | ret = true; |
96 | } | 99 | } |
97 | return ret; | 100 | return ret; |
@@ -103,7 +106,7 @@ public abstract class BSConstraint : IDisposable | |||
103 | if (m_enabled) | 106 | if (m_enabled) |
104 | { | 107 | { |
105 | // Recompute the internal transforms | 108 | // Recompute the internal transforms |
106 | BulletSimAPI.CalculateTransforms2(m_constraint.ptr); | 109 | PhysicsScene.PE.CalculateTransforms(m_constraint); |
107 | ret = true; | 110 | ret = true; |
108 | } | 111 | } |
109 | return ret; | 112 | return ret; |
@@ -122,7 +125,7 @@ public abstract class BSConstraint : IDisposable | |||
122 | // Setting an object's mass to zero (making it static like when it's selected) | 125 | // Setting an object's mass to zero (making it static like when it's selected) |
123 | // automatically disables the constraints. | 126 | // automatically disables the constraints. |
124 | // If the link is enabled, be sure to set the constraint itself to enabled. | 127 | // If the link is enabled, be sure to set the constraint itself to enabled. |
125 | BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, m_world.physicsScene.NumericBool(true)); | 128 | PhysicsScene.PE.SetConstraintEnable(m_constraint, BSParam.NumericBool(true)); |
126 | } | 129 | } |
127 | else | 130 | else |
128 | { | 131 | { |