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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs43
1 files changed, 24 insertions, 19 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs
index 01d67d4..410584d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs
@@ -47,37 +47,42 @@ public sealed class BSConstraintSpring : BSConstraint6Dof
47 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); 47 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
48 m_enabled = true; 48 m_enabled = true;
49 49
50 world.physicsScene.DetailLog("{0},BSConstraintSpring,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", 50 PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
51 BSScene.DetailLogZero, world.worldID, 51 obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
52 obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); 52 PhysicsScene.DetailLog("{0},BSConstraintSpring,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
53 m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
53 } 54 }
54 55
55 public bool SetEnable(int index, bool axisEnable) 56 public bool SetEnable(int pIndex, bool pAxisEnable)
56 { 57 {
57 bool ret = false; 58 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}",
58 59 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable);
59 return ret; 60 PhysicsScene.PE.SpringEnable(m_constraint, pIndex, BSParam.NumericBool(pAxisEnable));
61 return true;
60 } 62 }
61 63
62 public bool SetStiffness(int index, float stiffness) 64 public bool SetStiffness(int pIndex, float pStiffness)
63 { 65 {
64 bool ret = false; 66 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},enable={4}",
65 67 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness);
66 return ret; 68 PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness);
69 return true;
67 } 70 }
68 71
69 public bool SetDamping(int index, float damping) 72 public bool SetDamping(int pIndex, float pDamping)
70 { 73 {
71 bool ret = false; 74 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},enable={4}",
72 75 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping);
73 return ret; 76 PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping);
77 return true;
74 } 78 }
75 79
76 public bool SetEquilibriumPoint(int index, float eqPoint) 80 public bool SetEquilibriumPoint(int pIndex, float pEqPoint)
77 { 81 {
78 bool ret = false; 82 PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},enable={4}",
79 83 m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint);
80 return ret; 84 PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint);
85 return true;
81 } 86 }
82 87
83} 88}