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authorRobert Adams2012-08-25 23:25:29 -0700
committerRobert Adams2012-08-31 11:41:23 -0700
commitd3adf9b2b3bd8e0e76168cd6eb6414f3123c5f02 (patch)
treee75cedd4676dc0c5aeb27be2ece41856d431d00c
parentBulletSim: Changes to terrain storage and management so mega-regions work. (diff)
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BulletSim: fix line endings.
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs44
1 files changed, 22 insertions, 22 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index f80304d..7b4802e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -102,7 +102,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
102 public uint WorldID { get; private set; } 102 public uint WorldID { get; private set; }
103 public BulletSim World { get; private set; } 103 public BulletSim World { get; private set; }
104 104
105 // All the constraints that have been allocated in this instance. 105 // All the constraints that have been allocated in this instance.
106 public BSConstraintCollection Constraints { get; private set; } 106 public BSConstraintCollection Constraints { get; private set; }
107 107
108 // Simulation parameters 108 // Simulation parameters
@@ -117,7 +117,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
117 public float LastSimulatedTimestep { get; private set; } 117 public float LastSimulatedTimestep { get; private set; }
118 118
119 // A value of the time now so all the collision and update routines do not have to get their own 119 // A value of the time now so all the collision and update routines do not have to get their own
120 // Set to 'now' just before all the prims and actors are called for collisions and updates 120 // Set to 'now' just before all the prims and actors are called for collisions and updates
121 public int SimulationNowTime { get; private set; } 121 public int SimulationNowTime { get; private set; }
122 122
123 // True if initialized and ready to do simulation steps 123 // True if initialized and ready to do simulation steps
@@ -140,8 +140,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
140 140
141 public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero 141 public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
142 public const uint GROUNDPLANE_ID = 1; 142 public const uint GROUNDPLANE_ID = 1;
143 public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here 143 public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
144 144
145 private float m_waterLevel; 145 private float m_waterLevel;
146 public BSTerrainManager TerrainManager { get; private set; } 146 public BSTerrainManager TerrainManager { get; private set; }
147 147
@@ -189,8 +189,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
189 private bool m_physicsLoggingEnabled; 189 private bool m_physicsLoggingEnabled;
190 private string m_physicsLoggingDir; 190 private string m_physicsLoggingDir;
191 private string m_physicsLoggingPrefix; 191 private string m_physicsLoggingPrefix;
192 private int m_physicsLoggingFileMinutes; 192 private int m_physicsLoggingFileMinutes;
193 // 'true' of the vehicle code is to log lots of details 193 // 'true' of the vehicle code is to log lots of details
194 public bool VehicleLoggingEnabled { get; private set; } 194 public bool VehicleLoggingEnabled { get; private set; }
195 195
196 #region Construction and Initialization 196 #region Construction and Initialization
@@ -266,7 +266,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
266 Constraints = new BSConstraintCollection(World); 266 Constraints = new BSConstraintCollection(World);
267 267
268 // Note: choose one of the two following lines 268 // Note: choose one of the two following lines
269 // BulletSimAPI.CreateInitialGroundPlaneAndTerrain(WorldID); 269 // BulletSimAPI.CreateInitialGroundPlaneAndTerrain(WorldID);
270 TerrainManager = new BSTerrainManager(this); 270 TerrainManager = new BSTerrainManager(this);
271 TerrainManager.CreateInitialGroundPlaneAndTerrain(); 271 TerrainManager.CreateInitialGroundPlaneAndTerrain();
272 272
@@ -471,7 +471,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
471 471
472 int simulateStartTime = Util.EnvironmentTickCount(); 472 int simulateStartTime = Util.EnvironmentTickCount();
473 473
474 // update the prim states while we know the physics engine is not busy 474 // update the prim states while we know the physics engine is not busy
475 int numTaints = _taintedObjects.Count; 475 int numTaints = _taintedObjects.Count;
476 ProcessTaints(); 476 ProcessTaints();
477 477
@@ -611,7 +611,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
611 611
612 #region Terrain 612 #region Terrain
613 613
614 public override void SetTerrain(float[] heightMap) { 614 public override void SetTerrain(float[] heightMap) {
615 TerrainManager.SetTerrain(heightMap); 615 TerrainManager.SetTerrain(heightMap);
616 } 616 }
617 617
@@ -628,25 +628,25 @@ public class BSScene : PhysicsScene, IPhysicsParameters
628 public override void DeleteTerrain() 628 public override void DeleteTerrain()
629 { 629 {
630 // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); 630 // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
631 } 631 }
632 632
633 // Although no one seems to check this, I do support combining. 633 // Although no one seems to check this, I do support combining.
634 public override bool SupportsCombining() 634 public override bool SupportsCombining()
635 { 635 {
636 return TerrainManager.SupportsCombining(); 636 return TerrainManager.SupportsCombining();
637 } 637 }
638 // This call says I am a child to region zero in a mega-region. 'pScene' is that 638 // This call says I am a child to region zero in a mega-region. 'pScene' is that
639 // of region zero, 'offset' is my offset from regions zero's origin, and 639 // of region zero, 'offset' is my offset from regions zero's origin, and
640 // 'extents' is the largest XY that is handled in my region. 640 // 'extents' is the largest XY that is handled in my region.
641 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) 641 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
642 { 642 {
643 TerrainManager.Combine(pScene, offset, extents); 643 TerrainManager.Combine(pScene, offset, extents);
644 } 644 }
645 645
646 // Unhook all the combining that I know about. 646 // Unhook all the combining that I know about.
647 public override void UnCombine(PhysicsScene pScene) 647 public override void UnCombine(PhysicsScene pScene)
648 { 648 {
649 TerrainManager.UnCombine(pScene); 649 TerrainManager.UnCombine(pScene);
650 } 650 }
651 651
652 #endregion // Terrain 652 #endregion // Terrain