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authorDavid Walter Seikel2016-11-03 21:44:39 +1000
committerDavid Walter Seikel2016-11-03 21:44:39 +1000
commit134f86e8d5c414409631b25b8c6f0ee45fbd8631 (patch)
tree216b89d3fb89acfb81be1e440c25c41ab09fa96d /OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs
parentMore changing to production grid. Double oops. (diff)
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Initial update to OpenSim 0.8.2.1 source code.
Diffstat (limited to '')
-rwxr-xr-x[-rw-r--r--]OpenSim/Region/PhysicsModules/BulletS/BSConstraintSlider.cs (renamed from OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs)22
1 files changed, 10 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintSlider.cs
index fbd1bc0..83d42af 100644..100755
--- a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintHinge.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSConstraintSlider.cs
@@ -29,26 +29,24 @@ using System.Collections.Generic;
29using System.Text; 29using System.Text;
30using OpenMetaverse; 30using OpenMetaverse;
31 31
32namespace OpenSim.Region.Physics.BulletSNPlugin 32namespace OpenSim.Region.PhysicsModule.BulletS
33{ 33{
34 34
35public sealed class BSConstraintHinge : BSConstraint 35public sealed class BSConstraintSlider : BSConstraint
36{ 36{
37 public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } } 37 public override ConstraintType Type { get { return ConstraintType.SLIDER_CONSTRAINT_TYPE; } }
38 38
39 public BSConstraintHinge(BulletWorld world, BulletBody obj1, BulletBody obj2, 39 public BSConstraintSlider(BulletWorld world, BulletBody obj1, BulletBody obj2,
40 Vector3 pivotInA, Vector3 pivotInB, 40 Vector3 frameInAloc, Quaternion frameInArot,
41 Vector3 axisInA, Vector3 axisInB, 41 Vector3 frameInBloc, Quaternion frameInBrot,
42 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) 42 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
43 : base(world)
43 { 44 {
44 m_world = world;
45 m_body1 = obj1; 45 m_body1 = obj1;
46 m_body2 = obj2; 46 m_body2 = obj2;
47 m_constraint = new BulletConstraint( 47 m_constraint = PhysicsScene.PE.CreateSliderConstraint(world, obj1, obj2,
48 BulletSimAPI.CreateHingeConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr, 48 frameInAloc, frameInArot, frameInBloc, frameInBrot,
49 pivotInA, pivotInB, 49 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
50 axisInA, axisInB,
51 useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
52 m_enabled = true; 50 m_enabled = true;
53 } 51 }
54 52