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author | Robert Adams | 2012-12-21 13:35:44 -0800 |
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committer | Robert Adams | 2012-12-21 13:35:44 -0800 |
commit | ae4d932e7f00e781db9c9cdd5c29efc51e2425fb (patch) | |
tree | b03beb291cd35d4227fb82baf04ce14512b859eb /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | BulletSim: small fix to avatar movement motor use which keeps avatar from fly... (diff) | |
download | opensim-SC_OLD-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.zip opensim-SC_OLD-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.tar.gz opensim-SC_OLD-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.tar.bz2 opensim-SC_OLD-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.tar.xz |
BulletSim: Move all the parameter variables, tables and get and fetch logic to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 57c5898..7bde1c1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -88,8 +88,8 @@ public sealed class BSCharacter : BSPhysObject | |||
88 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | 88 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, |
89 | // replace with the default values. | 89 | // replace with the default values. |
90 | _size = size; | 90 | _size = size; |
91 | if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; | 91 | if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth; |
92 | if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; | 92 | if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth; |
93 | 93 | ||
94 | // A motor to control the acceleration and deceleration of the avatar movement. | 94 | // A motor to control the acceleration and deceleration of the avatar movement. |
95 | // _velocityMotor = new BSVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); | 95 | // _velocityMotor = new BSVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); |
@@ -108,8 +108,8 @@ public sealed class BSCharacter : BSPhysObject | |||
108 | _velocity = OMV.Vector3.Zero; | 108 | _velocity = OMV.Vector3.Zero; |
109 | _appliedVelocity = OMV.Vector3.Zero; | 109 | _appliedVelocity = OMV.Vector3.Zero; |
110 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 110 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
111 | _currentFriction = PhysicsScene.Params.avatarStandingFriction; | 111 | _currentFriction = BSParam.AvatarStandingFriction; |
112 | _avatarDensity = PhysicsScene.Params.avatarDensity; | 112 | _avatarDensity = BSParam.AvatarDensity; |
113 | 113 | ||
114 | // The dimensions of the avatar capsule are kept in the scale. | 114 | // The dimensions of the avatar capsule are kept in the scale. |
115 | // Physics creates a unit capsule which is scaled by the physics engine. | 115 | // Physics creates a unit capsule which is scaled by the physics engine. |
@@ -161,14 +161,14 @@ public sealed class BSCharacter : BSPhysObject | |||
161 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. | 161 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. |
162 | Flying = _flying; | 162 | Flying = _flying; |
163 | 163 | ||
164 | BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution); | 164 | BulletSimAPI.SetRestitution2(PhysBody.ptr, BSParam.AvatarRestitution); |
165 | BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); | 165 | BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); |
166 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | 166 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); |
167 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | 167 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); |
168 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 168 | if (BSParam.CcdMotionThreshold > 0f) |
169 | { | 169 | { |
170 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 170 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); |
171 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 171 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); |
172 | } | 172 | } |
173 | 173 | ||
174 | UpdatePhysicalMassProperties(RawMass); | 174 | UpdatePhysicalMassProperties(RawMass); |
@@ -208,8 +208,8 @@ public sealed class BSCharacter : BSPhysObject | |||
208 | _size = value; | 208 | _size = value; |
209 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | 209 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, |
210 | // replace with the default values. | 210 | // replace with the default values. |
211 | if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; | 211 | if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth; |
212 | if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; | 212 | if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth; |
213 | 213 | ||
214 | ComputeAvatarScale(_size); | 214 | ComputeAvatarScale(_size); |
215 | ComputeAvatarVolumeAndMass(); | 215 | ComputeAvatarVolumeAndMass(); |
@@ -468,18 +468,18 @@ public sealed class BSCharacter : BSPhysObject | |||
468 | // to keep the avatar from slipping around | 468 | // to keep the avatar from slipping around |
469 | if (_velocity.Length() == 0) | 469 | if (_velocity.Length() == 0) |
470 | { | 470 | { |
471 | if (_currentFriction != PhysicsScene.Params.avatarStandingFriction) | 471 | if (_currentFriction != BSParam.AvatarStandingFriction) |
472 | { | 472 | { |
473 | _currentFriction = PhysicsScene.Params.avatarStandingFriction; | 473 | _currentFriction = BSParam.AvatarStandingFriction; |
474 | if (PhysBody.HasPhysicalBody) | 474 | if (PhysBody.HasPhysicalBody) |
475 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); | 475 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); |
476 | } | 476 | } |
477 | } | 477 | } |
478 | else | 478 | else |
479 | { | 479 | { |
480 | if (_currentFriction != PhysicsScene.Params.avatarFriction) | 480 | if (_currentFriction != BSParam.AvatarFriction) |
481 | { | 481 | { |
482 | _currentFriction = PhysicsScene.Params.avatarFriction; | 482 | _currentFriction = BSParam.AvatarFriction; |
483 | if (PhysBody.HasPhysicalBody) | 483 | if (PhysBody.HasPhysicalBody) |
484 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); | 484 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); |
485 | } | 485 | } |