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author | Robert Adams | 2012-10-31 14:49:28 -0700 |
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committer | Robert Adams | 2012-11-03 21:15:06 -0700 |
commit | 364a7c308804a3e331199ca60c6dfafa406b5d0d (patch) | |
tree | f9755f07a181265c57542d3df19879c20a924947 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |
parent | BulletSim: vehicle tweeking. (diff) | |
download | opensim-SC_OLD-364a7c308804a3e331199ca60c6dfafa406b5d0d.zip opensim-SC_OLD-364a7c308804a3e331199ca60c6dfafa406b5d0d.tar.gz opensim-SC_OLD-364a7c308804a3e331199ca60c6dfafa406b5d0d.tar.bz2 opensim-SC_OLD-364a7c308804a3e331199ca60c6dfafa406b5d0d.tar.xz |
BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton of BSLinksetCompound.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index be8d64b..6220b21 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -68,9 +68,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
68 | public abstract void UpdatePhysicalMassProperties(float mass); | 68 | public abstract void UpdatePhysicalMassProperties(float mass); |
69 | 69 | ||
70 | // Reference to the physical body (btCollisionObject) of this object | 70 | // Reference to the physical body (btCollisionObject) of this object |
71 | public BulletBody BSBody; | 71 | public BulletBody PhysBody; |
72 | // Reference to the physical shape (btCollisionShape) of this object | 72 | // Reference to the physical shape (btCollisionShape) of this object |
73 | public BulletShape BSShape; | 73 | public BulletShape PhysShape; |
74 | 74 | ||
75 | // 'true' if the mesh's underlying asset failed to build. | 75 | // 'true' if the mesh's underlying asset failed to build. |
76 | // This will keep us from looping after the first time the build failed. | 76 | // This will keep us from looping after the first time the build failed. |
@@ -206,7 +206,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
206 | 206 | ||
207 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | 207 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() |
208 | { | 208 | { |
209 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 209 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
210 | }); | 210 | }); |
211 | } | 211 | } |
212 | else | 212 | else |
@@ -220,7 +220,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
220 | SubscribedEventsMs = 0; | 220 | SubscribedEventsMs = 0; |
221 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | 221 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() |
222 | { | 222 | { |
223 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 223 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
224 | }); | 224 | }); |
225 | } | 225 | } |
226 | // Return 'true' if the simulator wants collision events | 226 | // Return 'true' if the simulator wants collision events |