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authorRobert Adams2012-10-31 14:49:28 -0700
committerRobert Adams2012-11-03 21:15:06 -0700
commit364a7c308804a3e331199ca60c6dfafa406b5d0d (patch)
treef9755f07a181265c57542d3df19879c20a924947 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
parentBulletSim: vehicle tweeking. (diff)
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BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton of BSLinksetCompound.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs8
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