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authorTeravus Ovares2008-12-27 00:17:08 +0000
committerTeravus Ovares2008-12-27 00:17:08 +0000
commitb378bd33ad772f8c9c3a23ec1b83e168dd748c09 (patch)
tree3eed0b3906d642b3b5f7ac445558ade068c7a5e0 /OpenSim/Region/Physics/Manager/PhysicsJoint.cs
parentupdate README.txt to have current version requirements, also used as a (diff)
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* Fixes mantis #2922
* Converts some C# 3.0 syntax into it's 2.0 equivalent so that Visual Studio 2005 can compile it successfully.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsJoint.cs16
1 files changed, 8 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsJoint.cs b/OpenSim/Region/Physics/Manager/PhysicsJoint.cs
index 52f7e5f..6ef2330 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsJoint.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsJoint.cs
@@ -41,15 +41,15 @@ namespace OpenSim.Region.Physics.Manager
41 public class PhysicsJoint 41 public class PhysicsJoint
42 { 42 {
43 public virtual bool IsInPhysicsEngine { get { return false; } } // set internally to indicate if this joint has already been passed to the physics engine or is still pending 43 public virtual bool IsInPhysicsEngine { get { return false; } } // set internally to indicate if this joint has already been passed to the physics engine or is still pending
44 public PhysicsJointType Type { get; set; } 44 public virtual PhysicsJointType Type { get {return ((PhysicsJointType)(-1)); } set { return; } }
45 public string RawParams { get; set; } 45 public virtual string RawParams { get { return string.Empty; } set { return; } }
46 public List<string> BodyNames = new List<string>(); 46 public List<string> BodyNames = new List<string>();
47 public PhysicsVector Position { get; set; } // global coords 47 public virtual PhysicsVector Position { get { return PhysicsVector.Zero; } set { return; } } // global coords
48 public Quaternion Rotation { get; set; } // global coords 48 public virtual Quaternion Rotation { get { return Quaternion.Identity; } set { return; } } // global coords
49 public string ObjectNameInScene { get; set; } // proxy object in scene that represents the joint position/orientation 49 public virtual string ObjectNameInScene { get { return string.Empty; } set { return; } } // proxy object in scene that represents the joint position/orientation
50 public string TrackedBodyName { get; set; } // body name that this joint is attached to (ObjectNameInScene will follow TrackedBodyName) 50 public virtual string TrackedBodyName { get { return string.Empty; } set { return; } } // body name that this joint is attached to (ObjectNameInScene will follow TrackedBodyName)
51 public Quaternion LocalRotation { get; set; } // joint orientation relative to one of the involved bodies, the tracked body 51 public virtual Quaternion LocalRotation { get { return Quaternion.Identity; } set { return; } } // joint orientation relative to one of the involved bodies, the tracked body
52 public int ErrorMessageCount { get; set; } // total # of error messages printed for this joint since its creation. if too many, further error messages are suppressed to prevent flooding. 52 public virtual int ErrorMessageCount { get { return 0; } set { return; } } // total # of error messages printed for this joint since its creation. if too many, further error messages are suppressed to prevent flooding.
53 public const int maxErrorMessages = 100; // no more than this # of error messages will be printed for each joint 53 public const int maxErrorMessages = 100; // no more than this # of error messages will be printed for each joint
54 } 54 }
55} 55}