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authorRobert Adams2013-03-31 20:37:02 -0700
committerRobert Adams2013-03-31 22:19:42 -0700
commit7d50015a74da4c0c4c5bf9777d1d328a4ee9b7b0 (patch)
treed5f5cd2d41afd6d338dccb262ff08e6e606e8fa3 /OpenSim/Region
parentBulletSim: fix line endings in BSActor* (diff)
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BulletSim: start the renaming of local variables to m_ form to match the OpenSim coding conventions.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs46
1 files changed, 23 insertions, 23 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 8b5da0d..0fd1f73 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -565,12 +565,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
565 m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, 565 m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale,
566 m_linearMotorDecayTimescale, m_linearFrictionTimescale, 566 m_linearMotorDecayTimescale, m_linearFrictionTimescale,
567 1f); 567 1f);
568 m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) 568 m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
569 569
570 m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, 570 m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale,
571 m_angularMotorDecayTimescale, m_angularFrictionTimescale, 571 m_angularMotorDecayTimescale, m_angularFrictionTimescale,
572 1f); 572 1f);
573 m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) 573 m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
574 574
575 /* Not implemented 575 /* Not implemented
576 m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, 576 m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale,
@@ -596,7 +596,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
596 public override void Refresh() 596 public override void Refresh()
597 { 597 {
598 // If asking for a refresh, reset the physical parameters before the next simulation step. 598 // If asking for a refresh, reset the physical parameters before the next simulation step.
599 PhysicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate() 599 m_physicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate()
600 { 600 {
601 SetPhysicalParameters(); 601 SetPhysicalParameters();
602 }); 602 });
@@ -612,28 +612,28 @@ namespace OpenSim.Region.Physics.BulletSPlugin
612 m_vehicleMass = ControllingPrim.TotalMass; 612 m_vehicleMass = ControllingPrim.TotalMass;
613 613
614 // Friction affects are handled by this vehicle code 614 // Friction affects are handled by this vehicle code
615 PhysicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction); 615 m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction);
616 PhysicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution); 616 m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution);
617 617
618 // Moderate angular movement introduced by Bullet. 618 // Moderate angular movement introduced by Bullet.
619 // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. 619 // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
620 // Maybe compute linear and angular factor and damping from params. 620 // Maybe compute linear and angular factor and damping from params.
621 PhysicsScene.PE.SetAngularDamping(ControllingPrim.PhysBody, BSParam.VehicleAngularDamping); 621 m_physicsScene.PE.SetAngularDamping(ControllingPrim.PhysBody, BSParam.VehicleAngularDamping);
622 PhysicsScene.PE.SetLinearFactor(ControllingPrim.PhysBody, BSParam.VehicleLinearFactor); 622 m_physicsScene.PE.SetLinearFactor(ControllingPrim.PhysBody, BSParam.VehicleLinearFactor);
623 PhysicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor); 623 m_physicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor);
624 624
625 // Vehicles report collision events so we know when it's on the ground 625 // Vehicles report collision events so we know when it's on the ground
626 PhysicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); 626 m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
627 627
628 ControllingPrim.Inertia = PhysicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape, m_vehicleMass); 628 ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape, m_vehicleMass);
629 PhysicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); 629 m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia);
630 PhysicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); 630 m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody);
631 631
632 // Set the gravity for the vehicle depending on the buoyancy 632 // Set the gravity for the vehicle depending on the buoyancy
633 // TODO: what should be done if prim and vehicle buoyancy differ? 633 // TODO: what should be done if prim and vehicle buoyancy differ?
634 m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); 634 m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy);
635 // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. 635 // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same.
636 PhysicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero); 636 m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero);
637 637
638 VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", 638 VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}",
639 ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity, 639 ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity,
@@ -644,7 +644,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
644 else 644 else
645 { 645 {
646 if (ControllingPrim.PhysBody.HasPhysicalBody) 646 if (ControllingPrim.PhysBody.HasPhysicalBody)
647 PhysicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); 647 m_physicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
648 } 648 }
649 } 649 }
650 650
@@ -667,8 +667,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
667 { 667 {
668 if (!m_haveRegisteredForSceneEvents) 668 if (!m_haveRegisteredForSceneEvents)
669 { 669 {
670 PhysicsScene.BeforeStep += this.Step; 670 m_physicsScene.BeforeStep += this.Step;
671 PhysicsScene.AfterStep += this.PostStep; 671 m_physicsScene.AfterStep += this.PostStep;
672 ControllingPrim.OnPreUpdateProperty += this.PreUpdateProperty; 672 ControllingPrim.OnPreUpdateProperty += this.PreUpdateProperty;
673 m_haveRegisteredForSceneEvents = true; 673 m_haveRegisteredForSceneEvents = true;
674 } 674 }
@@ -678,8 +678,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
678 { 678 {
679 if (m_haveRegisteredForSceneEvents) 679 if (m_haveRegisteredForSceneEvents)
680 { 680 {
681 PhysicsScene.BeforeStep -= this.Step; 681 m_physicsScene.BeforeStep -= this.Step;
682 PhysicsScene.AfterStep -= this.PostStep; 682 m_physicsScene.AfterStep -= this.PostStep;
683 ControllingPrim.OnPreUpdateProperty -= this.PreUpdateProperty; 683 ControllingPrim.OnPreUpdateProperty -= this.PreUpdateProperty;
684 m_haveRegisteredForSceneEvents = false; 684 m_haveRegisteredForSceneEvents = false;
685 } 685 }
@@ -776,7 +776,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
776 776
777 // If we set one of the values (ie, the physics engine didn't do it) we must force 777 // If we set one of the values (ie, the physics engine didn't do it) we must force
778 // an UpdateProperties event to send the changes up to the simulator. 778 // an UpdateProperties event to send the changes up to the simulator.
779 PhysicsScene.PE.PushUpdate(ControllingPrim.PhysBody); 779 m_physicsScene.PE.PushUpdate(ControllingPrim.PhysBody);
780 } 780 }
781 m_knownChanged = 0; 781 m_knownChanged = 0;
782 } 782 }
@@ -967,8 +967,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
967 // for the physics engine to note the changes so an UpdateProperties event will happen. 967 // for the physics engine to note the changes so an UpdateProperties event will happen.
968 PushKnownChanged(); 968 PushKnownChanged();
969 969
970 if (PhysicsScene.VehiclePhysicalLoggingEnabled) 970 if (m_physicsScene.VehiclePhysicalLoggingEnabled)
971 PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, ControllingPrim.PhysBody); 971 m_physicsScene.PE.DumpRigidBody(m_physicsScene.World, ControllingPrim.PhysBody);
972 972
973 VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}", 973 VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}",
974 ControllingPrim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity); 974 ControllingPrim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity);
@@ -979,8 +979,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
979 { 979 {
980 if (!IsActive) return; 980 if (!IsActive) return;
981 981
982 if (PhysicsScene.VehiclePhysicalLoggingEnabled) 982 if (m_physicsScene.VehiclePhysicalLoggingEnabled)
983 PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, ControllingPrim.PhysBody); 983 m_physicsScene.PE.DumpRigidBody(m_physicsScene.World, ControllingPrim.PhysBody);
984 } 984 }
985 985
986 // Apply the effect of the linear motor and other linear motions (like hover and float). 986 // Apply the effect of the linear motor and other linear motions (like hover and float).