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path: root/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSParam.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs34
1 files changed, 16 insertions, 18 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 965c382..601c78c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -641,24 +641,6 @@ public static class BSParam
641 return (b == ConfigurationParameters.numericTrue ? true : false); 641 return (b == ConfigurationParameters.numericTrue ? true : false);
642 } 642 }
643 643
644 private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
645 {
646 BSScene physScene = pPhysScene;
647 physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate()
648 {
649 physScene.PE.ResetBroadphasePool(physScene.World);
650 });
651 }
652
653 private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
654 {
655 BSScene physScene = pPhysScene;
656 physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate()
657 {
658 physScene.PE.ResetConstraintSolver(physScene.World);
659 });
660 }
661
662 // Search through the parameter definitions and return the matching 644 // Search through the parameter definitions and return the matching
663 // ParameterDefn structure. 645 // ParameterDefn structure.
664 // Case does not matter as names are compared after converting to lower case. 646 // Case does not matter as names are compared after converting to lower case.
@@ -722,6 +704,22 @@ public static class BSParam
722 } 704 }
723 } 705 }
724 706
707 private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
708 {
709 BSScene physScene = pPhysScene;
710 physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate()
711 {
712 physScene.PE.ResetBroadphasePool(physScene.World);
713 });
714 }
725 715
716 private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
717 {
718 BSScene physScene = pPhysScene;
719 physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate()
720 {
721 physScene.PE.ResetConstraintSolver(physScene.World);
722 });
723 }
726} 724}
727} 725}