From ad438ee59fce1b262135ef0f7cd1213f3a79df50 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 3 Feb 2013 16:08:09 -0800 Subject: BulletSim: rework some parameter setting implementation moving functionality that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 58 ++++++++++++------------- 1 file changed, 29 insertions(+), 29 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index a4690ba..6cd72f2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -882,41 +882,41 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters BSParam.ParameterDefn theParam; if (BSParam.TryGetParameter(parm, out theParam)) { + // Set the value in the C# code theParam.setter(this, parm, localID, val); + + // Optionally set the parameter in the unmanaged code + if (theParam.onObject != null) + { + // update all the localIDs specified + // If the local ID is APPLY_TO_NONE, just change the default value + // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs + // If the localID is a specific object, apply the parameter change to only that object + List objectIDs = new List(); + switch (localID) + { + case PhysParameterEntry.APPLY_TO_NONE: + // This will cause a call into the physical world if some operation is specified (SetOnObject). + objectIDs.Add(TERRAIN_ID); + TaintedUpdateParameter(parm, objectIDs, val); + break; + case PhysParameterEntry.APPLY_TO_ALL: + lock (PhysObjects) objectIDs = new List(PhysObjects.Keys); + TaintedUpdateParameter(parm, objectIDs, val); + break; + default: + // setting only one localID + objectIDs.Add(localID); + TaintedUpdateParameter(parm, objectIDs, val); + break; + } + } + ret = true; } return ret; } - // update all the localIDs specified - // If the local ID is APPLY_TO_NONE, just change the default value - // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs - // If the localID is a specific object, apply the parameter change to only that object - internal delegate void AssignVal(float x); - internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val) - { - List objectIDs = new List(); - switch (localID) - { - case PhysParameterEntry.APPLY_TO_NONE: - setDefault(val); // setting only the default value - // This will cause a call into the physical world if some operation is specified (SetOnObject). - objectIDs.Add(TERRAIN_ID); - TaintedUpdateParameter(parm, objectIDs, val); - break; - case PhysParameterEntry.APPLY_TO_ALL: - setDefault(val); // setting ALL also sets the default value - lock (PhysObjects) objectIDs = new List(PhysObjects.Keys); - TaintedUpdateParameter(parm, objectIDs, val); - break; - default: - // setting only one localID - objectIDs.Add(localID); - TaintedUpdateParameter(parm, objectIDs, val); - break; - } - } - // schedule the actual updating of the paramter to when the phys engine is not busy private void TaintedUpdateParameter(string parm, List lIDs, float val) { -- cgit v1.1