BulletSim: add copyright header where it is missing. Remove some unnecessary 'using' requirements so testing framework is less complicated.

0.7.5-pf-bulletsim
Robert Adams 2012-11-29 09:53:59 -08:00
parent 0cd99c74a7
commit 0bda35e18f
2 changed files with 31 additions and 3 deletions

View File

@ -45,9 +45,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Reflection; using System.Reflection;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using log4net;
using OpenMetaverse; using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager; using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BulletSPlugin namespace OpenSim.Region.Physics.BulletSPlugin

View File

@ -1,3 +1,30 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Text; using System.Text;
@ -8,7 +35,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
public abstract class BSMotor public abstract class BSMotor
{ {
// Timescales and other things can be turned off by setting them to 'infinite'. // Timescales and other things can be turned off by setting them to 'infinite'.
public const float Infinite = 10000f; public const float Infinite = 12345f;
public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite); public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite);
public BSMotor(string useName) public BSMotor(string useName)
@ -19,7 +46,9 @@ public abstract class BSMotor
public virtual void Reset() { } public virtual void Reset() { }
public virtual void Zero() { } public virtual void Zero() { }
// A name passed at motor creation for easily identifyable debugging messages.
public string UseName { get; private set; } public string UseName { get; private set; }
// Used only for outputting debug information. Might not be set so check for null. // Used only for outputting debug information. Might not be set so check for null.
public BSScene PhysicsScene { get; set; } public BSScene PhysicsScene { get; set; }
protected void MDetailLog(string msg, params Object[] parms) protected void MDetailLog(string msg, params Object[] parms)
@ -99,6 +128,7 @@ public class BSVMotor : BSMotor
if (FrictionTimescale != BSMotor.InfiniteVector) if (FrictionTimescale != BSMotor.InfiniteVector)
{ {
// frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
// Individual friction components can be 'infinite' so compute each separately.
frictionFactor.X = FrictionTimescale.X == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.X) * timeStep; frictionFactor.X = FrictionTimescale.X == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.X) * timeStep;
frictionFactor.Y = FrictionTimescale.Y == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Y) * timeStep; frictionFactor.Y = FrictionTimescale.Y == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Y) * timeStep;
frictionFactor.Z = FrictionTimescale.Z == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Z) * timeStep; frictionFactor.Z = FrictionTimescale.Z == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Z) * timeStep;