BulletSim: Use base class constructors for initialization of BSShape and other classes.
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22be36be69
commit
6c961d8add
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@ -47,7 +47,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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*/
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public abstract class BSPhysObject : PhysicsActor
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{
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protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName)
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protected BSPhysObject()
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{
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}
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protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
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{
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PhysicsScene = parentScene;
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LocalID = localID;
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@ -88,9 +88,9 @@ public sealed class BSPrim : BSPhysObject
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public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
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OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
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: base(parent_scene, localID, primName, "BSPrim")
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{
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// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
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base.BaseInitialize(parent_scene, localID, primName, "BSPrim");
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_physicsActorType = (int)ActorTypes.Prim;
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_position = pos;
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_size = size;
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@ -683,7 +683,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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#region Taints
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// Calls to the PhysicsActors can't directly call into the physics engine
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// because it might be busy. We delay changes to a known time.
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// because it might be busy. We delay changes to a known time.
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// We rely on C#'s closure to save and restore the context for the delegate.
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public void TaintedObject(String ident, TaintCallback callback)
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{
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@ -1,4 +1,4 @@
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/*
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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@ -40,7 +40,7 @@ public abstract class BSShape
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public int referenceCount { get; set; }
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public DateTime lastReferenced { get; set; }
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protected void Initialize()
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public BSShape()
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{
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ptr = IntPtr.Zero;
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type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
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@ -109,9 +109,8 @@ public abstract class BSShape
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public class BSShapeNull : BSShape
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{
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public BSShapeNull()
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public BSShapeNull() : base()
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{
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base.Initialize();
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}
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public static BSShape GetReference() { return new BSShapeNull(); }
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public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ }
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@ -120,9 +119,8 @@ public class BSShapeNull : BSShape
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public class BSShapeNative : BSShape
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{
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private static string LogHeader = "[BULLETSIM SHAPE NATIVE]";
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public BSShapeNative()
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public BSShapeNative() : base()
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{
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base.Initialize();
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}
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public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
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ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
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@ -176,9 +174,8 @@ public class BSShapeMesh : BSShape
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private static string LogHeader = "[BULLETSIM SHAPE MESH]";
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private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>();
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public BSShapeMesh()
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public BSShapeMesh() : base()
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{
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base.Initialize();
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}
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public static BSShape GetReference() { return new BSShapeNull(); }
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public override void Dereference(BSScene physicsScene) { }
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@ -189,9 +186,8 @@ public class BSShapeHull : BSShape
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private static string LogHeader = "[BULLETSIM SHAPE HULL]";
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private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>();
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public BSShapeHull()
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public BSShapeHull() : base()
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{
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base.Initialize();
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}
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public static BSShape GetReference() { return new BSShapeNull(); }
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public override void Dereference(BSScene physicsScene) { }
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@ -200,9 +196,8 @@ public class BSShapeHull : BSShape
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public class BSShapeCompound : BSShape
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{
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private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
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public BSShapeCompound()
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public BSShapeCompound() : base()
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{
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base.Initialize();
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}
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public static BSShape GetReference(BSPhysObject prim)
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{
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