BulletSim: fix line endings in BSActor*
parent
747ece59d2
commit
75b8cf428e
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@ -42,6 +42,7 @@ public class BSActorLockAxis : BSActor
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public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName)
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public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName)
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: base(physicsScene, pObj,actorName)
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: base(physicsScene, pObj,actorName)
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{
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{
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PhysicsScene.DetailLog("{0},BSActorLockAxis,constructor", Prim.LocalID);
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LockAxisConstraint = null;
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LockAxisConstraint = null;
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}
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}
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@ -52,8 +53,8 @@ public class BSActorLockAxis : BSActor
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}
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}
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// Release any connections and resources used by the actor.
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// Release any connections and resources used by the actor.
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// BSActor.Release()
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// BSActor.Dispose()
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public override void Release()
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public override void Dispose()
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{
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{
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RemoveAxisLockConstraint();
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RemoveAxisLockConstraint();
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}
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}
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@ -63,6 +64,8 @@ public class BSActorLockAxis : BSActor
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// BSActor.Refresh()
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// BSActor.Refresh()
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public override void Refresh()
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public override void Refresh()
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{
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{
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PhysicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}",
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Prim.LocalID, Prim.LockedAxis, Enabled, Prim.IsPhysicallyActive);
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// If all the axis are free, we don't need to exist
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// If all the axis are free, we don't need to exist
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if (Prim.LockedAxis == Prim.LockedAxisFree)
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if (Prim.LockedAxis == Prim.LockedAxisFree)
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{
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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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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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*
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@ -50,7 +50,7 @@ public class BSActorCollection
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if (m_actors.ContainsKey(name))
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if (m_actors.ContainsKey(name))
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{
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{
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BSActor beingRemoved = m_actors[name];
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BSActor beingRemoved = m_actors[name];
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beingRemoved.Release();
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beingRemoved.Dispose();
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m_actors.Remove(name);
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m_actors.Remove(name);
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ret = true;
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ret = true;
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}
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}
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@ -73,7 +73,7 @@ public class BSActorCollection
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public void Release()
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public void Release()
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{
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{
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ForEachActor(a => a.Release());
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ForEachActor(a => a.Dispose());
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}
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}
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public void Refresh()
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public void Refresh()
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{
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{
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@ -86,6 +86,14 @@ public class BSActorCollection
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}
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}
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// =============================================================================
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// =============================================================================
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/// <summary>
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/// Each physical object can have 'actors' who are pushing the object around.
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/// This can be used for hover, locking axis, making vehicles, etc.
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/// Each physical object can have multiple actors acting on it.
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///
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/// An actor usually registers itself with physics scene events (pre-step action)
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/// and modifies the parameters on the host physical object.
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/// </summary>
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public abstract class BSActor
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public abstract class BSActor
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{
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{
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protected BSScene PhysicsScene { get; private set; }
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protected BSScene PhysicsScene { get; private set; }
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@ -112,7 +120,7 @@ public abstract class BSActor
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Enabled = setEnabled;
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Enabled = setEnabled;
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}
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}
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// Release any connections and resources used by the actor.
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// Release any connections and resources used by the actor.
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public abstract void Release();
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public abstract void Dispose();
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// Called when physical parameters (properties set in Bullet) need to be re-applied.
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// Called when physical parameters (properties set in Bullet) need to be re-applied.
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public abstract void Refresh();
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public abstract void Refresh();
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// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
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// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
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