BulletSim: fix line endings in BSActor*

user_profiles
Robert Adams 2013-03-31 17:38:13 -07:00
parent 747ece59d2
commit 75b8cf428e
2 changed files with 302 additions and 291 deletions

View File

@ -42,6 +42,7 @@ public class BSActorLockAxis : BSActor
public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName)
: base(physicsScene, pObj,actorName)
{
PhysicsScene.DetailLog("{0},BSActorLockAxis,constructor", Prim.LocalID);
LockAxisConstraint = null;
}
@ -52,8 +53,8 @@ public class BSActorLockAxis : BSActor
}
// Release any connections and resources used by the actor.
// BSActor.Release()
public override void Release()
// BSActor.Dispose()
public override void Dispose()
{
RemoveAxisLockConstraint();
}
@ -63,6 +64,8 @@ public class BSActorLockAxis : BSActor
// BSActor.Refresh()
public override void Refresh()
{
PhysicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}",
Prim.LocalID, Prim.LockedAxis, Enabled, Prim.IsPhysicallyActive);
// If all the axis are free, we don't need to exist
if (Prim.LockedAxis == Prim.LockedAxisFree)
{

View File

@ -1,4 +1,4 @@
/*
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@ -50,7 +50,7 @@ public class BSActorCollection
if (m_actors.ContainsKey(name))
{
BSActor beingRemoved = m_actors[name];
beingRemoved.Release();
beingRemoved.Dispose();
m_actors.Remove(name);
ret = true;
}
@ -73,7 +73,7 @@ public class BSActorCollection
public void Release()
{
ForEachActor(a => a.Release());
ForEachActor(a => a.Dispose());
}
public void Refresh()
{
@ -86,6 +86,14 @@ public class BSActorCollection
}
// =============================================================================
/// <summary>
/// Each physical object can have 'actors' who are pushing the object around.
/// This can be used for hover, locking axis, making vehicles, etc.
/// Each physical object can have multiple actors acting on it.
///
/// An actor usually registers itself with physics scene events (pre-step action)
/// and modifies the parameters on the host physical object.
/// </summary>
public abstract class BSActor
{
protected BSScene PhysicsScene { get; private set; }
@ -112,7 +120,7 @@ public abstract class BSActor
Enabled = setEnabled;
}
// Release any connections and resources used by the actor.
public abstract void Release();
public abstract void Dispose();
// Called when physical parameters (properties set in Bullet) need to be re-applied.
public abstract void Refresh();
// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).