BulletSim: rename constraint classes so they show up together alphabetically.

integration
Robert Adams 2012-10-26 16:09:08 -07:00
parent 92d3c611e5
commit 7af28724ac
3 changed files with 6 additions and 6 deletions

View File

@ -32,14 +32,14 @@ using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public sealed class BS6DofConstraint : BSConstraint
public sealed class BSConstraint6Dof : BSConstraint
{
private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]";
public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } }
// Create a btGeneric6DofConstraint
public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2,
Vector3 frame1, Quaternion frame1rot,
Vector3 frame2, Quaternion frame2rot,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
@ -58,7 +58,7 @@ public sealed class BS6DofConstraint : BSConstraint
obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
}
public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2,
Vector3 joinPoint,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
{

View File

@ -32,11 +32,11 @@ using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public sealed class BSHingeConstraint : BSConstraint
public sealed class BSConstraintHinge : BSConstraint
{
public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
public BSHingeConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
public BSConstraintHinge(BulletSim world, BulletBody obj1, BulletBody obj2,
Vector3 pivotInA, Vector3 pivotInB,
Vector3 axisInA, Vector3 axisInB,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)

View File

@ -246,7 +246,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// create a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
BS6DofConstraint constrain = new BS6DofConstraint(
BSConstraint6Dof constrain = new BSConstraint6Dof(
PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
/* NOTE: below is an attempt to build constraint with full frame computation, etc.