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

View File

@ -32,11 +32,11 @@ using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin 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 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 pivotInA, Vector3 pivotInB,
Vector3 axisInA, Vector3 axisInB, Vector3 axisInA, Vector3 axisInB,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) 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 // create a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 // 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 ); PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
/* NOTE: below is an attempt to build constraint with full frame computation, etc. /* NOTE: below is an attempt to build constraint with full frame computation, etc.