BulletSim: rename constraint classes so they show up together alphabetically.
parent
92d3c611e5
commit
7af28724ac
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@ -32,14 +32,14 @@ using OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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{
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public sealed class BS6DofConstraint : BSConstraint
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public sealed class BSConstraint6Dof : BSConstraint
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{
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{
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private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]";
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private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]";
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public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } }
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public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } }
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// Create a btGeneric6DofConstraint
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// Create a btGeneric6DofConstraint
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public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
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public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2,
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Vector3 frame1, Quaternion frame1rot,
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Vector3 frame1, Quaternion frame1rot,
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Vector3 frame2, Quaternion frame2rot,
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Vector3 frame2, Quaternion frame2rot,
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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@ -58,7 +58,7 @@ public sealed class BS6DofConstraint : BSConstraint
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obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
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obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X"));
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}
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}
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public BS6DofConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
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public BSConstraint6Dof(BulletSim world, BulletBody obj1, BulletBody obj2,
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Vector3 joinPoint,
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Vector3 joinPoint,
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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{
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{
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@ -32,11 +32,11 @@ using OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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{
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public sealed class BSHingeConstraint : BSConstraint
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public sealed class BSConstraintHinge : BSConstraint
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{
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{
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public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
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public override ConstraintType Type { get { return ConstraintType.HINGE_CONSTRAINT_TYPE; } }
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public BSHingeConstraint(BulletSim world, BulletBody obj1, BulletBody obj2,
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public BSConstraintHinge(BulletSim world, BulletBody obj1, BulletBody obj2,
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Vector3 pivotInA, Vector3 pivotInB,
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Vector3 pivotInA, Vector3 pivotInB,
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Vector3 axisInA, Vector3 axisInB,
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Vector3 axisInA, Vector3 axisInB,
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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@ -246,7 +246,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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// create a constraint that allows no freedom of movement between the two objects
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// create a constraint that allows no freedom of movement between the two objects
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// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
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// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
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BS6DofConstraint constrain = new BS6DofConstraint(
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BSConstraint6Dof constrain = new BSConstraint6Dof(
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PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
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PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true );
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/* NOTE: below is an attempt to build constraint with full frame computation, etc.
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/* NOTE: below is an attempt to build constraint with full frame computation, etc.
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