BulletSim: start the renaming of local variables to m_ form to match the OpenSim coding conventions.
parent
75b8cf428e
commit
7d50015a74
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@ -565,12 +565,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale,
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m_linearMotorDecayTimescale, m_linearFrictionTimescale,
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1f);
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m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
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m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
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m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale,
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m_angularMotorDecayTimescale, m_angularFrictionTimescale,
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1f);
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m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
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m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
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/* Not implemented
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m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale,
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@ -596,7 +596,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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public override void Refresh()
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{
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// If asking for a refresh, reset the physical parameters before the next simulation step.
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PhysicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate()
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m_physicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate()
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{
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SetPhysicalParameters();
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});
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@ -612,28 +612,28 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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m_vehicleMass = ControllingPrim.TotalMass;
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// Friction affects are handled by this vehicle code
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PhysicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction);
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PhysicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution);
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m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction);
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m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution);
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// Moderate angular movement introduced by Bullet.
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// TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
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// Maybe compute linear and angular factor and damping from params.
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PhysicsScene.PE.SetAngularDamping(ControllingPrim.PhysBody, BSParam.VehicleAngularDamping);
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PhysicsScene.PE.SetLinearFactor(ControllingPrim.PhysBody, BSParam.VehicleLinearFactor);
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PhysicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor);
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m_physicsScene.PE.SetAngularDamping(ControllingPrim.PhysBody, BSParam.VehicleAngularDamping);
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m_physicsScene.PE.SetLinearFactor(ControllingPrim.PhysBody, BSParam.VehicleLinearFactor);
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m_physicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor);
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// Vehicles report collision events so we know when it's on the ground
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PhysicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
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m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
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ControllingPrim.Inertia = PhysicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape, m_vehicleMass);
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PhysicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia);
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PhysicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody);
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ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape, m_vehicleMass);
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m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia);
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m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody);
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// Set the gravity for the vehicle depending on the buoyancy
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// TODO: what should be done if prim and vehicle buoyancy differ?
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m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy);
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// The actual vehicle gravity is set to zero in Bullet so we can do all the application of same.
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PhysicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero);
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m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero);
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VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}",
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ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity,
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@ -644,7 +644,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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else
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{
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if (ControllingPrim.PhysBody.HasPhysicalBody)
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PhysicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
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m_physicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
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}
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}
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@ -667,8 +667,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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if (!m_haveRegisteredForSceneEvents)
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{
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PhysicsScene.BeforeStep += this.Step;
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PhysicsScene.AfterStep += this.PostStep;
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m_physicsScene.BeforeStep += this.Step;
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m_physicsScene.AfterStep += this.PostStep;
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ControllingPrim.OnPreUpdateProperty += this.PreUpdateProperty;
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m_haveRegisteredForSceneEvents = true;
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}
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@ -678,8 +678,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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if (m_haveRegisteredForSceneEvents)
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{
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PhysicsScene.BeforeStep -= this.Step;
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PhysicsScene.AfterStep -= this.PostStep;
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m_physicsScene.BeforeStep -= this.Step;
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m_physicsScene.AfterStep -= this.PostStep;
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ControllingPrim.OnPreUpdateProperty -= this.PreUpdateProperty;
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m_haveRegisteredForSceneEvents = false;
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}
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@ -776,7 +776,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// If we set one of the values (ie, the physics engine didn't do it) we must force
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// an UpdateProperties event to send the changes up to the simulator.
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PhysicsScene.PE.PushUpdate(ControllingPrim.PhysBody);
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m_physicsScene.PE.PushUpdate(ControllingPrim.PhysBody);
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}
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m_knownChanged = 0;
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}
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@ -967,8 +967,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// for the physics engine to note the changes so an UpdateProperties event will happen.
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PushKnownChanged();
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if (PhysicsScene.VehiclePhysicalLoggingEnabled)
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PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, ControllingPrim.PhysBody);
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if (m_physicsScene.VehiclePhysicalLoggingEnabled)
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m_physicsScene.PE.DumpRigidBody(m_physicsScene.World, ControllingPrim.PhysBody);
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VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}",
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ControllingPrim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity);
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@ -979,8 +979,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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if (!IsActive) return;
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if (PhysicsScene.VehiclePhysicalLoggingEnabled)
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PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, ControllingPrim.PhysBody);
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if (m_physicsScene.VehiclePhysicalLoggingEnabled)
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m_physicsScene.PE.DumpRigidBody(m_physicsScene.World, ControllingPrim.PhysBody);
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}
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// Apply the effect of the linear motor and other linear motions (like hover and float).
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