BulletSim: start the renaming of local variables to m_ form to match the OpenSim coding conventions.

user_profiles
Robert Adams 2013-03-31 20:37:02 -07:00
parent 75b8cf428e
commit 7d50015a74
1 changed files with 23 additions and 23 deletions

View File

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