Change passed PhysicsParameter value from float to the more general string value

user_profiles
Robert Adams 2013-02-06 22:34:03 -08:00
parent a5c83f7505
commit af73ea909c
4 changed files with 57 additions and 43 deletions

View File

@ -146,7 +146,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
{
foreach (PhysParameterEntry ppe in physScene.GetParameterList())
{
float val = 0.0f;
string val = string.Empty;
if (physScene.GetPhysicsParameter(ppe.name, out val))
{
WriteOut(" {0}/{1} = {2}", scene.RegionInfo.RegionName, ppe.name, val);
@ -159,7 +159,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
}
else
{
float val = 0.0f;
string val = string.Empty;
if (physScene.GetPhysicsParameter(parm, out val))
{
WriteOut(" {0}/{1} = {2}", scene.RegionInfo.RegionName, parm, val);
@ -185,21 +185,12 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
return;
}
string parm = "xxx";
float val = 0f;
string valparm = String.Empty;
uint localID = (uint)PhysParameterEntry.APPLY_TO_NONE; // set default value
try
{
parm = cmdparms[2];
string valparm = cmdparms[3].ToLower();
if (valparm == "true")
val = PhysParameterEntry.NUMERIC_TRUE;
else
{
if (valparm == "false")
val = PhysParameterEntry.NUMERIC_FALSE;
else
val = float.Parse(valparm, Culture.NumberFormatInfo);
}
valparm = cmdparms[3].ToLower();
if (cmdparms.Length > 4)
{
if (cmdparms[4].ToLower() == "all")
@ -224,7 +215,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
IPhysicsParameters physScene = scene.PhysicsScene as IPhysicsParameters;
if (physScene != null)
{
if (!physScene.SetPhysicsParameter(parm, val, localID))
if (!physScene.SetPhysicsParameter(parm, valparm, localID))
{
WriteError("Failed set of parameter '{0}' for region '{1}'", parm, scene.RegionInfo.RegionName);
}

View File

@ -641,24 +641,6 @@ public static class BSParam
return (b == ConfigurationParameters.numericTrue ? true : false);
}
private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
{
BSScene physScene = pPhysScene;
physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate()
{
physScene.PE.ResetBroadphasePool(physScene.World);
});
}
private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
{
BSScene physScene = pPhysScene;
physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate()
{
physScene.PE.ResetConstraintSolver(physScene.World);
});
}
// Search through the parameter definitions and return the matching
// ParameterDefn structure.
// Case does not matter as names are compared after converting to lower case.
@ -722,6 +704,22 @@ public static class BSParam
}
}
private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
{
BSScene physScene = pPhysScene;
physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate()
{
physScene.PE.ResetBroadphasePool(physScene.World);
});
}
private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
{
BSScene physScene = pPhysScene;
physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate()
{
physScene.PE.ResetConstraintSolver(physScene.World);
});
}
}
}

View File

@ -876,14 +876,39 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// will use the next time since it's pinned and shared memory.
// Some of the values require calling into the physics engine to get the new
// value activated ('terrainFriction' for instance).
public bool SetPhysicsParameter(string parm, float val, uint localID)
public bool SetPhysicsParameter(string parm, string val, uint localID)
{
bool ret = false;
float valf = 0f;
if (val.ToLower() == "true")
{
valf = PhysParameterEntry.NUMERIC_TRUE;
}
else
{
if (val.ToLower() == "false")
{
valf = PhysParameterEntry.NUMERIC_FALSE;
}
else
{
try
{
valf = float.Parse(val);
}
catch
{
valf = 0f;
}
}
}
BSParam.ParameterDefn theParam;
if (BSParam.TryGetParameter(parm, out theParam))
{
// Set the value in the C# code
theParam.setter(this, parm, localID, val);
theParam.setter(this, parm, localID, valf);
// Optionally set the parameter in the unmanaged code
if (theParam.onObject != null)
@ -898,16 +923,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
case PhysParameterEntry.APPLY_TO_NONE:
// This will cause a call into the physical world if some operation is specified (SetOnObject).
objectIDs.Add(TERRAIN_ID);
TaintedUpdateParameter(parm, objectIDs, val);
TaintedUpdateParameter(parm, objectIDs, valf);
break;
case PhysParameterEntry.APPLY_TO_ALL:
lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys);
TaintedUpdateParameter(parm, objectIDs, val);
TaintedUpdateParameter(parm, objectIDs, valf);
break;
default:
// setting only one localID
objectIDs.Add(localID);
TaintedUpdateParameter(parm, objectIDs, val);
TaintedUpdateParameter(parm, objectIDs, valf);
break;
}
}
@ -942,14 +967,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// Get parameter.
// Return 'false' if not able to get the parameter.
public bool GetPhysicsParameter(string parm, out float value)
public bool GetPhysicsParameter(string parm, out string value)
{
float val = 0f;
string val = String.Empty;
bool ret = false;
BSParam.ParameterDefn theParam;
if (BSParam.TryGetParameter(parm, out theParam))
{
val = theParam.getter(this);
val = theParam.getter(this).ToString();
ret = true;
}
value = val;

View File

@ -60,14 +60,14 @@ namespace OpenSim.Region.Physics.Manager
// Set parameter on a specific or all instances.
// Return 'false' if not able to set the parameter.
bool SetPhysicsParameter(string parm, float value, uint localID);
bool SetPhysicsParameter(string parm, string value, uint localID);
// Get parameter.
// Return 'false' if not able to get the parameter.
bool GetPhysicsParameter(string parm, out float value);
bool GetPhysicsParameter(string parm, out string value);
// Get parameter from a particular object
// TODO:
// bool GetPhysicsParameter(string parm, out float value, uint localID);
// bool GetPhysicsParameter(string parm, out string value, uint localID);
}
}