Change passed PhysicsParameter value from float to the more general string value
parent
a5c83f7505
commit
af73ea909c
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@ -146,7 +146,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
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{
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foreach (PhysParameterEntry ppe in physScene.GetParameterList())
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{
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float val = 0.0f;
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string val = string.Empty;
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if (physScene.GetPhysicsParameter(ppe.name, out val))
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{
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WriteOut(" {0}/{1} = {2}", scene.RegionInfo.RegionName, ppe.name, val);
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@ -159,7 +159,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
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}
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else
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{
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float val = 0.0f;
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string val = string.Empty;
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if (physScene.GetPhysicsParameter(parm, out val))
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{
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WriteOut(" {0}/{1} = {2}", scene.RegionInfo.RegionName, parm, val);
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@ -185,21 +185,12 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
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return;
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}
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string parm = "xxx";
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float val = 0f;
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string valparm = String.Empty;
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uint localID = (uint)PhysParameterEntry.APPLY_TO_NONE; // set default value
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try
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{
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parm = cmdparms[2];
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string valparm = cmdparms[3].ToLower();
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if (valparm == "true")
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val = PhysParameterEntry.NUMERIC_TRUE;
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else
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{
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if (valparm == "false")
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val = PhysParameterEntry.NUMERIC_FALSE;
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else
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val = float.Parse(valparm, Culture.NumberFormatInfo);
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}
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valparm = cmdparms[3].ToLower();
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if (cmdparms.Length > 4)
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{
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if (cmdparms[4].ToLower() == "all")
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@ -224,7 +215,7 @@ namespace OpenSim.Region.OptionalModules.PhysicsParameters
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IPhysicsParameters physScene = scene.PhysicsScene as IPhysicsParameters;
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if (physScene != null)
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{
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if (!physScene.SetPhysicsParameter(parm, val, localID))
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if (!physScene.SetPhysicsParameter(parm, valparm, localID))
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{
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WriteError("Failed set of parameter '{0}' for region '{1}'", parm, scene.RegionInfo.RegionName);
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}
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@ -641,24 +641,6 @@ public static class BSParam
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return (b == ConfigurationParameters.numericTrue ? true : false);
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}
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private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
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{
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BSScene physScene = pPhysScene;
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physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate()
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{
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physScene.PE.ResetBroadphasePool(physScene.World);
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});
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}
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private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
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{
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BSScene physScene = pPhysScene;
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physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate()
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{
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physScene.PE.ResetConstraintSolver(physScene.World);
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});
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}
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// Search through the parameter definitions and return the matching
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// ParameterDefn structure.
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// Case does not matter as names are compared after converting to lower case.
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@ -722,6 +704,22 @@ public static class BSParam
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}
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}
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private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
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{
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BSScene physScene = pPhysScene;
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physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate()
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{
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physScene.PE.ResetBroadphasePool(physScene.World);
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});
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}
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private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
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{
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BSScene physScene = pPhysScene;
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physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate()
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{
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physScene.PE.ResetConstraintSolver(physScene.World);
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});
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}
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}
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}
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@ -876,14 +876,39 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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// will use the next time since it's pinned and shared memory.
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// Some of the values require calling into the physics engine to get the new
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// value activated ('terrainFriction' for instance).
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public bool SetPhysicsParameter(string parm, float val, uint localID)
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public bool SetPhysicsParameter(string parm, string val, uint localID)
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{
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bool ret = false;
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float valf = 0f;
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if (val.ToLower() == "true")
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{
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valf = PhysParameterEntry.NUMERIC_TRUE;
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}
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else
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{
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if (val.ToLower() == "false")
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{
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valf = PhysParameterEntry.NUMERIC_FALSE;
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}
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else
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{
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try
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{
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valf = float.Parse(val);
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}
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catch
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{
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valf = 0f;
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}
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}
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}
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BSParam.ParameterDefn theParam;
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if (BSParam.TryGetParameter(parm, out theParam))
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{
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// Set the value in the C# code
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theParam.setter(this, parm, localID, val);
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theParam.setter(this, parm, localID, valf);
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// Optionally set the parameter in the unmanaged code
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if (theParam.onObject != null)
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@ -898,16 +923,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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case PhysParameterEntry.APPLY_TO_NONE:
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// This will cause a call into the physical world if some operation is specified (SetOnObject).
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objectIDs.Add(TERRAIN_ID);
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TaintedUpdateParameter(parm, objectIDs, val);
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TaintedUpdateParameter(parm, objectIDs, valf);
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break;
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case PhysParameterEntry.APPLY_TO_ALL:
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lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys);
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TaintedUpdateParameter(parm, objectIDs, val);
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TaintedUpdateParameter(parm, objectIDs, valf);
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break;
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default:
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// setting only one localID
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objectIDs.Add(localID);
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TaintedUpdateParameter(parm, objectIDs, val);
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TaintedUpdateParameter(parm, objectIDs, valf);
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break;
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}
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}
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@ -942,14 +967,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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// Get parameter.
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// Return 'false' if not able to get the parameter.
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public bool GetPhysicsParameter(string parm, out float value)
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public bool GetPhysicsParameter(string parm, out string value)
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{
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float val = 0f;
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string val = String.Empty;
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bool ret = false;
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BSParam.ParameterDefn theParam;
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if (BSParam.TryGetParameter(parm, out theParam))
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{
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val = theParam.getter(this);
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val = theParam.getter(this).ToString();
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ret = true;
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}
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value = val;
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@ -60,14 +60,14 @@ namespace OpenSim.Region.Physics.Manager
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// Set parameter on a specific or all instances.
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// Return 'false' if not able to set the parameter.
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bool SetPhysicsParameter(string parm, float value, uint localID);
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bool SetPhysicsParameter(string parm, string value, uint localID);
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// Get parameter.
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// Return 'false' if not able to get the parameter.
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bool GetPhysicsParameter(string parm, out float value);
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bool GetPhysicsParameter(string parm, out string value);
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// Get parameter from a particular object
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// TODO:
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// bool GetPhysicsParameter(string parm, out float value, uint localID);
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// bool GetPhysicsParameter(string parm, out string value, uint localID);
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}
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}
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