Rename Bounciness to Restitution
parent
598f891d70
commit
bbda7b94b3
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@ -1339,7 +1339,7 @@ namespace OpenSim.Data.MySQL
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prim.Density = (float)(double)row["Density"];
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prim.GravityModifier = (float)(double)row["GravityModifier"];
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prim.Friction = (float)(double)row["Friction"];
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prim.Bounciness = (float)(double)row["Restitution"];
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prim.Restitution = (float)(double)row["Restitution"];
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SOPVehicle vehicle = null;
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@ -1725,7 +1725,7 @@ namespace OpenSim.Data.MySQL
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cmd.Parameters.AddWithValue("Density", (double)prim.Density);
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cmd.Parameters.AddWithValue("GravityModifier", (double)prim.GravityModifier);
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cmd.Parameters.AddWithValue("Friction", (double)prim.Friction);
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cmd.Parameters.AddWithValue("Restitution", (double)prim.Bounciness);
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cmd.Parameters.AddWithValue("Restitution", (double)prim.Restitution);
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if (prim.VehicleParams != null)
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cmd.Parameters.AddWithValue("Vehicle", prim.VehicleParams.ToXml2());
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@ -1317,7 +1317,7 @@ namespace OpenSim.Region.ClientStack.Linden
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object_data["PhysicsShapeType"] = obj.PhysicsShapeType;
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object_data["Density"] = obj.Density;
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object_data["Friction"] = obj.Friction;
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object_data["Restitution"] = obj.Bounciness;
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object_data["Restitution"] = obj.Restitution;
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object_data["GravityMultiplier"] = obj.GravityModifier;
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resp[uuid.ToString()] = object_data;
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@ -2654,7 +2654,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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byte physshapetype = part.PhysicsShapeType;
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float density = part.Density;
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float friction = part.Friction;
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float bounce = part.Bounciness;
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float bounce = part.Restitution;
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float gravmod = part.GravityModifier;
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eq.partPhysicsProperties(localid, physshapetype, density, friction, bounce, gravmod,AgentId);
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@ -1729,7 +1729,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public float Bounciness
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public float Restitution
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{
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get { return m_bounce; }
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set
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@ -4493,8 +4493,8 @@ namespace OpenSim.Region.Framework.Scenes
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GravityModifier = physdata.GravitationModifier;
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if(Friction != physdata.Friction)
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Friction = physdata.Friction;
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if(Bounciness != physdata.Bounce)
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Bounciness = physdata.Bounce;
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if(Restitution != physdata.Bounce)
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Restitution = physdata.Bounce;
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}
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/// <summary>
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/// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
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@ -633,7 +633,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
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{
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obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
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obj.Restitution = reader.ReadElementContentAsFloat("Bounce", String.Empty);
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}
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private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
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@ -1363,8 +1363,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
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writer.WriteElementString("Density", sop.Density.ToString().ToLower());
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if (sop.Friction != 0.6f)
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writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
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if (sop.Bounciness != 0.5f)
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writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
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if (sop.Restitution != 0.5f)
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writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower());
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if (sop.GravityModifier != 1.0f)
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writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
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WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
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@ -7845,7 +7845,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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physdata.PhysShapeType = (PhysShapeType)part.PhysicsShapeType;
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physdata.Density = part.Density;
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physdata.Friction = part.Friction;
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physdata.Bounce = part.Bounciness;
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physdata.Bounce = part.Restitution;
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physdata.GravitationModifier = part.GravityModifier;
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if ((material_bits & (int)ScriptBaseClass.DENSITY) != 0)
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@ -8238,7 +8238,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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ExtraPhysicsData physdata = new ExtraPhysicsData();
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physdata.Density = part.Density;
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physdata.Bounce = part.Bounciness;
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physdata.Bounce = part.Restitution;
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physdata.GravitationModifier = part.GravityModifier;
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physdata.PhysShapeType = (PhysShapeType)shape_type;
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