BulletSim: fix line endings.
parent
7c140570db
commit
d3adf9b2b3
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@ -102,7 +102,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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public uint WorldID { get; private set; }
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public BulletSim World { get; private set; }
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// All the constraints that have been allocated in this instance.
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// All the constraints that have been allocated in this instance.
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public BSConstraintCollection Constraints { get; private set; }
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// Simulation parameters
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@ -117,7 +117,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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public float LastSimulatedTimestep { get; private set; }
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// A value of the time now so all the collision and update routines do not have to get their own
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// Set to 'now' just before all the prims and actors are called for collisions and updates
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// Set to 'now' just before all the prims and actors are called for collisions and updates
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public int SimulationNowTime { get; private set; }
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// True if initialized and ready to do simulation steps
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@ -140,8 +140,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
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public const uint GROUNDPLANE_ID = 1;
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public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
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public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
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private float m_waterLevel;
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public BSTerrainManager TerrainManager { get; private set; }
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@ -189,8 +189,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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private bool m_physicsLoggingEnabled;
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private string m_physicsLoggingDir;
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private string m_physicsLoggingPrefix;
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private int m_physicsLoggingFileMinutes;
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// 'true' of the vehicle code is to log lots of details
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private int m_physicsLoggingFileMinutes;
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// 'true' of the vehicle code is to log lots of details
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public bool VehicleLoggingEnabled { get; private set; }
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#region Construction and Initialization
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@ -266,7 +266,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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Constraints = new BSConstraintCollection(World);
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// Note: choose one of the two following lines
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// BulletSimAPI.CreateInitialGroundPlaneAndTerrain(WorldID);
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// BulletSimAPI.CreateInitialGroundPlaneAndTerrain(WorldID);
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TerrainManager = new BSTerrainManager(this);
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TerrainManager.CreateInitialGroundPlaneAndTerrain();
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@ -471,7 +471,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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int simulateStartTime = Util.EnvironmentTickCount();
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// update the prim states while we know the physics engine is not busy
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// update the prim states while we know the physics engine is not busy
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int numTaints = _taintedObjects.Count;
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ProcessTaints();
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@ -611,7 +611,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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#region Terrain
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public override void SetTerrain(float[] heightMap) {
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public override void SetTerrain(float[] heightMap) {
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TerrainManager.SetTerrain(heightMap);
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}
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@ -628,25 +628,25 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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public override void DeleteTerrain()
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{
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// m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
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}
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// Although no one seems to check this, I do support combining.
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public override bool SupportsCombining()
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{
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return TerrainManager.SupportsCombining();
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}
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// Although no one seems to check this, I do support combining.
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public override bool SupportsCombining()
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{
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return TerrainManager.SupportsCombining();
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}
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// This call says I am a child to region zero in a mega-region. 'pScene' is that
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// of region zero, 'offset' is my offset from regions zero's origin, and
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// 'extents' is the largest XY that is handled in my region.
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public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
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{
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{
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TerrainManager.Combine(pScene, offset, extents);
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}
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// Unhook all the combining that I know about.
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public override void UnCombine(PhysicsScene pScene)
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{
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TerrainManager.UnCombine(pScene);
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}
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// Unhook all the combining that I know about.
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public override void UnCombine(PhysicsScene pScene)
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{
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TerrainManager.UnCombine(pScene);
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}
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#endregion // Terrain
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