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