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BulletSim: add avatar code to keep avatars from ending up trapped under the terrain
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@@ -73,7 +73,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[BULLETS SCENE]";
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public void DebugLog(string mm, params Object[] xx) { if (shouldDebugLog) m_log.DebugFormat(mm, xx); }
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public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); }
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public string BulletSimVersion = "?";
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@@ -169,7 +169,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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ConfigurationParameters[] m_params;
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GCHandle m_paramsHandle;
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public bool shouldDebugLog { get; private set; }
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public bool ShouldDebugLog { get; private set; }
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private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
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@@ -812,12 +812,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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private struct ParameterDefn
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{
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public string name;
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public string desc;
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public float defaultValue;
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public ParamUser userParam;
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public ParamGet getter;
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public ParamSet setter;
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public string name; // string name of the parameter
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public string desc; // a short description of what the parameter means
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public float defaultValue; // default value if not specified anywhere else
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public ParamUser userParam; // get the value from the configuration file
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public ParamGet getter; // return the current value stored for this parameter
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public ParamSet setter; // set the current value for this parameter
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public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s)
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{
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name = n;
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@@ -834,7 +834,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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// To add a new externally referencable/settable parameter, add the paramter storage
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// location somewhere in the program and make an entry in this table with the
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// getters and setters.
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// To add a new variable, it is easiest to find an existing definition and copy it.
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// It is easiest to find an existing definition and copy it.
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// Parameter values are floats. Booleans are converted to a floating value.
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//
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// A ParameterDefn() takes the following parameters:
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@@ -870,7 +870,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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(s) => { return (float)s.m_meshLOD; },
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(s,p,l,v) => { s.m_meshLOD = (int)v; } ),
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new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
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32,
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32f,
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(s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); },
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(s) => { return (float)s.m_sculptLOD; },
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(s,p,l,v) => { s.m_sculptLOD = (int)v; } ),
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@@ -1106,9 +1106,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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(s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ),
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new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements",
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ConfigurationParameters.numericFalse,
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(s,cf,p,v) => { s.shouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
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(s) => { return s.NumericBool(s.shouldDebugLog); },
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(s,p,l,v) => { s.shouldDebugLog = s.BoolNumeric(v); } ),
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(s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
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(s) => { return s.NumericBool(s.ShouldDebugLog); },
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(s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ),
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};
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