BulletSim: add avatar code to keep avatars from ending up trapped under the terrain

This commit is contained in:
Robert Adams
2012-08-08 13:48:49 -07:00
parent 19417fca41
commit 5ab151c2d6
5 changed files with 47 additions and 54 deletions

View File

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