BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or 'm_physicsScene' to match coding conventions and reduce confusion.

This commit is contained in:
Robert Adams
2013-04-28 21:50:47 -07:00
parent 21ec434688
commit ad1787770e
11 changed files with 282 additions and 282 deletions

View File

@@ -72,14 +72,14 @@ public abstract class BSPhysObject : PhysicsActor
}
protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
{
PhysicsScene = parentScene;
PhysScene = parentScene;
LocalID = localID;
PhysObjectName = name;
Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
TypeName = typeName;
// The collection of things that push me around
PhysicalActors = new BSActorCollection(PhysicsScene);
PhysicalActors = new BSActorCollection(PhysScene);
// Initialize variables kept in base.
GravModifier = 1.0f;
@@ -112,13 +112,13 @@ public abstract class BSPhysObject : PhysicsActor
public virtual void Destroy()
{
PhysicalActors.Enable(false);
PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate()
PhysScene.TaintedObject("BSPhysObject.Destroy", delegate()
{
PhysicalActors.Dispose();
});
}
public BSScene PhysicsScene { get; protected set; }
public BSScene PhysScene { get; protected set; }
// public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor
public string PhysObjectName { get; protected set; }
public string TypeName { get; protected set; }
@@ -270,7 +270,7 @@ public abstract class BSPhysObject : PhysicsActor
public void ActivateIfPhysical(bool forceIt)
{
if (IsPhysical && PhysBody.HasPhysicalBody)
PhysicsScene.PE.Activate(PhysBody, forceIt);
PhysScene.PE.Activate(PhysBody, forceIt);
}
// 'actors' act on the physical object to change or constrain its motion. These can range from
@@ -333,29 +333,29 @@ public abstract class BSPhysObject : PhysicsActor
protected long CollisionAccumulation { get; set; }
public override bool IsColliding {
get { return (CollidingStep == PhysicsScene.SimulationStep); }
get { return (CollidingStep == PhysScene.SimulationStep); }
set {
if (value)
CollidingStep = PhysicsScene.SimulationStep;
CollidingStep = PhysScene.SimulationStep;
else
CollidingStep = 0;
}
}
public override bool CollidingGround {
get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
get { return (CollidingGroundStep == PhysScene.SimulationStep); }
set
{
if (value)
CollidingGroundStep = PhysicsScene.SimulationStep;
CollidingGroundStep = PhysScene.SimulationStep;
else
CollidingGroundStep = 0;
}
}
public override bool CollidingObj {
get { return (CollidingObjectStep == PhysicsScene.SimulationStep); }
get { return (CollidingObjectStep == PhysScene.SimulationStep); }
set {
if (value)
CollidingObjectStep = PhysicsScene.SimulationStep;
CollidingObjectStep = PhysScene.SimulationStep;
else
CollidingObjectStep = 0;
}
@@ -380,14 +380,14 @@ public abstract class BSPhysObject : PhysicsActor
bool ret = false;
// The following lines make IsColliding(), CollidingGround() and CollidingObj work
CollidingStep = PhysicsScene.SimulationStep;
if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
CollidingStep = PhysScene.SimulationStep;
if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID)
{
CollidingGroundStep = PhysicsScene.SimulationStep;
CollidingGroundStep = PhysScene.SimulationStep;
}
else
{
CollidingObjectStep = PhysicsScene.SimulationStep;
CollidingObjectStep = PhysScene.SimulationStep;
}
CollisionAccumulation++;
@@ -397,10 +397,10 @@ public abstract class BSPhysObject : PhysicsActor
// Make a collection of the collisions that happened the last simulation tick.
// This is different than the collection created for sending up to the simulator as it is cleared every tick.
if (CollisionsLastTickStep != PhysicsScene.SimulationStep)
if (CollisionsLastTickStep != PhysScene.SimulationStep)
{
CollisionsLastTick = new CollisionEventUpdate();
CollisionsLastTickStep = PhysicsScene.SimulationStep;
CollisionsLastTickStep = PhysScene.SimulationStep;
}
CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
@@ -427,9 +427,9 @@ public abstract class BSPhysObject : PhysicsActor
bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0);
// throttle the collisions to the number of milliseconds specified in the subscription
if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime))
{
NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs;
NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs;
// We are called if we previously had collisions. If there are no collisions
// this time, send up one last empty event so OpenSim can sense collision end.
@@ -464,10 +464,10 @@ public abstract class BSPhysObject : PhysicsActor
// make sure first collision happens
NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs);
PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
{
if (PhysBody.HasPhysicalBody)
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
else
@@ -479,11 +479,11 @@ public abstract class BSPhysObject : PhysicsActor
public override void UnSubscribeEvents() {
// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
SubscribedEventsMs = 0;
PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
{
// Make sure there is a body there because sometimes destruction happens in an un-ideal order.
if (PhysBody.HasPhysicalBody)
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
});
}
// Return 'true' if the simulator wants collision events
@@ -497,7 +497,7 @@ public abstract class BSPhysObject : PhysicsActor
{
// Scale the collision count by the time since the last collision.
// The "+1" prevents dividing by zero.
long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1;
long timeAgo = PhysScene.SimulationStep - CollidingStep + 1;
CollisionScore = CollisionAccumulation / timeAgo;
}
public override float CollisionScore { get; set; }
@@ -524,8 +524,8 @@ public abstract class BSPhysObject : PhysicsActor
// High performance detailed logging routine used by the physical objects.
protected void DetailLog(string msg, params Object[] args)
{
if (PhysicsScene.PhysicsLogging.Enabled)
PhysicsScene.DetailLog(msg, args);
if (PhysScene.PhysicsLogging.Enabled)
PhysScene.DetailLog(msg, args);
}
}