BulletSim: Move all the parameter variables, tables and get and fetch logic to a separate, static class for easier addition and to remove all that bulk from the BSScene class.

This commit is contained in:
Robert Adams
2012-12-21 13:35:44 -08:00
parent 2e3e95e846
commit ae4d932e7f
13 changed files with 678 additions and 603 deletions

View File

@@ -141,6 +141,8 @@ public struct EntityProperties
}
// Format of this structure must match the definition in the C++ code
// NOTE: adding the X causes compile breaks if used. These are unused symbols
// that can be removed from both here and the unmanaged definition of this structure.
[StructLayout(LayoutKind.Sequential)]
public struct ConfigurationParameters
{
@@ -150,31 +152,31 @@ public struct ConfigurationParameters
public float collisionMargin;
public float gravity;
public float linearDamping;
public float angularDamping;
public float deactivationTime;
public float linearSleepingThreshold;
public float angularSleepingThreshold;
public float ccdMotionThreshold;
public float ccdSweptSphereRadius;
public float contactProcessingThreshold;
public float XlinearDamping;
public float XangularDamping;
public float XdeactivationTime;
public float XlinearSleepingThreshold;
public float XangularSleepingThreshold;
public float XccdMotionThreshold;
public float XccdSweptSphereRadius;
public float XcontactProcessingThreshold;
public float terrainImplementation;
public float terrainFriction;
public float terrainHitFraction;
public float terrainRestitution;
public float terrainCollisionMargin;
public float XterrainImplementation;
public float XterrainFriction;
public float XterrainHitFraction;
public float XterrainRestitution;
public float XterrainCollisionMargin;
public float avatarFriction;
public float avatarStandingFriction;
public float avatarDensity;
public float avatarRestitution;
public float avatarCapsuleWidth;
public float avatarCapsuleDepth;
public float avatarCapsuleHeight;
public float avatarContactProcessingThreshold;
public float XavatarFriction;
public float XavatarStandingFriction;
public float XavatarDensity;
public float XavatarRestitution;
public float XavatarCapsuleWidth;
public float XavatarCapsuleDepth;
public float XavatarCapsuleHeight;
public float XavatarContactProcessingThreshold;
public float vehicleAngularDamping;
public float XvehicleAngularDamping;
public float maxPersistantManifoldPoolSize;
public float maxCollisionAlgorithmPoolSize;
@@ -185,14 +187,14 @@ public struct ConfigurationParameters
public float shouldEnableFrictionCaching;
public float numberOfSolverIterations;
public float linksetImplementation;
public float linkConstraintUseFrameOffset;
public float linkConstraintEnableTransMotor;
public float linkConstraintTransMotorMaxVel;
public float linkConstraintTransMotorMaxForce;
public float linkConstraintERP;
public float linkConstraintCFM;
public float linkConstraintSolverIterations;
public float XlinksetImplementation;
public float XlinkConstraintUseFrameOffset;
public float XlinkConstraintEnableTransMotor;
public float XlinkConstraintTransMotorMaxVel;
public float XlinkConstraintTransMotorMaxForce;
public float XlinkConstraintERP;
public float XlinkConstraintCFM;
public float XlinkConstraintSolverIterations;
public float physicsLoggingFrames;