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authorRobert Adams2015-10-02 18:35:02 -0700
committerRobert Adams2015-10-02 18:35:02 -0700
commite1ce04de428f856d92ac21912364320ebbda7b1a (patch)
treed0807de24a2f0267aa18a791b01eb2a6263247b1 /OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
parent reduce some diferences with master (diff)
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Implement an overridable implementation of PhysicsActor.SetVehicle()
that works for all physics engines. BulletSim: implement an optimized version of SetVehicle() that still uses the vehicle code to do bounds checking but does it in one taint operation.
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs')
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs53
1 files changed, 53 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
index c8ac5c5..93e5e53 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
@@ -647,6 +647,59 @@ public class BSPrim : BSPhysObject
647 }); 647 });
648 } 648 }
649 649
650 public override void SetVehicle(object pvdata)
651 {
652 PhysScene.TaintedObject(LocalID, "BSPrim.SetVehicle", delegate ()
653 {
654 BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
655 if (vehicleActor != null && (pvdata is VehicleData) )
656 {
657 VehicleData vdata = (VehicleData)pvdata;
658 // vehicleActor.ProcessSetVehicle((VehicleData)vdata);
659
660 vehicleActor.ProcessTypeChange(vdata.m_type);
661 vehicleActor.ProcessVehicleFlags(-1, false);
662 vehicleActor.ProcessVehicleFlags((int)vdata.m_flags, false);
663
664 // Linear properties
665 vehicleActor.ProcessVectorVehicleParam(Vehicle.LINEAR_MOTOR_DIRECTION, vdata.m_linearMotorDirection);
666 vehicleActor.ProcessVectorVehicleParam(Vehicle.LINEAR_FRICTION_TIMESCALE, vdata.m_linearFrictionTimescale);
667 vehicleActor.ProcessFloatVehicleParam(Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE, vdata.m_linearMotorDecayTimescale);
668 vehicleActor.ProcessFloatVehicleParam(Vehicle.LINEAR_MOTOR_TIMESCALE, vdata.m_linearMotorTimescale);
669 vehicleActor.ProcessVectorVehicleParam(Vehicle.LINEAR_MOTOR_OFFSET, vdata.m_linearMotorOffset);
670
671 //Angular properties
672 vehicleActor.ProcessVectorVehicleParam(Vehicle.ANGULAR_MOTOR_DIRECTION, vdata.m_angularMotorDirection);
673 vehicleActor.ProcessFloatVehicleParam(Vehicle.ANGULAR_MOTOR_TIMESCALE, vdata.m_angularMotorTimescale);
674 vehicleActor.ProcessFloatVehicleParam(Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE, vdata.m_angularMotorDecayTimescale);
675 vehicleActor.ProcessVectorVehicleParam(Vehicle.ANGULAR_FRICTION_TIMESCALE, vdata.m_angularFrictionTimescale);
676
677 //Deflection properties
678 vehicleActor.ProcessFloatVehicleParam(Vehicle.ANGULAR_DEFLECTION_EFFICIENCY, vdata.m_angularDeflectionEfficiency);
679 vehicleActor.ProcessFloatVehicleParam(Vehicle.ANGULAR_DEFLECTION_TIMESCALE, vdata.m_angularDeflectionTimescale);
680 vehicleActor.ProcessFloatVehicleParam(Vehicle.LINEAR_DEFLECTION_EFFICIENCY, vdata.m_linearDeflectionEfficiency);
681 vehicleActor.ProcessFloatVehicleParam(Vehicle.LINEAR_DEFLECTION_TIMESCALE, vdata.m_linearDeflectionTimescale);
682
683 //Banking properties
684 vehicleActor.ProcessFloatVehicleParam(Vehicle.BANKING_EFFICIENCY, vdata.m_bankingEfficiency);
685 vehicleActor.ProcessFloatVehicleParam(Vehicle.BANKING_MIX, vdata.m_bankingMix);
686 vehicleActor.ProcessFloatVehicleParam(Vehicle.BANKING_TIMESCALE, vdata.m_bankingTimescale);
687
688 //Hover and Buoyancy properties
689 vehicleActor.ProcessFloatVehicleParam(Vehicle.HOVER_HEIGHT, vdata.m_VhoverHeight);
690 vehicleActor.ProcessFloatVehicleParam(Vehicle.HOVER_EFFICIENCY, vdata.m_VhoverEfficiency);
691 vehicleActor.ProcessFloatVehicleParam(Vehicle.HOVER_TIMESCALE, vdata.m_VhoverTimescale);
692 vehicleActor.ProcessFloatVehicleParam(Vehicle.BUOYANCY, vdata.m_VehicleBuoyancy);
693
694 //Attractor properties
695 vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, vdata.m_verticalAttractionEfficiency);
696 vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, vdata.m_verticalAttractionTimescale);
697
698 vehicleActor.ProcessRotationVehicleParam(Vehicle.REFERENCE_FRAME, vdata.m_referenceFrame);
699 }
700 });
701 }
702
650 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more 703 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
651 public override void SetVolumeDetect(int param) { 704 public override void SetVolumeDetect(int param) {
652 bool newValue = (param != 0); 705 bool newValue = (param != 0);