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author | Robert Adams | 2013-07-22 12:08:49 -0700 |
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committer | Robert Adams | 2013-07-22 12:08:49 -0700 |
commit | 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a (patch) | |
tree | 4823ba36ddaee6f13e7b11559d9701937ecf7cf1 /OpenSim/Region | |
parent | Revert "BulletSim: change BSDynamics to expect to be passed a BSPrimLinkable" (diff) | |
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Revert "BulletSim: only create vehicle prim actor when vehicles are enabled."
The changes don't seem to be ready for prime time.
This reverts commit acb7b4a09ad564d1dfae3ad12adbb593ca3942c9.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 43 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | 2 |
2 files changed, 12 insertions, 33 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index fdb2925..4771934 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -96,7 +96,7 @@ public class BSPrim : BSPhysObject | |||
96 | _isVolumeDetect = false; | 96 | _isVolumeDetect = false; |
97 | 97 | ||
98 | // Add a dynamic vehicle to our set of actors that can move this prim. | 98 | // Add a dynamic vehicle to our set of actors that can move this prim. |
99 | // PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName)); | 99 | PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName)); |
100 | 100 | ||
101 | _mass = CalculateMass(); | 101 | _mass = CalculateMass(); |
102 | 102 | ||
@@ -497,7 +497,7 @@ public class BSPrim : BSPhysObject | |||
497 | 497 | ||
498 | // Find and return a handle to the current vehicle actor. | 498 | // Find and return a handle to the current vehicle actor. |
499 | // Return 'null' if there is no vehicle actor. | 499 | // Return 'null' if there is no vehicle actor. |
500 | public BSDynamics GetVehicleActor(bool createIfNone) | 500 | public BSDynamics GetVehicleActor() |
501 | { | 501 | { |
502 | BSDynamics ret = null; | 502 | BSDynamics ret = null; |
503 | BSActor actor; | 503 | BSActor actor; |
@@ -505,21 +505,13 @@ public class BSPrim : BSPhysObject | |||
505 | { | 505 | { |
506 | ret = actor as BSDynamics; | 506 | ret = actor as BSDynamics; |
507 | } | 507 | } |
508 | else | ||
509 | { | ||
510 | if (createIfNone) | ||
511 | { | ||
512 | ret = new BSDynamics(PhysScene, this, VehicleActorName); | ||
513 | PhysicalActors.Add(ret.ActorName, ret); | ||
514 | } | ||
515 | } | ||
516 | return ret; | 508 | return ret; |
517 | } | 509 | } |
518 | 510 | ||
519 | public override int VehicleType { | 511 | public override int VehicleType { |
520 | get { | 512 | get { |
521 | int ret = (int)Vehicle.TYPE_NONE; | 513 | int ret = (int)Vehicle.TYPE_NONE; |
522 | BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */); | 514 | BSDynamics vehicleActor = GetVehicleActor(); |
523 | if (vehicleActor != null) | 515 | if (vehicleActor != null) |
524 | ret = (int)vehicleActor.Type; | 516 | ret = (int)vehicleActor.Type; |
525 | return ret; | 517 | return ret; |
@@ -533,24 +525,11 @@ public class BSPrim : BSPhysObject | |||
533 | // change all the parameters. Like a plane changing to CAR when on the | 525 | // change all the parameters. Like a plane changing to CAR when on the |
534 | // ground. In this case, don't want to zero motion. | 526 | // ground. In this case, don't want to zero motion. |
535 | // ZeroMotion(true /* inTaintTime */); | 527 | // ZeroMotion(true /* inTaintTime */); |
536 | if (type == Vehicle.TYPE_NONE) | 528 | BSDynamics vehicleActor = GetVehicleActor(); |
537 | { | 529 | if (vehicleActor != null) |
538 | // Vehicle type is 'none' so get rid of any actor that may have been allocated. | ||
539 | BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */); | ||
540 | if (vehicleActor != null) | ||
541 | { | ||
542 | PhysicalActors.RemoveAndRelease(vehicleActor.ActorName); | ||
543 | } | ||
544 | } | ||
545 | else | ||
546 | { | 530 | { |
547 | // Vehicle type is not 'none' so create an actor and set it running. | 531 | vehicleActor.ProcessTypeChange(type); |
548 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 532 | ActivateIfPhysical(false); |
549 | if (vehicleActor != null) | ||
550 | { | ||
551 | vehicleActor.ProcessTypeChange(type); | ||
552 | ActivateIfPhysical(false); | ||
553 | } | ||
554 | } | 533 | } |
555 | }); | 534 | }); |
556 | } | 535 | } |
@@ -559,7 +538,7 @@ public class BSPrim : BSPhysObject | |||
559 | { | 538 | { |
560 | PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 539 | PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
561 | { | 540 | { |
562 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 541 | BSDynamics vehicleActor = GetVehicleActor(); |
563 | if (vehicleActor != null) | 542 | if (vehicleActor != null) |
564 | { | 543 | { |
565 | vehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); | 544 | vehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); |
@@ -571,7 +550,7 @@ public class BSPrim : BSPhysObject | |||
571 | { | 550 | { |
572 | PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 551 | PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
573 | { | 552 | { |
574 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 553 | BSDynamics vehicleActor = GetVehicleActor(); |
575 | if (vehicleActor != null) | 554 | if (vehicleActor != null) |
576 | { | 555 | { |
577 | vehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); | 556 | vehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); |
@@ -583,7 +562,7 @@ public class BSPrim : BSPhysObject | |||
583 | { | 562 | { |
584 | PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 563 | PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
585 | { | 564 | { |
586 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 565 | BSDynamics vehicleActor = GetVehicleActor(); |
587 | if (vehicleActor != null) | 566 | if (vehicleActor != null) |
588 | { | 567 | { |
589 | vehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); | 568 | vehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); |
@@ -595,7 +574,7 @@ public class BSPrim : BSPhysObject | |||
595 | { | 574 | { |
596 | PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() | 575 | PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() |
597 | { | 576 | { |
598 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 577 | BSDynamics vehicleActor = GetVehicleActor(); |
599 | if (vehicleActor != null) | 578 | if (vehicleActor != null) |
600 | { | 579 | { |
601 | vehicleActor.ProcessVehicleFlags(param, remove); | 580 | vehicleActor.ProcessVehicleFlags(param, remove); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index 48e74eb..48d3742 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | |||
@@ -116,7 +116,7 @@ public class BasicVehicles : OpenSimTestCase | |||
116 | // Instead the appropriate values are set and calls are made just the parts of the | 116 | // Instead the appropriate values are set and calls are made just the parts of the |
117 | // controller we want to exercise. Stepping the physics engine then applies | 117 | // controller we want to exercise. Stepping the physics engine then applies |
118 | // the actions of that one feature. | 118 | // the actions of that one feature. |
119 | BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */); | 119 | BSDynamics vehicleActor = TestVehicle.GetVehicleActor(); |
120 | if (vehicleActor != null) | 120 | if (vehicleActor != null) |
121 | { | 121 | { |
122 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); | 122 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); |