diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | 34 |
1 files changed, 20 insertions, 14 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index b040e21..48e74eb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | |||
@@ -57,6 +57,8 @@ public class BasicVehicles : OpenSimTestCase | |||
57 | public void Init() | 57 | public void Init() |
58 | { | 58 | { |
59 | Dictionary<string, string> engineParams = new Dictionary<string, string>(); | 59 | Dictionary<string, string> engineParams = new Dictionary<string, string>(); |
60 | engineParams.Add("VehicleEnableAngularVerticalAttraction", "true"); | ||
61 | engineParams.Add("VehicleAngularVerticalAttractionAlgorithm", "1"); | ||
60 | PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams); | 62 | PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams); |
61 | 63 | ||
62 | PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere(); | 64 | PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere(); |
@@ -114,21 +116,25 @@ public class BasicVehicles : OpenSimTestCase | |||
114 | // 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 |
115 | // controller we want to exercise. Stepping the physics engine then applies | 117 | // controller we want to exercise. Stepping the physics engine then applies |
116 | // the actions of that one feature. | 118 | // the actions of that one feature. |
117 | TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); | 119 | BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */); |
118 | TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); | 120 | if (vehicleActor != null) |
119 | TestVehicle.VehicleActor.enableAngularVerticalAttraction = true; | ||
120 | |||
121 | TestVehicle.IsPhysical = true; | ||
122 | PhysicsScene.ProcessTaints(); | ||
123 | |||
124 | // Step the simulator a bunch of times and vertical attraction should orient the vehicle up | ||
125 | for (int ii = 0; ii < simSteps; ii++) | ||
126 | { | 121 | { |
127 | TestVehicle.VehicleActor.ForgetKnownVehicleProperties(); | 122 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); |
128 | TestVehicle.VehicleActor.ComputeAngularVerticalAttraction(); | 123 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); |
129 | TestVehicle.VehicleActor.PushKnownChanged(); | 124 | // vehicleActor.enableAngularVerticalAttraction = true; |
130 | 125 | ||
131 | PhysicsScene.Simulate(simulationTimeStep); | 126 | TestVehicle.IsPhysical = true; |
127 | PhysicsScene.ProcessTaints(); | ||
128 | |||
129 | // Step the simulator a bunch of times and vertical attraction should orient the vehicle up | ||
130 | for (int ii = 0; ii < simSteps; ii++) | ||
131 | { | ||
132 | vehicleActor.ForgetKnownVehicleProperties(); | ||
133 | vehicleActor.ComputeAngularVerticalAttraction(); | ||
134 | vehicleActor.PushKnownChanged(); | ||
135 | |||
136 | PhysicsScene.Simulate(simulationTimeStep); | ||
137 | } | ||
132 | } | 138 | } |
133 | 139 | ||
134 | TestVehicle.IsPhysical = false; | 140 | TestVehicle.IsPhysical = false; |