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-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs53
-rw-r--r--OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs52
2 files changed, 103 insertions, 2 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);
diff --git a/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs
index 1965dc2..a5c2c0e 100644
--- a/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs
+++ b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsActor.cs
@@ -162,8 +162,6 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
162 /// </summary> 162 /// </summary>
163 public event CollisionUpdate OnCollisionUpdate; 163 public event CollisionUpdate OnCollisionUpdate;
164 164
165 public virtual void SetVehicle(object vdata) { }
166
167 public event OutOfBounds OnOutOfBounds; 165 public event OutOfBounds OnOutOfBounds;
168#pragma warning restore 67 166#pragma warning restore 67
169 167
@@ -295,6 +293,56 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
295 public abstract void VehicleRotationParam(int param, Quaternion rotation); 293 public abstract void VehicleRotationParam(int param, Quaternion rotation);
296 public abstract void VehicleFlags(int param, bool remove); 294 public abstract void VehicleFlags(int param, bool remove);
297 295
296 // This is an overridable version of SetVehicle() that works for all physics engines.
297 // This is VERY inefficient. It behoves any physics engine to override this and
298 // implement a more efficient setting of all the vehicle parameters.
299 public virtual void SetVehicle(object pvdata)
300 {
301 VehicleData vdata = (VehicleData)pvdata;
302 // vehicleActor.ProcessSetVehicle((VehicleData)vdata);
303
304 this.VehicleType = (int)vdata.m_type;
305 this.VehicleFlags(-1, false); // clears all flags
306 this.VehicleFlags((int)vdata.m_flags, false);
307
308 // Linear properties
309 this.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_DIRECTION, vdata.m_linearMotorDirection);
310 this.VehicleVectorParam((int)Vehicle.LINEAR_FRICTION_TIMESCALE, vdata.m_linearFrictionTimescale);
311 this.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE, vdata.m_linearMotorDecayTimescale);
312 this.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_TIMESCALE, vdata.m_linearMotorTimescale);
313 this.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_OFFSET, vdata.m_linearMotorOffset);
314
315 //Angular properties
316 this.VehicleVectorParam((int)Vehicle.ANGULAR_MOTOR_DIRECTION, vdata.m_angularMotorDirection);
317 this.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_TIMESCALE, vdata.m_angularMotorTimescale);
318 this.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE, vdata.m_angularMotorDecayTimescale);
319 this.VehicleVectorParam((int)Vehicle.ANGULAR_FRICTION_TIMESCALE, vdata.m_angularFrictionTimescale);
320
321 //Deflection properties
322 this.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_EFFICIENCY, vdata.m_angularDeflectionEfficiency);
323 this.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_TIMESCALE, vdata.m_angularDeflectionTimescale);
324 this.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_EFFICIENCY, vdata.m_linearDeflectionEfficiency);
325 this.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_TIMESCALE, vdata.m_linearDeflectionTimescale);
326
327 //Banking properties
328 this.VehicleFloatParam((int)Vehicle.BANKING_EFFICIENCY, vdata.m_bankingEfficiency);
329 this.VehicleFloatParam((int)Vehicle.BANKING_MIX, vdata.m_bankingMix);
330 this.VehicleFloatParam((int)Vehicle.BANKING_TIMESCALE, vdata.m_bankingTimescale);
331
332 //Hover and Buoyancy properties
333 this.VehicleFloatParam((int)Vehicle.HOVER_HEIGHT, vdata.m_VhoverHeight);
334 this.VehicleFloatParam((int)Vehicle.HOVER_EFFICIENCY, vdata.m_VhoverEfficiency);
335 this.VehicleFloatParam((int)Vehicle.HOVER_TIMESCALE, vdata.m_VhoverTimescale);
336 this.VehicleFloatParam((int)Vehicle.BUOYANCY, vdata.m_VehicleBuoyancy);
337
338 //Attractor properties
339 this.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, vdata.m_verticalAttractionEfficiency);
340 this.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_TIMESCALE, vdata.m_verticalAttractionTimescale);
341
342 this.VehicleRotationParam((int)Vehicle.REFERENCE_FRAME, vdata.m_referenceFrame);
343 }
344
345
298 /// <summary> 346 /// <summary>
299 /// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more 347 /// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
300 /// </summary> 348 /// </summary>