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-rw-r--r--OpenSim/Region/Framework/Scenes/SOGVehicle.cs63
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs7
2 files changed, 57 insertions, 13 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SOGVehicle.cs b/OpenSim/Region/Framework/Scenes/SOGVehicle.cs
index d6e9a3a..b7c93e5 100644
--- a/OpenSim/Region/Framework/Scenes/SOGVehicle.cs
+++ b/OpenSim/Region/Framework/Scenes/SOGVehicle.cs
@@ -39,13 +39,9 @@ namespace OpenSim.Region.Framework.Scenes
39 { 39 {
40 get { return m_type; } 40 get { return m_type; }
41 } 41 }
42 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
43 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
44 42
45 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind 43 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
46
47 private VehicleFlag m_flags = (VehicleFlag)0; 44 private VehicleFlag m_flags = (VehicleFlag)0;
48 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
49 45
50 // Linear properties 46 // Linear properties
51 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time 47 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
@@ -81,6 +77,9 @@ namespace OpenSim.Region.Framework.Scenes
81 private float m_verticalAttractionEfficiency = 1.0f; // damped 77 private float m_verticalAttractionEfficiency = 1.0f; // damped
82 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor. 78 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
83 79
80 // Axis
81 public Quaternion m_referenceFrame = Quaternion.Identity;
82
84 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue) 83 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
85 { 84 {
86 float len; 85 float len;
@@ -235,9 +234,6 @@ namespace OpenSim.Region.Framework.Scenes
235 if (len > 100.0f) 234 if (len > 100.0f)
236 m_linearMotorOffset *= (100.0f / len); 235 m_linearMotorOffset *= (100.0f / len);
237 break; 236 break;
238 case Vehicle.BLOCK_EXIT:
239 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
240 break;
241 } 237 }
242 }//end ProcessVectorVehicleParam 238 }//end ProcessVectorVehicleParam
243 239
@@ -248,9 +244,6 @@ namespace OpenSim.Region.Framework.Scenes
248 case Vehicle.REFERENCE_FRAME: 244 case Vehicle.REFERENCE_FRAME:
249 m_referenceFrame = Quaternion.Inverse(pValue); 245 m_referenceFrame = Quaternion.Inverse(pValue);
250 break; 246 break;
251 case Vehicle.ROLL_FRAME:
252 m_RollreferenceFrame = pValue;
253 break;
254 } 247 }
255 }//end ProcessRotationVehicleParam 248 }//end ProcessRotationVehicleParam
256 249
@@ -271,8 +264,6 @@ namespace OpenSim.Region.Framework.Scenes
271 m_linearMotorDirection = Vector3.Zero; 264 m_linearMotorDirection = Vector3.Zero;
272 m_angularMotorDirection = Vector3.Zero; 265 m_angularMotorDirection = Vector3.Zero;
273 266
274 m_BlockingEndPoint = Vector3.Zero;
275 m_RollreferenceFrame = Quaternion.Identity;
276 m_linearMotorOffset = Vector3.Zero; 267 m_linearMotorOffset = Vector3.Zero;
277 268
278 m_referenceFrame = Quaternion.Identity; 269 m_referenceFrame = Quaternion.Identity;
@@ -427,5 +418,53 @@ namespace OpenSim.Region.Framework.Scenes
427 break; 418 break;
428 } 419 }
429 } 420 }
421 public void SetVehicle(PhysicsActor ph)
422 {
423
424 // crap crap crap
425 if (ph == null) // what ??
426 return;
427
428 ph.VehicleType = (int)m_type;
429
430 // Linear properties
431 ph.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_DIRECTION, m_linearMotorDirection);
432 ph.VehicleVectorParam((int)Vehicle.LINEAR_FRICTION_TIMESCALE, m_linearFrictionTimescale);
433 ph.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE, m_linearMotorDecayTimescale);
434 ph.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_TIMESCALE, m_linearMotorTimescale);
435 ph.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_OFFSET, m_linearMotorOffset);
436
437 //Angular properties
438 ph.VehicleVectorParam((int)Vehicle.ANGULAR_MOTOR_DIRECTION, m_angularMotorDirection);
439 ph.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_TIMESCALE, m_angularMotorTimescale);
440 ph.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE, m_angularMotorDecayTimescale);
441 ph.VehicleVectorParam((int)Vehicle.ANGULAR_FRICTION_TIMESCALE, m_angularFrictionTimescale);
442
443 //Deflection properties
444 ph.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_EFFICIENCY, m_angularDeflectionEfficiency);
445 ph.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_TIMESCALE, m_angularDeflectionTimescale);
446 ph.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_EFFICIENCY, m_linearDeflectionEfficiency);
447 ph.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_TIMESCALE, m_linearDeflectionTimescale);
448
449 //Banking properties
450 ph.VehicleFloatParam((int)Vehicle.BANKING_EFFICIENCY, m_bankingEfficiency);
451 ph.VehicleFloatParam((int)Vehicle.BANKING_MIX, m_bankingMix);
452 ph.VehicleFloatParam((int)Vehicle.BANKING_TIMESCALE, m_bankingTimescale);
453
454 //Hover and Buoyancy properties
455 ph.VehicleFloatParam((int)Vehicle.HOVER_HEIGHT, m_VhoverHeight);
456 ph.VehicleFloatParam((int)Vehicle.HOVER_EFFICIENCY, m_VhoverEfficiency);
457 ph.VehicleFloatParam((int)Vehicle.HOVER_TIMESCALE, m_VhoverTimescale);
458 ph.VehicleFloatParam((int)Vehicle.BUOYANCY, m_VehicleBuoyancy);
459
460 //Attractor properties
461 ph.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, m_verticalAttractionEfficiency);
462 ph.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_TIMESCALE, m_verticalAttractionTimescale);
463
464 ph.VehicleRotationParam((int)Vehicle.REFERENCE_FRAME, m_referenceFrame);
465
466 ph.VehicleFlags(~(int)m_flags, true);
467 ph.VehicleFlags((int)m_flags, false);
468 }
430 } 469 }
431} \ No newline at end of file 470} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 1bac4d8..324fdb8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1782,14 +1782,19 @@ namespace OpenSim.Region.Framework.Scenes
1782// ResetChildPrimPhysicsPositions(); 1782// ResetChildPrimPhysicsPositions();
1783 if (m_rootPart.PhysActor != null) 1783 if (m_rootPart.PhysActor != null)
1784 { 1784 {
1785 if (m_vehicle != null)
1786 m_vehicle.SetVehicle(m_rootPart.PhysActor);
1785 m_rootPart.PhysActor.Building = false; 1787 m_rootPart.PhysActor.Building = false;
1786
1787 } 1788 }
1788 } 1789 }
1789 else 1790 else
1790 { 1791 {
1791 // Apply physics to the root prim 1792 // Apply physics to the root prim
1792 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); 1793 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1794 if (m_rootPart.PhysActor != null && m_vehicle != null)
1795 {
1796 m_vehicle.SetVehicle(m_rootPart.PhysActor);
1797 }
1793 } 1798 }
1794 } 1799 }
1795 1800