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author | Robert Adams | 2013-03-31 17:36:15 -0700 |
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committer | Robert Adams | 2013-03-31 22:19:41 -0700 |
commit | 747ece59d20370115fdaf90a5a08ab77f5605b1c (patch) | |
tree | 7ff021fbc863e4562b01a6ffdfeb4313848ddb7e /OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | |
parent | BulletSim: Add physical 'actors' that operate on the physical object. (diff) | |
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BulletSim: convert BSDynamic to a BSActor and change BSPrim to set
up the vehicle actor.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index 33232bd..b040e21 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | |||
@@ -114,9 +114,9 @@ public class BasicVehicles : OpenSimTestCase | |||
114 | // Instead the appropriate values are set and calls are made just the parts of the | 114 | // 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 | 115 | // controller we want to exercise. Stepping the physics engine then applies |
116 | // the actions of that one feature. | 116 | // the actions of that one feature. |
117 | TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); | 117 | TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); |
118 | TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); | 118 | TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); |
119 | TestVehicle.VehicleController.enableAngularVerticalAttraction = true; | 119 | TestVehicle.VehicleActor.enableAngularVerticalAttraction = true; |
120 | 120 | ||
121 | TestVehicle.IsPhysical = true; | 121 | TestVehicle.IsPhysical = true; |
122 | PhysicsScene.ProcessTaints(); | 122 | PhysicsScene.ProcessTaints(); |
@@ -124,9 +124,9 @@ public class BasicVehicles : OpenSimTestCase | |||
124 | // Step the simulator a bunch of times and vertical attraction should orient the vehicle up | 124 | // Step the simulator a bunch of times and vertical attraction should orient the vehicle up |
125 | for (int ii = 0; ii < simSteps; ii++) | 125 | for (int ii = 0; ii < simSteps; ii++) |
126 | { | 126 | { |
127 | TestVehicle.VehicleController.ForgetKnownVehicleProperties(); | 127 | TestVehicle.VehicleActor.ForgetKnownVehicleProperties(); |
128 | TestVehicle.VehicleController.ComputeAngularVerticalAttraction(); | 128 | TestVehicle.VehicleActor.ComputeAngularVerticalAttraction(); |
129 | TestVehicle.VehicleController.PushKnownChanged(); | 129 | TestVehicle.VehicleActor.PushKnownChanged(); |
130 | 130 | ||
131 | PhysicsScene.Simulate(simulationTimeStep); | 131 | PhysicsScene.Simulate(simulationTimeStep); |
132 | } | 132 | } |