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author | Robert Adams | 2013-06-30 17:06:27 -0700 |
---|---|---|
committer | Robert Adams | 2013-06-30 17:07:51 -0700 |
commit | 9d5ae759504f01dceac5d3f859da1e43e28797ad (patch) | |
tree | c9a9f17f9019f3f25e160ec0116d1c9bb57d4637 /OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | |
parent | BulletSim: set linkset type to be prim specific rather than a simulator (diff) | |
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BulletSim: remove the handle to the vehicle actor and cause routines
that need it to look it up.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | 32 |
1 files changed, 18 insertions, 14 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index b040e21..583c436 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | |||
@@ -114,21 +114,25 @@ 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.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); | 117 | BSDynamics vehicleActor = TestVehicle.GetVehicleActor(); |
118 | TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); | 118 | 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 | { | 119 | { |
127 | TestVehicle.VehicleActor.ForgetKnownVehicleProperties(); | 120 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); |
128 | TestVehicle.VehicleActor.ComputeAngularVerticalAttraction(); | 121 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); |
129 | TestVehicle.VehicleActor.PushKnownChanged(); | 122 | vehicleActor.enableAngularVerticalAttraction = true; |
130 | 123 | ||
131 | PhysicsScene.Simulate(simulationTimeStep); | 124 | TestVehicle.IsPhysical = true; |
125 | PhysicsScene.ProcessTaints(); | ||
126 | |||
127 | // Step the simulator a bunch of times and vertical attraction should orient the vehicle up | ||
128 | for (int ii = 0; ii < simSteps; ii++) | ||
129 | { | ||
130 | vehicleActor.ForgetKnownVehicleProperties(); | ||
131 | vehicleActor.ComputeAngularVerticalAttraction(); | ||
132 | vehicleActor.PushKnownChanged(); | ||
133 | |||
134 | PhysicsScene.Simulate(simulationTimeStep); | ||
135 | } | ||
132 | } | 136 | } |
133 | 137 | ||
134 | TestVehicle.IsPhysical = false; | 138 | TestVehicle.IsPhysical = false; |