diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 998836c..2b0a539 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -73,7 +73,7 @@ public sealed class BSPrim : BSPhysObject | |||
73 | private bool _kinematic; | 73 | private bool _kinematic; |
74 | private float _buoyancy; | 74 | private float _buoyancy; |
75 | 75 | ||
76 | private BSDynamics _vehicle; | 76 | public BSDynamics VehicleController { get; private set; } |
77 | 77 | ||
78 | private BSVMotor _targetMotor; | 78 | private BSVMotor _targetMotor; |
79 | private OMV.Vector3 _PIDTarget; | 79 | private OMV.Vector3 _PIDTarget; |
@@ -107,7 +107,7 @@ public sealed class BSPrim : BSPhysObject | |||
107 | _friction = PhysicsScene.Params.defaultFriction; | 107 | _friction = PhysicsScene.Params.defaultFriction; |
108 | _restitution = PhysicsScene.Params.defaultRestitution; | 108 | _restitution = PhysicsScene.Params.defaultRestitution; |
109 | 109 | ||
110 | _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness | 110 | VehicleController = new BSDynamics(PhysicsScene, this); // add vehicleness |
111 | 111 | ||
112 | _mass = CalculateMass(); | 112 | _mass = CalculateMass(); |
113 | 113 | ||
@@ -512,7 +512,7 @@ public sealed class BSPrim : BSPhysObject | |||
512 | 512 | ||
513 | public override int VehicleType { | 513 | public override int VehicleType { |
514 | get { | 514 | get { |
515 | return (int)_vehicle.Type; // if we are a vehicle, return that type | 515 | return (int)VehicleController.Type; // if we are a vehicle, return that type |
516 | } | 516 | } |
517 | set { | 517 | set { |
518 | Vehicle type = (Vehicle)value; | 518 | Vehicle type = (Vehicle)value; |
@@ -521,19 +521,19 @@ public sealed class BSPrim : BSPhysObject | |||
521 | { | 521 | { |
522 | // Done at taint time so we're sure the physics engine is not using the variables | 522 | // Done at taint time so we're sure the physics engine is not using the variables |
523 | // Vehicle code changes the parameters for this vehicle type. | 523 | // Vehicle code changes the parameters for this vehicle type. |
524 | _vehicle.ProcessTypeChange(type); | 524 | VehicleController.ProcessTypeChange(type); |
525 | ActivateIfPhysical(false); | 525 | ActivateIfPhysical(false); |
526 | 526 | ||
527 | // If an active vehicle, register the vehicle code to be called before each step | 527 | // If an active vehicle, register the vehicle code to be called before each step |
528 | if (_vehicle.Type == Vehicle.TYPE_NONE) | 528 | if (VehicleController.Type == Vehicle.TYPE_NONE) |
529 | { | 529 | { |
530 | UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); | 530 | UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); |
531 | PhysicsScene.AfterStep -= _vehicle.PostStep; | 531 | PhysicsScene.AfterStep -= VehicleController.PostStep; |
532 | } | 532 | } |
533 | else | 533 | else |
534 | { | 534 | { |
535 | RegisterPreStepAction("BSPrim.Vehicle", LocalID, _vehicle.Step); | 535 | RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step); |
536 | PhysicsScene.AfterStep += _vehicle.PostStep; | 536 | PhysicsScene.AfterStep += VehicleController.PostStep; |
537 | } | 537 | } |
538 | }); | 538 | }); |
539 | } | 539 | } |
@@ -542,7 +542,7 @@ public sealed class BSPrim : BSPhysObject | |||
542 | { | 542 | { |
543 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 543 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
544 | { | 544 | { |
545 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | 545 | VehicleController.ProcessFloatVehicleParam((Vehicle)param, value); |
546 | ActivateIfPhysical(false); | 546 | ActivateIfPhysical(false); |
547 | }); | 547 | }); |
548 | } | 548 | } |
@@ -550,7 +550,7 @@ public sealed class BSPrim : BSPhysObject | |||
550 | { | 550 | { |
551 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 551 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
552 | { | 552 | { |
553 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | 553 | VehicleController.ProcessVectorVehicleParam((Vehicle)param, value); |
554 | ActivateIfPhysical(false); | 554 | ActivateIfPhysical(false); |
555 | }); | 555 | }); |
556 | } | 556 | } |
@@ -558,7 +558,7 @@ public sealed class BSPrim : BSPhysObject | |||
558 | { | 558 | { |
559 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 559 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
560 | { | 560 | { |
561 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | 561 | VehicleController.ProcessRotationVehicleParam((Vehicle)param, rotation); |
562 | ActivateIfPhysical(false); | 562 | ActivateIfPhysical(false); |
563 | }); | 563 | }); |
564 | } | 564 | } |
@@ -566,7 +566,7 @@ public sealed class BSPrim : BSPhysObject | |||
566 | { | 566 | { |
567 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() | 567 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() |
568 | { | 568 | { |
569 | _vehicle.ProcessVehicleFlags(param, remove); | 569 | VehicleController.ProcessVehicleFlags(param, remove); |
570 | }); | 570 | }); |
571 | } | 571 | } |
572 | 572 | ||
@@ -747,7 +747,7 @@ public sealed class BSPrim : BSPhysObject | |||
747 | // isSolid: other objects bounce off of this object | 747 | // isSolid: other objects bounce off of this object |
748 | // isVolumeDetect: other objects pass through but can generate collisions | 748 | // isVolumeDetect: other objects pass through but can generate collisions |
749 | // collisionEvents: whether this object returns collision events | 749 | // collisionEvents: whether this object returns collision events |
750 | private void UpdatePhysicalParameters() | 750 | public void UpdatePhysicalParameters() |
751 | { | 751 | { |
752 | // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); | 752 | // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); |
753 | 753 | ||
@@ -759,7 +759,7 @@ public sealed class BSPrim : BSPhysObject | |||
759 | MakeDynamic(IsStatic); | 759 | MakeDynamic(IsStatic); |
760 | 760 | ||
761 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) | 761 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) |
762 | _vehicle.Refresh(); | 762 | VehicleController.Refresh(); |
763 | 763 | ||
764 | // Arrange for collision events if the simulator wants them | 764 | // Arrange for collision events if the simulator wants them |
765 | EnableCollisions(SubscribedEvents()); | 765 | EnableCollisions(SubscribedEvents()); |
@@ -1601,7 +1601,7 @@ public sealed class BSPrim : BSPhysObject | |||
1601 | // Remove all the physical dependencies on the old body. | 1601 | // Remove all the physical dependencies on the old body. |
1602 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) | 1602 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) |
1603 | Linkset.RemoveBodyDependencies(this); | 1603 | Linkset.RemoveBodyDependencies(this); |
1604 | _vehicle.RemoveBodyDependencies(this); | 1604 | VehicleController.RemoveBodyDependencies(this); |
1605 | }); | 1605 | }); |
1606 | 1606 | ||
1607 | // Make sure the properties are set on the new object | 1607 | // Make sure the properties are set on the new object |
@@ -1618,7 +1618,7 @@ public sealed class BSPrim : BSPhysObject | |||
1618 | { | 1618 | { |
1619 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet | 1619 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet |
1620 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | 1620 | // TODO: handle physics introduced by Bullet with computed vehicle physics. |
1621 | if (_vehicle.IsActive) | 1621 | if (VehicleController.IsActive) |
1622 | { | 1622 | { |
1623 | entprop.RotationalVelocity = OMV.Vector3.Zero; | 1623 | entprop.RotationalVelocity = OMV.Vector3.Zero; |
1624 | } | 1624 | } |