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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs12
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 }