let SOG know about vehicles. Still needs serialization and applyphyscis on deserialize, etc
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Framework.Scenes
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{
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public class SOGVehicle
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{
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public Vehicle Type
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{
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get { return m_type; }
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}
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private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
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private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
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private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
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private VehicleFlag m_flags = (VehicleFlag)0;
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private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
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// Linear properties
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private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
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private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
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private float m_linearMotorDecayTimescale = 120;
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private float m_linearMotorTimescale = 1000;
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private Vector3 m_linearMotorOffset = Vector3.Zero;
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//Angular properties
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private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
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private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
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private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
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private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
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//Deflection properties
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private float m_angularDeflectionEfficiency = 0;
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private float m_angularDeflectionTimescale = 1000;
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private float m_linearDeflectionEfficiency = 0;
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private float m_linearDeflectionTimescale = 1000;
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//Banking properties
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private float m_bankingEfficiency = 0;
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private float m_bankingMix = 0;
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private float m_bankingTimescale = 0;
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//Hover and Buoyancy properties
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private float m_VhoverHeight = 0f;
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private float m_VhoverEfficiency = 0f;
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private float m_VhoverTimescale = 1000f;
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private float m_VehicleBuoyancy = 0f;
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//Attractor properties
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private float m_verticalAttractionEfficiency = 1.0f; // damped
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private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
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public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
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{
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float len;
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float timestep = 0.01f;
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switch (pParam)
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{
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case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
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if (pValue < 0f) pValue = 0f;
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if (pValue > 1f) pValue = 1f;
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m_angularDeflectionEfficiency = pValue;
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break;
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case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
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if (pValue < timestep) pValue = timestep;
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m_angularDeflectionTimescale = pValue;
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break;
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case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
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if (pValue < timestep) pValue = timestep;
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else if (pValue > 120) pValue = 120;
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m_angularMotorDecayTimescale = pValue;
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break;
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case Vehicle.ANGULAR_MOTOR_TIMESCALE:
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if (pValue < timestep) pValue = timestep;
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m_angularMotorTimescale = pValue;
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break;
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case Vehicle.BANKING_EFFICIENCY:
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if (pValue < -1f) pValue = -1f;
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if (pValue > 1f) pValue = 1f;
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m_bankingEfficiency = pValue;
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break;
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case Vehicle.BANKING_MIX:
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if (pValue < 0f) pValue = 0f;
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if (pValue > 1f) pValue = 1f;
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m_bankingMix = pValue;
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break;
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case Vehicle.BANKING_TIMESCALE:
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if (pValue < timestep) pValue = timestep;
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m_bankingTimescale = pValue;
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break;
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case Vehicle.BUOYANCY:
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if (pValue < -1f) pValue = -1f;
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if (pValue > 1f) pValue = 1f;
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m_VehicleBuoyancy = pValue;
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break;
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case Vehicle.HOVER_EFFICIENCY:
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if (pValue < 0f) pValue = 0f;
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if (pValue > 1f) pValue = 1f;
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m_VhoverEfficiency = pValue;
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break;
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case Vehicle.HOVER_HEIGHT:
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m_VhoverHeight = pValue;
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break;
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case Vehicle.HOVER_TIMESCALE:
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if (pValue < timestep) pValue = timestep;
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m_VhoverTimescale = pValue;
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break;
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case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
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if (pValue < 0f) pValue = 0f;
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if (pValue > 1f) pValue = 1f;
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m_linearDeflectionEfficiency = pValue;
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break;
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case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
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if (pValue < timestep) pValue = timestep;
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m_linearDeflectionTimescale = pValue;
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break;
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case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
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// if (pValue < timestep) pValue = timestep;
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// try to make impulses to work a bit better
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if (pValue < timestep) pValue = timestep;
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else if (pValue > 120) pValue = 120;
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m_linearMotorDecayTimescale = pValue;
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break;
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case Vehicle.LINEAR_MOTOR_TIMESCALE:
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if (pValue < timestep) pValue = timestep;
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m_linearMotorTimescale = pValue;
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break;
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case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
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if (pValue < 0f) pValue = 0f;
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if (pValue > 1f) pValue = 1f;
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m_verticalAttractionEfficiency = pValue;
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break;
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case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
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if (pValue < timestep) pValue = timestep;
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m_verticalAttractionTimescale = pValue;
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break;
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// These are vector properties but the engine lets you use a single float value to
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// set all of the components to the same value
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case Vehicle.ANGULAR_FRICTION_TIMESCALE:
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if (pValue < timestep) pValue = timestep;
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m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
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break;
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case Vehicle.ANGULAR_MOTOR_DIRECTION:
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m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
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len = m_angularMotorDirection.Length();
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if (len > 12.566f)
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m_angularMotorDirection *= (12.566f / len);
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break;
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case Vehicle.LINEAR_FRICTION_TIMESCALE:
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if (pValue < timestep) pValue = timestep;
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m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
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break;
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case Vehicle.LINEAR_MOTOR_DIRECTION:
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m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
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len = m_linearMotorDirection.Length();
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if (len > 30.0f)
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m_linearMotorDirection *= (30.0f / len);
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break;
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case Vehicle.LINEAR_MOTOR_OFFSET:
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m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
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len = m_linearMotorOffset.Length();
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if (len > 100.0f)
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m_linearMotorOffset *= (100.0f / len);
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break;
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}
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}//end ProcessFloatVehicleParam
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public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
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{
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float len;
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float timestep = 0.01f;
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switch (pParam)
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{
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case Vehicle.ANGULAR_FRICTION_TIMESCALE:
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if (pValue.X < timestep) pValue.X = timestep;
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if (pValue.Y < timestep) pValue.Y = timestep;
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if (pValue.Z < timestep) pValue.Z = timestep;
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m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
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break;
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case Vehicle.ANGULAR_MOTOR_DIRECTION:
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m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
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// Limit requested angular speed to 2 rps= 4 pi rads/sec
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len = m_angularMotorDirection.Length();
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if (len > 12.566f)
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m_angularMotorDirection *= (12.566f / len);
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break;
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case Vehicle.LINEAR_FRICTION_TIMESCALE:
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if (pValue.X < timestep) pValue.X = timestep;
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if (pValue.Y < timestep) pValue.Y = timestep;
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if (pValue.Z < timestep) pValue.Z = timestep;
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m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
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break;
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case Vehicle.LINEAR_MOTOR_DIRECTION:
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m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
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len = m_linearMotorDirection.Length();
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if (len > 30.0f)
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m_linearMotorDirection *= (30.0f / len);
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break;
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case Vehicle.LINEAR_MOTOR_OFFSET:
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m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
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len = m_linearMotorOffset.Length();
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if (len > 100.0f)
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m_linearMotorOffset *= (100.0f / len);
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break;
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case Vehicle.BLOCK_EXIT:
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m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
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break;
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}
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}//end ProcessVectorVehicleParam
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public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
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{
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switch (pParam)
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{
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case Vehicle.REFERENCE_FRAME:
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m_referenceFrame = Quaternion.Inverse(pValue);
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break;
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case Vehicle.ROLL_FRAME:
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m_RollreferenceFrame = pValue;
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break;
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}
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}//end ProcessRotationVehicleParam
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public void ProcessVehicleFlags(int pParam, bool remove)
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{
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if (remove)
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{
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m_flags &= ~((VehicleFlag)pParam);
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}
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else
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{
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m_flags |= (VehicleFlag)pParam;
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}
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}//end ProcessVehicleFlags
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public void ProcessTypeChange(Vehicle pType)
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{
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m_linearMotorDirection = Vector3.Zero;
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m_angularMotorDirection = Vector3.Zero;
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m_BlockingEndPoint = Vector3.Zero;
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m_RollreferenceFrame = Quaternion.Identity;
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m_linearMotorOffset = Vector3.Zero;
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m_referenceFrame = Quaternion.Identity;
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// Set Defaults For Type
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m_type = pType;
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switch (pType)
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{
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case Vehicle.TYPE_NONE: // none sense this will never exist
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m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
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m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
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m_linearMotorTimescale = 1000;
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m_linearMotorDecayTimescale = 120;
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m_angularMotorTimescale = 1000;
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m_angularMotorDecayTimescale = 1000;
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m_VhoverHeight = 0;
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m_VhoverTimescale = 1000;
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m_VehicleBuoyancy = 0;
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m_flags = (VehicleFlag)0;
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break;
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case Vehicle.TYPE_SLED:
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m_linearFrictionTimescale = new Vector3(30, 1, 1000);
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m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
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m_linearMotorTimescale = 1000;
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m_linearMotorDecayTimescale = 120;
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m_angularMotorTimescale = 1000;
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m_angularMotorDecayTimescale = 120;
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m_VhoverHeight = 0;
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m_VhoverEfficiency = 1;
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m_VhoverTimescale = 10;
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m_VehicleBuoyancy = 0;
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m_linearDeflectionEfficiency = 1;
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m_linearDeflectionTimescale = 1;
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m_angularDeflectionEfficiency = 0;
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m_angularDeflectionTimescale = 1000;
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m_bankingEfficiency = 0;
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m_bankingMix = 1;
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m_bankingTimescale = 10;
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m_flags &=
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~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
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VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
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m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
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break;
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case Vehicle.TYPE_CAR:
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m_linearFrictionTimescale = new Vector3(100, 2, 1000);
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m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
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m_linearMotorTimescale = 1;
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m_linearMotorDecayTimescale = 60;
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m_angularMotorTimescale = 1;
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m_angularMotorDecayTimescale = 0.8f;
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m_VhoverHeight = 0;
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m_VhoverEfficiency = 0;
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m_VhoverTimescale = 1000;
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m_VehicleBuoyancy = 0;
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m_linearDeflectionEfficiency = 1;
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m_linearDeflectionTimescale = 2;
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m_angularDeflectionEfficiency = 0;
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m_angularDeflectionTimescale = 10;
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m_verticalAttractionEfficiency = 1f;
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m_verticalAttractionTimescale = 10f;
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m_bankingEfficiency = -0.2f;
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m_bankingMix = 1;
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m_bankingTimescale = 1;
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m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
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m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
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VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
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break;
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case Vehicle.TYPE_BOAT:
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m_linearFrictionTimescale = new Vector3(10, 3, 2);
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m_angularFrictionTimescale = new Vector3(10, 10, 10);
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m_linearMotorTimescale = 5;
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m_linearMotorDecayTimescale = 60;
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m_angularMotorTimescale = 4;
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m_angularMotorDecayTimescale = 4;
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m_VhoverHeight = 0;
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m_VhoverEfficiency = 0.5f;
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m_VhoverTimescale = 2;
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m_VehicleBuoyancy = 1;
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m_linearDeflectionEfficiency = 0.5f;
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m_linearDeflectionTimescale = 3;
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m_angularDeflectionEfficiency = 0.5f;
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m_angularDeflectionTimescale = 5;
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m_verticalAttractionEfficiency = 0.5f;
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m_verticalAttractionTimescale = 5f;
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m_bankingEfficiency = -0.3f;
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m_bankingMix = 0.8f;
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m_bankingTimescale = 1;
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m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
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VehicleFlag.HOVER_GLOBAL_HEIGHT |
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VehicleFlag.HOVER_UP_ONLY |
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VehicleFlag.LIMIT_ROLL_ONLY);
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m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
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VehicleFlag.LIMIT_MOTOR_UP |
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VehicleFlag.HOVER_WATER_ONLY);
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break;
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case Vehicle.TYPE_AIRPLANE:
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m_linearFrictionTimescale = new Vector3(200, 10, 5);
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m_angularFrictionTimescale = new Vector3(20, 20, 20);
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m_linearMotorTimescale = 2;
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m_linearMotorDecayTimescale = 60;
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m_angularMotorTimescale = 4;
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m_angularMotorDecayTimescale = 8;
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m_VhoverHeight = 0;
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m_VhoverEfficiency = 0.5f;
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m_VhoverTimescale = 1000;
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m_VehicleBuoyancy = 0;
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m_linearDeflectionEfficiency = 0.5f;
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m_linearDeflectionTimescale = 0.5f;
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m_angularDeflectionEfficiency = 1;
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m_angularDeflectionTimescale = 2;
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m_verticalAttractionEfficiency = 0.9f;
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m_verticalAttractionTimescale = 2f;
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m_bankingEfficiency = 1;
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m_bankingMix = 0.7f;
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m_bankingTimescale = 2;
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m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
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VehicleFlag.HOVER_TERRAIN_ONLY |
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VehicleFlag.HOVER_GLOBAL_HEIGHT |
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VehicleFlag.HOVER_UP_ONLY |
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VehicleFlag.NO_DEFLECTION_UP |
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VehicleFlag.LIMIT_MOTOR_UP);
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m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
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break;
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case Vehicle.TYPE_BALLOON:
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m_linearFrictionTimescale = new Vector3(5, 5, 5);
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m_angularFrictionTimescale = new Vector3(10, 10, 10);
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m_linearMotorTimescale = 5;
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m_linearMotorDecayTimescale = 60;
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m_angularMotorTimescale = 6;
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m_angularMotorDecayTimescale = 10;
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m_VhoverHeight = 5;
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m_VhoverEfficiency = 0.8f;
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m_VhoverTimescale = 10;
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m_VehicleBuoyancy = 1;
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m_linearDeflectionEfficiency = 0;
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m_linearDeflectionTimescale = 5;
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m_angularDeflectionEfficiency = 0;
|
||||
m_angularDeflectionTimescale = 5;
|
||||
m_verticalAttractionEfficiency = 0f;
|
||||
m_verticalAttractionTimescale = 1000f;
|
||||
m_bankingEfficiency = 0;
|
||||
m_bankingMix = 0.7f;
|
||||
m_bankingTimescale = 5;
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
|
||||
VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_UP_ONLY |
|
||||
VehicleFlag.NO_DEFLECTION_UP |
|
||||
VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -43,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
|
|||
|
||||
namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
|
||||
[Flags]
|
||||
public enum scriptEvents
|
||||
{
|
||||
|
@ -114,6 +115,90 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
private bool m_suspendUpdates;
|
||||
private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
|
||||
|
||||
private SOGVehicle m_vehicle = null;
|
||||
|
||||
public int VehicleType
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_vehicle == null)
|
||||
return (int)Vehicle.TYPE_NONE;
|
||||
else
|
||||
return (int)m_vehicle.Type;
|
||||
}
|
||||
set
|
||||
{
|
||||
m_vehicle = null;
|
||||
if (value == (int)Vehicle.TYPE_NONE)
|
||||
{
|
||||
if (RootPart.PhysActor != null)
|
||||
RootPart.PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
|
||||
return;
|
||||
}
|
||||
m_vehicle = new SOGVehicle();
|
||||
m_vehicle.ProcessTypeChange((Vehicle)value);
|
||||
{
|
||||
if (RootPart.PhysActor != null)
|
||||
RootPart.PhysActor.VehicleType = value;
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void SetVehicleFlags(int param, bool remove)
|
||||
{
|
||||
if (m_vehicle == null)
|
||||
return;
|
||||
|
||||
m_vehicle.ProcessVehicleFlags(param, remove);
|
||||
|
||||
if (RootPart.PhysActor != null)
|
||||
{
|
||||
RootPart.PhysActor.VehicleFlags(param, remove);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetVehicleFloatParam(int param, float value)
|
||||
{
|
||||
if (m_vehicle == null)
|
||||
return;
|
||||
|
||||
m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
|
||||
|
||||
if (RootPart.PhysActor != null)
|
||||
{
|
||||
RootPart.PhysActor.VehicleFloatParam(param, value);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetVehicleVectorParam(int param, Vector3 value)
|
||||
{
|
||||
if (m_vehicle == null)
|
||||
return;
|
||||
|
||||
m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
|
||||
|
||||
if (RootPart.PhysActor != null)
|
||||
{
|
||||
RootPart.PhysActor.VehicleVectorParam(param, value);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetVehicleRotationParam(int param, Quaternion rotation)
|
||||
{
|
||||
if (m_vehicle == null)
|
||||
return;
|
||||
|
||||
m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
|
||||
|
||||
if (RootPart.PhysActor != null)
|
||||
{
|
||||
RootPart.PhysActor.VehicleRotationParam(param, rotation);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public bool areUpdatesSuspended
|
||||
{
|
||||
get
|
||||
|
@ -1678,10 +1763,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public void ApplyPhysics()
|
||||
{
|
||||
// Apply physics to the root prim
|
||||
// m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
|
||||
|
||||
// Apply physics to child prims
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
if (parts.Length > 1)
|
||||
{
|
||||
|
@ -1689,18 +1770,21 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
// Apply physics to the root prim
|
||||
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
|
||||
|
||||
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
if (part.LocalId != m_rootPart.LocalId)
|
||||
// part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive);
|
||||
part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
|
||||
|
||||
}
|
||||
// Hack to get the physics scene geometries in the right spot
|
||||
// ResetChildPrimPhysicsPositions();
|
||||
if (m_rootPart.PhysActor != null)
|
||||
{
|
||||
m_rootPart.PhysActor.Building = false;
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -3170,34 +3170,37 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void SetVehicleType(int type)
|
||||
{
|
||||
if (PhysActor != null)
|
||||
{
|
||||
PhysActor.VehicleType = type;
|
||||
if (ParentGroup.IsDeleted)
|
||||
return;
|
||||
ParentGroup.VehicleType = type;
|
||||
}
|
||||
|
||||
public void SetVehicleFlags(int param, bool remove)
|
||||
{
|
||||
if (ParentGroup.IsDeleted)
|
||||
return;
|
||||
ParentGroup.SetVehicleFlags(param, remove);
|
||||
}
|
||||
|
||||
public void SetVehicleFloatParam(int param, float value)
|
||||
{
|
||||
if (PhysActor != null)
|
||||
{
|
||||
PhysActor.VehicleFloatParam(param, value);
|
||||
}
|
||||
if (ParentGroup.IsDeleted)
|
||||
return;
|
||||
ParentGroup.SetVehicleFloatParam(param, value);
|
||||
}
|
||||
|
||||
public void SetVehicleVectorParam(int param, Vector3 value)
|
||||
{
|
||||
if (PhysActor != null)
|
||||
{
|
||||
PhysActor.VehicleVectorParam(param, value);
|
||||
}
|
||||
if (ParentGroup.IsDeleted)
|
||||
return;
|
||||
ParentGroup.SetVehicleVectorParam(param, value);
|
||||
}
|
||||
|
||||
public void SetVehicleRotationParam(int param, Quaternion rotation)
|
||||
{
|
||||
if (PhysActor != null)
|
||||
{
|
||||
PhysActor.VehicleRotationParam(param, rotation);
|
||||
}
|
||||
if (ParentGroup.IsDeleted)
|
||||
return;
|
||||
ParentGroup.SetVehicleRotationParam(param, rotation);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -3381,13 +3384,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
hasProfileCut = hasDimple; // is it the same thing?
|
||||
}
|
||||
|
||||
public void SetVehicleFlags(int param, bool remove)
|
||||
{
|
||||
if (PhysActor != null)
|
||||
{
|
||||
PhysActor.VehicleFlags(param, remove);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetGroup(UUID groupID, IClientAPI client)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue