Revert "BulletSim: only create vehicle prim actor when vehicles are enabled."
The changes don't seem to be ready for prime time.
This reverts commit acb7b4a09a
.
TeleportWork
parent
7b187deb19
commit
5f7b2ea81b
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@ -96,7 +96,7 @@ public class BSPrim : BSPhysObject
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_isVolumeDetect = false;
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// Add a dynamic vehicle to our set of actors that can move this prim.
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// PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName));
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PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName));
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_mass = CalculateMass();
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@ -497,7 +497,7 @@ public class BSPrim : BSPhysObject
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// Find and return a handle to the current vehicle actor.
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// Return 'null' if there is no vehicle actor.
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public BSDynamics GetVehicleActor(bool createIfNone)
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public BSDynamics GetVehicleActor()
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{
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BSDynamics ret = null;
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BSActor actor;
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@ -505,21 +505,13 @@ public class BSPrim : BSPhysObject
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{
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ret = actor as BSDynamics;
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}
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else
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{
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if (createIfNone)
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{
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ret = new BSDynamics(PhysScene, this, VehicleActorName);
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PhysicalActors.Add(ret.ActorName, ret);
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}
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}
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return ret;
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}
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public override int VehicleType {
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get {
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int ret = (int)Vehicle.TYPE_NONE;
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BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */);
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BSDynamics vehicleActor = GetVehicleActor();
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if (vehicleActor != null)
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ret = (int)vehicleActor.Type;
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return ret;
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@ -533,24 +525,11 @@ public class BSPrim : BSPhysObject
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// change all the parameters. Like a plane changing to CAR when on the
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// ground. In this case, don't want to zero motion.
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// ZeroMotion(true /* inTaintTime */);
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if (type == Vehicle.TYPE_NONE)
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BSDynamics vehicleActor = GetVehicleActor();
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if (vehicleActor != null)
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{
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// Vehicle type is 'none' so get rid of any actor that may have been allocated.
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BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */);
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if (vehicleActor != null)
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{
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PhysicalActors.RemoveAndRelease(vehicleActor.ActorName);
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}
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}
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else
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{
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// Vehicle type is not 'none' so create an actor and set it running.
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BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
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if (vehicleActor != null)
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{
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vehicleActor.ProcessTypeChange(type);
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ActivateIfPhysical(false);
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}
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vehicleActor.ProcessTypeChange(type);
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ActivateIfPhysical(false);
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}
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});
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}
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@ -559,7 +538,7 @@ public class BSPrim : BSPhysObject
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{
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PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
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{
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BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
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BSDynamics vehicleActor = GetVehicleActor();
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if (vehicleActor != null)
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{
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vehicleActor.ProcessFloatVehicleParam((Vehicle)param, value);
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@ -571,7 +550,7 @@ public class BSPrim : BSPhysObject
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{
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PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
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{
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BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
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BSDynamics vehicleActor = GetVehicleActor();
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if (vehicleActor != null)
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{
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vehicleActor.ProcessVectorVehicleParam((Vehicle)param, value);
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@ -583,7 +562,7 @@ public class BSPrim : BSPhysObject
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{
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PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
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{
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BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
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BSDynamics vehicleActor = GetVehicleActor();
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if (vehicleActor != null)
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{
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vehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation);
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@ -595,7 +574,7 @@ public class BSPrim : BSPhysObject
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{
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PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate()
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{
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BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
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BSDynamics vehicleActor = GetVehicleActor();
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if (vehicleActor != null)
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{
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vehicleActor.ProcessVehicleFlags(param, remove);
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@ -116,7 +116,7 @@ public class BasicVehicles : OpenSimTestCase
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// Instead the appropriate values are set and calls are made just the parts of the
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// controller we want to exercise. Stepping the physics engine then applies
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// the actions of that one feature.
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BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */);
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BSDynamics vehicleActor = TestVehicle.GetVehicleActor();
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if (vehicleActor != null)
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{
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vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);
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