missing paramenters init plus some cleaning

avinationmerge
UbitUmarov 2012-02-18 19:31:36 +00:00
parent a62baf8ea4
commit 7a1ab03b75
1 changed files with 16 additions and 91 deletions

View File

@ -38,53 +38,13 @@ namespace OpenSim.Region.Framework.Scenes
{
public class SOGVehicle
{
public VehicleData vd;
public Vehicle Type
{
get { return vd.m_type; }
}
public VehicleData vd;
/*
private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
private VehicleFlag m_flags = (VehicleFlag)0;
// Linear properties
private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
private float m_linearMotorDecayTimescale = 120;
private float m_linearMotorTimescale = 1000;
private Vector3 m_linearMotorOffset = Vector3.Zero;
//Angular properties
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
//Deflection properties
private float m_angularDeflectionEfficiency = 0;
private float m_angularDeflectionTimescale = 1000;
private float m_linearDeflectionEfficiency = 0;
private float m_linearDeflectionTimescale = 1000;
//Banking properties
private float m_bankingEfficiency = 0;
private float m_bankingMix = 0;
private float m_bankingTimescale = 0;
//Hover and Buoyancy properties
private float m_VhoverHeight = 0f;
private float m_VhoverEfficiency = 0f;
private float m_VhoverTimescale = 1000f;
private float m_VehicleBuoyancy = 0f;
//Attractor properties
private float m_verticalAttractionEfficiency = 1.0f; // damped
private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
// Axis
public Quaternion m_referenceFrame = Quaternion.Identity;
*/
public SOGVehicle()
{
vd = new VehicleData();
@ -274,16 +234,14 @@ namespace OpenSim.Region.Framework.Scenes
{
vd.m_linearMotorDirection = Vector3.Zero;
vd.m_angularMotorDirection = Vector3.Zero;
vd.m_linearMotorOffset = Vector3.Zero;
vd.m_referenceFrame = Quaternion.Identity;
// Set Defaults For Type
vd.m_type = pType;
switch (pType)
{
case Vehicle.TYPE_NONE: // none sense this will never exist
case Vehicle.TYPE_NONE:
vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
vd.m_linearMotorTimescale = 1000;
@ -291,8 +249,19 @@ namespace OpenSim.Region.Framework.Scenes
vd.m_angularMotorTimescale = 1000;
vd.m_angularMotorDecayTimescale = 1000;
vd.m_VhoverHeight = 0;
vd.m_VhoverEfficiency = 1;
vd.m_VhoverTimescale = 1000;
vd.m_VehicleBuoyancy = 0;
vd.m_linearDeflectionEfficiency = 0;
vd.m_linearDeflectionTimescale = 1000;
vd.m_angularDeflectionEfficiency = 0;
vd.m_angularDeflectionTimescale = 1000;
vd.m_bankingEfficiency = 0;
vd.m_bankingMix = 1;
vd.m_bankingTimescale = 1000;
vd.m_verticalAttractionEfficiency = 0;
vd.m_verticalAttractionTimescale = 1000;
vd.m_flags = (VehicleFlag)0;
break;
@ -431,53 +400,9 @@ namespace OpenSim.Region.Framework.Scenes
}
public void SetVehicle(PhysicsActor ph)
{
// crap crap crap
if (ph == null) // what ??
if (ph == null)
return;
ph.SetVehicle(vd);
/*
ph.VehicleType = (int)m_type;
// Linear properties
ph.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_DIRECTION, m_linearMotorDirection);
ph.VehicleVectorParam((int)Vehicle.LINEAR_FRICTION_TIMESCALE, m_linearFrictionTimescale);
ph.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE, m_linearMotorDecayTimescale);
ph.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_TIMESCALE, m_linearMotorTimescale);
ph.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_OFFSET, m_linearMotorOffset);
//Angular properties
ph.VehicleVectorParam((int)Vehicle.ANGULAR_MOTOR_DIRECTION, m_angularMotorDirection);
ph.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_TIMESCALE, m_angularMotorTimescale);
ph.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE, m_angularMotorDecayTimescale);
ph.VehicleVectorParam((int)Vehicle.ANGULAR_FRICTION_TIMESCALE, m_angularFrictionTimescale);
//Deflection properties
ph.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_EFFICIENCY, m_angularDeflectionEfficiency);
ph.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_TIMESCALE, m_angularDeflectionTimescale);
ph.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_EFFICIENCY, m_linearDeflectionEfficiency);
ph.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_TIMESCALE, m_linearDeflectionTimescale);
//Banking properties
ph.VehicleFloatParam((int)Vehicle.BANKING_EFFICIENCY, m_bankingEfficiency);
ph.VehicleFloatParam((int)Vehicle.BANKING_MIX, m_bankingMix);
ph.VehicleFloatParam((int)Vehicle.BANKING_TIMESCALE, m_bankingTimescale);
//Hover and Buoyancy properties
ph.VehicleFloatParam((int)Vehicle.HOVER_HEIGHT, m_VhoverHeight);
ph.VehicleFloatParam((int)Vehicle.HOVER_EFFICIENCY, m_VhoverEfficiency);
ph.VehicleFloatParam((int)Vehicle.HOVER_TIMESCALE, m_VhoverTimescale);
ph.VehicleFloatParam((int)Vehicle.BUOYANCY, m_VehicleBuoyancy);
//Attractor properties
ph.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, m_verticalAttractionEfficiency);
ph.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_TIMESCALE, m_verticalAttractionTimescale);
ph.VehicleRotationParam((int)Vehicle.REFERENCE_FRAME, m_referenceFrame);
ph.VehicleFlags(~(int)m_flags, true);
ph.VehicleFlags((int)m_flags, false);
*/
}
private XmlTextWriter writer;