missing paramenters init plus some cleaning
parent
a62baf8ea4
commit
7a1ab03b75
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@ -38,53 +38,13 @@ 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 VehicleData vd;
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public Vehicle Type
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{
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get { return vd.m_type; }
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}
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public VehicleData vd;
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/*
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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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// 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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// Axis
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public Quaternion m_referenceFrame = Quaternion.Identity;
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*/
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public SOGVehicle()
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{
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vd = new VehicleData();
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@ -274,16 +234,14 @@ namespace OpenSim.Region.Framework.Scenes
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{
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vd.m_linearMotorDirection = Vector3.Zero;
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vd.m_angularMotorDirection = Vector3.Zero;
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vd.m_linearMotorOffset = Vector3.Zero;
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vd.m_referenceFrame = Quaternion.Identity;
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// Set Defaults For Type
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vd.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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case Vehicle.TYPE_NONE:
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vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
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vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
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vd.m_linearMotorTimescale = 1000;
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@ -291,8 +249,19 @@ namespace OpenSim.Region.Framework.Scenes
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vd.m_angularMotorTimescale = 1000;
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vd.m_angularMotorDecayTimescale = 1000;
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vd.m_VhoverHeight = 0;
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vd.m_VhoverEfficiency = 1;
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vd.m_VhoverTimescale = 1000;
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vd.m_VehicleBuoyancy = 0;
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vd.m_linearDeflectionEfficiency = 0;
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vd.m_linearDeflectionTimescale = 1000;
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vd.m_angularDeflectionEfficiency = 0;
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vd.m_angularDeflectionTimescale = 1000;
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vd.m_bankingEfficiency = 0;
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vd.m_bankingMix = 1;
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vd.m_bankingTimescale = 1000;
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vd.m_verticalAttractionEfficiency = 0;
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vd.m_verticalAttractionTimescale = 1000;
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vd.m_flags = (VehicleFlag)0;
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break;
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@ -431,53 +400,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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public void SetVehicle(PhysicsActor ph)
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{
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// crap crap crap
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if (ph == null) // what ??
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if (ph == null)
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return;
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ph.SetVehicle(vd);
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/*
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ph.VehicleType = (int)m_type;
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// Linear properties
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ph.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_DIRECTION, m_linearMotorDirection);
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ph.VehicleVectorParam((int)Vehicle.LINEAR_FRICTION_TIMESCALE, m_linearFrictionTimescale);
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ph.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE, m_linearMotorDecayTimescale);
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ph.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_TIMESCALE, m_linearMotorTimescale);
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ph.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_OFFSET, m_linearMotorOffset);
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//Angular properties
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ph.VehicleVectorParam((int)Vehicle.ANGULAR_MOTOR_DIRECTION, m_angularMotorDirection);
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ph.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_TIMESCALE, m_angularMotorTimescale);
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ph.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE, m_angularMotorDecayTimescale);
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ph.VehicleVectorParam((int)Vehicle.ANGULAR_FRICTION_TIMESCALE, m_angularFrictionTimescale);
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//Deflection properties
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ph.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_EFFICIENCY, m_angularDeflectionEfficiency);
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ph.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_TIMESCALE, m_angularDeflectionTimescale);
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ph.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_EFFICIENCY, m_linearDeflectionEfficiency);
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ph.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_TIMESCALE, m_linearDeflectionTimescale);
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//Banking properties
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ph.VehicleFloatParam((int)Vehicle.BANKING_EFFICIENCY, m_bankingEfficiency);
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ph.VehicleFloatParam((int)Vehicle.BANKING_MIX, m_bankingMix);
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ph.VehicleFloatParam((int)Vehicle.BANKING_TIMESCALE, m_bankingTimescale);
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//Hover and Buoyancy properties
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ph.VehicleFloatParam((int)Vehicle.HOVER_HEIGHT, m_VhoverHeight);
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ph.VehicleFloatParam((int)Vehicle.HOVER_EFFICIENCY, m_VhoverEfficiency);
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ph.VehicleFloatParam((int)Vehicle.HOVER_TIMESCALE, m_VhoverTimescale);
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ph.VehicleFloatParam((int)Vehicle.BUOYANCY, m_VehicleBuoyancy);
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//Attractor properties
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ph.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, m_verticalAttractionEfficiency);
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ph.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_TIMESCALE, m_verticalAttractionTimescale);
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ph.VehicleRotationParam((int)Vehicle.REFERENCE_FRAME, m_referenceFrame);
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ph.VehicleFlags(~(int)m_flags, true);
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ph.VehicleFlags((int)m_flags, false);
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*/
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}
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private XmlTextWriter writer;
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