vehicle parameters do cross (i hope) on regions in same instance ( others need xml)

avinationmerge
UbitUmarov 2012-02-18 16:16:48 +00:00
parent 5351ff925c
commit 91a326331f
2 changed files with 57 additions and 13 deletions

View File

@ -39,13 +39,9 @@ namespace OpenSim.Region.Framework.Scenes
{ {
get { return m_type; } get { return m_type; }
} }
private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
private VehicleFlag m_flags = (VehicleFlag)0; private VehicleFlag m_flags = (VehicleFlag)0;
private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
// Linear properties // Linear properties
private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
@ -81,6 +77,9 @@ namespace OpenSim.Region.Framework.Scenes
private float m_verticalAttractionEfficiency = 1.0f; // damped private float m_verticalAttractionEfficiency = 1.0f; // damped
private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor. private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
// Axis
public Quaternion m_referenceFrame = Quaternion.Identity;
public void ProcessFloatVehicleParam(Vehicle pParam, float pValue) public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
{ {
float len; float len;
@ -235,9 +234,6 @@ namespace OpenSim.Region.Framework.Scenes
if (len > 100.0f) if (len > 100.0f)
m_linearMotorOffset *= (100.0f / len); m_linearMotorOffset *= (100.0f / len);
break; break;
case Vehicle.BLOCK_EXIT:
m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
break;
} }
}//end ProcessVectorVehicleParam }//end ProcessVectorVehicleParam
@ -248,9 +244,6 @@ namespace OpenSim.Region.Framework.Scenes
case Vehicle.REFERENCE_FRAME: case Vehicle.REFERENCE_FRAME:
m_referenceFrame = Quaternion.Inverse(pValue); m_referenceFrame = Quaternion.Inverse(pValue);
break; break;
case Vehicle.ROLL_FRAME:
m_RollreferenceFrame = pValue;
break;
} }
}//end ProcessRotationVehicleParam }//end ProcessRotationVehicleParam
@ -271,8 +264,6 @@ namespace OpenSim.Region.Framework.Scenes
m_linearMotorDirection = Vector3.Zero; m_linearMotorDirection = Vector3.Zero;
m_angularMotorDirection = Vector3.Zero; m_angularMotorDirection = Vector3.Zero;
m_BlockingEndPoint = Vector3.Zero;
m_RollreferenceFrame = Quaternion.Identity;
m_linearMotorOffset = Vector3.Zero; m_linearMotorOffset = Vector3.Zero;
m_referenceFrame = Quaternion.Identity; m_referenceFrame = Quaternion.Identity;
@ -427,5 +418,53 @@ namespace OpenSim.Region.Framework.Scenes
break; break;
} }
} }
public void SetVehicle(PhysicsActor ph)
{
// crap crap crap
if (ph == null) // what ??
return;
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);
}
} }
} }

View File

@ -1782,14 +1782,19 @@ namespace OpenSim.Region.Framework.Scenes
// ResetChildPrimPhysicsPositions(); // ResetChildPrimPhysicsPositions();
if (m_rootPart.PhysActor != null) if (m_rootPart.PhysActor != null)
{ {
if (m_vehicle != null)
m_vehicle.SetVehicle(m_rootPart.PhysActor);
m_rootPart.PhysActor.Building = false; m_rootPart.PhysActor.Building = false;
} }
} }
else else
{ {
// Apply physics to the root prim // Apply physics to the root prim
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
if (m_rootPart.PhysActor != null && m_vehicle != null)
{
m_vehicle.SetVehicle(m_rootPart.PhysActor);
}
} }
} }