vehicle parameters do cross (i hope) on regions in same instance ( others need xml)
parent
5351ff925c
commit
91a326331f
|
@ -39,13 +39,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
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 VehicleFlag m_flags = (VehicleFlag)0;
|
||||
private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
|
||||
|
||||
// Linear properties
|
||||
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_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
|
||||
|
||||
// Axis
|
||||
public Quaternion m_referenceFrame = Quaternion.Identity;
|
||||
|
||||
public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
|
||||
{
|
||||
float len;
|
||||
|
@ -235,9 +234,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (len > 100.0f)
|
||||
m_linearMotorOffset *= (100.0f / len);
|
||||
break;
|
||||
case Vehicle.BLOCK_EXIT:
|
||||
m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
}
|
||||
}//end ProcessVectorVehicleParam
|
||||
|
||||
|
@ -248,9 +244,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
case Vehicle.REFERENCE_FRAME:
|
||||
m_referenceFrame = Quaternion.Inverse(pValue);
|
||||
break;
|
||||
case Vehicle.ROLL_FRAME:
|
||||
m_RollreferenceFrame = pValue;
|
||||
break;
|
||||
}
|
||||
}//end ProcessRotationVehicleParam
|
||||
|
||||
|
@ -271,8 +264,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
|
||||
m_BlockingEndPoint = Vector3.Zero;
|
||||
m_RollreferenceFrame = Quaternion.Identity;
|
||||
m_linearMotorOffset = Vector3.Zero;
|
||||
|
||||
m_referenceFrame = Quaternion.Identity;
|
||||
|
@ -427,5 +418,53 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
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);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1782,14 +1782,19 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// ResetChildPrimPhysicsPositions();
|
||||
if (m_rootPart.PhysActor != null)
|
||||
{
|
||||
if (m_vehicle != null)
|
||||
m_vehicle.SetVehicle(m_rootPart.PhysActor);
|
||||
m_rootPart.PhysActor.Building = false;
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Apply physics to the root prim
|
||||
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
|
||||
if (m_rootPart.PhysActor != null && m_vehicle != null)
|
||||
{
|
||||
m_vehicle.SetVehicle(m_rootPart.PhysActor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue