BulletSim: remove the handle to the vehicle actor and cause routines
that need it to look it up.cpu-performance
parent
425d2a2a97
commit
9d5ae75950
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@ -70,18 +70,17 @@ public class BSPrim : BSPhysObject
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private int CrossingFailures { get; set; }
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// Keep a handle to the vehicle actor so it is easy to set parameters on same.
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public BSDynamics VehicleActor;
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public const string VehicleActorName = "BasicVehicle";
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// Parameters for the hover actor
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public const string HoverActorName = "HoverActor";
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public const string HoverActorName = "BSPrim.HoverActor";
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// Parameters for the axis lock actor
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public const String LockedAxisActorName = "BSPrim.LockedAxis";
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// Parameters for the move to target actor
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public const string MoveToTargetActorName = "MoveToTargetActor";
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public const string MoveToTargetActorName = "BSPrim.MoveToTargetActor";
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// Parameters for the setForce and setTorque actors
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public const string SetForceActorName = "SetForceActor";
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public const string SetTorqueActorName = "SetTorqueActor";
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public const string SetForceActorName = "BSPrim.SetForceActor";
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public const string SetTorqueActorName = "BSPrim.SetTorqueActor";
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public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
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OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
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@ -100,9 +99,8 @@ public class BSPrim : BSPhysObject
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_isPhysical = pisPhysical;
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_isVolumeDetect = false;
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// We keep a handle to the vehicle actor so we can set vehicle parameters later.
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VehicleActor = new BSDynamics(PhysScene, this, VehicleActorName);
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PhysicalActors.Add(VehicleActorName, VehicleActor);
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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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_mass = CalculateMass();
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@ -505,9 +503,25 @@ public class BSPrim : BSPhysObject
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}
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}
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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()
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{
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BSDynamics ret = null;
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BSActor actor;
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if (PhysicalActors.TryGetActor(VehicleActorName, out actor))
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{
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ret = actor as BSDynamics;
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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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return (int)VehicleActor.Type;
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int ret = (int)Vehicle.TYPE_NONE;
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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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}
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set {
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Vehicle type = (Vehicle)value;
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@ -518,8 +532,12 @@ 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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VehicleActor.ProcessTypeChange(type);
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BSDynamics vehicleActor = GetVehicleActor();
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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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});
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}
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}
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@ -527,31 +545,47 @@ 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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VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value);
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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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ActivateIfPhysical(false);
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}
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});
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}
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public override void VehicleVectorParam(int param, OMV.Vector3 value)
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{
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PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
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{
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VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value);
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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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ActivateIfPhysical(false);
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}
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});
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}
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public override void VehicleRotationParam(int param, OMV.Quaternion rotation)
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{
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PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
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{
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VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation);
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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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ActivateIfPhysical(false);
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}
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});
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}
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public override void VehicleFlags(int param, bool remove)
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{
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PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate()
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{
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VehicleActor.ProcessVehicleFlags(param, remove);
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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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}
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});
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}
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@ -114,9 +114,12 @@ 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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TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);
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TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale);
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TestVehicle.VehicleActor.enableAngularVerticalAttraction = true;
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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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vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale);
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vehicleActor.enableAngularVerticalAttraction = true;
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TestVehicle.IsPhysical = true;
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PhysicsScene.ProcessTaints();
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@ -124,12 +127,13 @@ public class BasicVehicles : OpenSimTestCase
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// Step the simulator a bunch of times and vertical attraction should orient the vehicle up
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for (int ii = 0; ii < simSteps; ii++)
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{
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TestVehicle.VehicleActor.ForgetKnownVehicleProperties();
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TestVehicle.VehicleActor.ComputeAngularVerticalAttraction();
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TestVehicle.VehicleActor.PushKnownChanged();
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vehicleActor.ForgetKnownVehicleProperties();
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vehicleActor.ComputeAngularVerticalAttraction();
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vehicleActor.PushKnownChanged();
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PhysicsScene.Simulate(simulationTimeStep);
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}
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}
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TestVehicle.IsPhysical = false;
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PhysicsScene.ProcessTaints();
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