Revert "Revert "BulletSim: only create vehicle prim actor when vehicles are enabled.""

Found that the vehicle movement problem was not caused by these physics changes.

This reverts commit 5f7b2ea81b.
TeleportWork
Robert Adams 2013-07-23 08:13:29 -07:00
parent aec8852af7
commit b14156aa63
2 changed files with 33 additions and 12 deletions

View File

@ -96,7 +96,7 @@ public class BSPrim : BSPhysObject
_isVolumeDetect = false; _isVolumeDetect = false;
// Add a dynamic vehicle to our set of actors that can move this prim. // Add a dynamic vehicle to our set of actors that can move this prim.
PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName)); // PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName));
_mass = CalculateMass(); _mass = CalculateMass();
@ -497,7 +497,7 @@ public class BSPrim : BSPhysObject
// Find and return a handle to the current vehicle actor. // Find and return a handle to the current vehicle actor.
// Return 'null' if there is no vehicle actor. // Return 'null' if there is no vehicle actor.
public BSDynamics GetVehicleActor() public BSDynamics GetVehicleActor(bool createIfNone)
{ {
BSDynamics ret = null; BSDynamics ret = null;
BSActor actor; BSActor actor;
@ -505,13 +505,21 @@ public class BSPrim : BSPhysObject
{ {
ret = actor as BSDynamics; ret = actor as BSDynamics;
} }
else
{
if (createIfNone)
{
ret = new BSDynamics(PhysScene, this, VehicleActorName);
PhysicalActors.Add(ret.ActorName, ret);
}
}
return ret; return ret;
} }
public override int VehicleType { public override int VehicleType {
get { get {
int ret = (int)Vehicle.TYPE_NONE; int ret = (int)Vehicle.TYPE_NONE;
BSDynamics vehicleActor = GetVehicleActor(); BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */);
if (vehicleActor != null) if (vehicleActor != null)
ret = (int)vehicleActor.Type; ret = (int)vehicleActor.Type;
return ret; return ret;
@ -525,11 +533,24 @@ public class BSPrim : BSPhysObject
// change all the parameters. Like a plane changing to CAR when on the // change all the parameters. Like a plane changing to CAR when on the
// ground. In this case, don't want to zero motion. // ground. In this case, don't want to zero motion.
// ZeroMotion(true /* inTaintTime */); // ZeroMotion(true /* inTaintTime */);
BSDynamics vehicleActor = GetVehicleActor(); if (type == Vehicle.TYPE_NONE)
if (vehicleActor != null)
{ {
vehicleActor.ProcessTypeChange(type); // Vehicle type is 'none' so get rid of any actor that may have been allocated.
ActivateIfPhysical(false); BSDynamics vehicleActor = GetVehicleActor(false /* createIfNone */);
if (vehicleActor != null)
{
PhysicalActors.RemoveAndRelease(vehicleActor.ActorName);
}
}
else
{
// Vehicle type is not 'none' so create an actor and set it running.
BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
if (vehicleActor != null)
{
vehicleActor.ProcessTypeChange(type);
ActivateIfPhysical(false);
}
} }
}); });
} }
@ -538,7 +559,7 @@ public class BSPrim : BSPhysObject
{ {
PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
{ {
BSDynamics vehicleActor = GetVehicleActor(); BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
if (vehicleActor != null) if (vehicleActor != null)
{ {
vehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); vehicleActor.ProcessFloatVehicleParam((Vehicle)param, value);
@ -550,7 +571,7 @@ public class BSPrim : BSPhysObject
{ {
PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
{ {
BSDynamics vehicleActor = GetVehicleActor(); BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
if (vehicleActor != null) if (vehicleActor != null)
{ {
vehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); vehicleActor.ProcessVectorVehicleParam((Vehicle)param, value);
@ -562,7 +583,7 @@ public class BSPrim : BSPhysObject
{ {
PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
{ {
BSDynamics vehicleActor = GetVehicleActor(); BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
if (vehicleActor != null) if (vehicleActor != null)
{ {
vehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); vehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation);
@ -574,7 +595,7 @@ public class BSPrim : BSPhysObject
{ {
PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate()
{ {
BSDynamics vehicleActor = GetVehicleActor(); BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
if (vehicleActor != null) if (vehicleActor != null)
{ {
vehicleActor.ProcessVehicleFlags(param, remove); vehicleActor.ProcessVehicleFlags(param, remove);

View File

@ -116,7 +116,7 @@ public class BasicVehicles : OpenSimTestCase
// Instead the appropriate values are set and calls are made just the parts of the // Instead the appropriate values are set and calls are made just the parts of the
// controller we want to exercise. Stepping the physics engine then applies // controller we want to exercise. Stepping the physics engine then applies
// the actions of that one feature. // the actions of that one feature.
BSDynamics vehicleActor = TestVehicle.GetVehicleActor(); BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */);
if (vehicleActor != null) if (vehicleActor != null)
{ {
vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);