Implement an overridable implementation of PhysicsActor.SetVehicle()
that works for all physics engines. BulletSim: implement an optimized version of SetVehicle() that still uses the vehicle code to do bounds checking but does it in one taint operation.avinationmerge
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124602c6c2
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e1ce04de42
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@ -647,6 +647,59 @@ public class BSPrim : BSPhysObject
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});
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});
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}
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}
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public override void SetVehicle(object pvdata)
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{
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PhysScene.TaintedObject(LocalID, "BSPrim.SetVehicle", delegate ()
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{
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BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */);
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if (vehicleActor != null && (pvdata is VehicleData) )
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{
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VehicleData vdata = (VehicleData)pvdata;
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// vehicleActor.ProcessSetVehicle((VehicleData)vdata);
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vehicleActor.ProcessTypeChange(vdata.m_type);
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vehicleActor.ProcessVehicleFlags(-1, false);
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vehicleActor.ProcessVehicleFlags((int)vdata.m_flags, false);
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// Linear properties
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vehicleActor.ProcessVectorVehicleParam(Vehicle.LINEAR_MOTOR_DIRECTION, vdata.m_linearMotorDirection);
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vehicleActor.ProcessVectorVehicleParam(Vehicle.LINEAR_FRICTION_TIMESCALE, vdata.m_linearFrictionTimescale);
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vehicleActor.ProcessFloatVehicleParam(Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE, vdata.m_linearMotorDecayTimescale);
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vehicleActor.ProcessFloatVehicleParam(Vehicle.LINEAR_MOTOR_TIMESCALE, vdata.m_linearMotorTimescale);
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vehicleActor.ProcessVectorVehicleParam(Vehicle.LINEAR_MOTOR_OFFSET, vdata.m_linearMotorOffset);
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//Angular properties
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vehicleActor.ProcessVectorVehicleParam(Vehicle.ANGULAR_MOTOR_DIRECTION, vdata.m_angularMotorDirection);
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vehicleActor.ProcessFloatVehicleParam(Vehicle.ANGULAR_MOTOR_TIMESCALE, vdata.m_angularMotorTimescale);
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vehicleActor.ProcessFloatVehicleParam(Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE, vdata.m_angularMotorDecayTimescale);
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vehicleActor.ProcessVectorVehicleParam(Vehicle.ANGULAR_FRICTION_TIMESCALE, vdata.m_angularFrictionTimescale);
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//Deflection properties
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vehicleActor.ProcessFloatVehicleParam(Vehicle.ANGULAR_DEFLECTION_EFFICIENCY, vdata.m_angularDeflectionEfficiency);
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vehicleActor.ProcessFloatVehicleParam(Vehicle.ANGULAR_DEFLECTION_TIMESCALE, vdata.m_angularDeflectionTimescale);
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vehicleActor.ProcessFloatVehicleParam(Vehicle.LINEAR_DEFLECTION_EFFICIENCY, vdata.m_linearDeflectionEfficiency);
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vehicleActor.ProcessFloatVehicleParam(Vehicle.LINEAR_DEFLECTION_TIMESCALE, vdata.m_linearDeflectionTimescale);
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//Banking properties
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vehicleActor.ProcessFloatVehicleParam(Vehicle.BANKING_EFFICIENCY, vdata.m_bankingEfficiency);
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vehicleActor.ProcessFloatVehicleParam(Vehicle.BANKING_MIX, vdata.m_bankingMix);
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vehicleActor.ProcessFloatVehicleParam(Vehicle.BANKING_TIMESCALE, vdata.m_bankingTimescale);
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//Hover and Buoyancy properties
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vehicleActor.ProcessFloatVehicleParam(Vehicle.HOVER_HEIGHT, vdata.m_VhoverHeight);
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vehicleActor.ProcessFloatVehicleParam(Vehicle.HOVER_EFFICIENCY, vdata.m_VhoverEfficiency);
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vehicleActor.ProcessFloatVehicleParam(Vehicle.HOVER_TIMESCALE, vdata.m_VhoverTimescale);
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vehicleActor.ProcessFloatVehicleParam(Vehicle.BUOYANCY, vdata.m_VehicleBuoyancy);
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//Attractor properties
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vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, vdata.m_verticalAttractionEfficiency);
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vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, vdata.m_verticalAttractionTimescale);
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vehicleActor.ProcessRotationVehicleParam(Vehicle.REFERENCE_FRAME, vdata.m_referenceFrame);
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}
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});
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}
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// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
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// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
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public override void SetVolumeDetect(int param) {
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public override void SetVolumeDetect(int param) {
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bool newValue = (param != 0);
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bool newValue = (param != 0);
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@ -162,8 +162,6 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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/// </summary>
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/// </summary>
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public event CollisionUpdate OnCollisionUpdate;
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public event CollisionUpdate OnCollisionUpdate;
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public virtual void SetVehicle(object vdata) { }
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public event OutOfBounds OnOutOfBounds;
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public event OutOfBounds OnOutOfBounds;
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#pragma warning restore 67
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#pragma warning restore 67
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@ -295,6 +293,56 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
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public abstract void VehicleRotationParam(int param, Quaternion rotation);
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public abstract void VehicleRotationParam(int param, Quaternion rotation);
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public abstract void VehicleFlags(int param, bool remove);
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public abstract void VehicleFlags(int param, bool remove);
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// This is an overridable version of SetVehicle() that works for all physics engines.
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// This is VERY inefficient. It behoves any physics engine to override this and
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// implement a more efficient setting of all the vehicle parameters.
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public virtual void SetVehicle(object pvdata)
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{
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VehicleData vdata = (VehicleData)pvdata;
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// vehicleActor.ProcessSetVehicle((VehicleData)vdata);
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this.VehicleType = (int)vdata.m_type;
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this.VehicleFlags(-1, false); // clears all flags
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this.VehicleFlags((int)vdata.m_flags, false);
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// Linear properties
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this.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_DIRECTION, vdata.m_linearMotorDirection);
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this.VehicleVectorParam((int)Vehicle.LINEAR_FRICTION_TIMESCALE, vdata.m_linearFrictionTimescale);
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this.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE, vdata.m_linearMotorDecayTimescale);
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this.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_TIMESCALE, vdata.m_linearMotorTimescale);
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this.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_OFFSET, vdata.m_linearMotorOffset);
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//Angular properties
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this.VehicleVectorParam((int)Vehicle.ANGULAR_MOTOR_DIRECTION, vdata.m_angularMotorDirection);
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this.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_TIMESCALE, vdata.m_angularMotorTimescale);
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this.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE, vdata.m_angularMotorDecayTimescale);
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this.VehicleVectorParam((int)Vehicle.ANGULAR_FRICTION_TIMESCALE, vdata.m_angularFrictionTimescale);
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//Deflection properties
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this.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_EFFICIENCY, vdata.m_angularDeflectionEfficiency);
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this.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_TIMESCALE, vdata.m_angularDeflectionTimescale);
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this.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_EFFICIENCY, vdata.m_linearDeflectionEfficiency);
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this.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_TIMESCALE, vdata.m_linearDeflectionTimescale);
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//Banking properties
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this.VehicleFloatParam((int)Vehicle.BANKING_EFFICIENCY, vdata.m_bankingEfficiency);
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this.VehicleFloatParam((int)Vehicle.BANKING_MIX, vdata.m_bankingMix);
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this.VehicleFloatParam((int)Vehicle.BANKING_TIMESCALE, vdata.m_bankingTimescale);
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//Hover and Buoyancy properties
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this.VehicleFloatParam((int)Vehicle.HOVER_HEIGHT, vdata.m_VhoverHeight);
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this.VehicleFloatParam((int)Vehicle.HOVER_EFFICIENCY, vdata.m_VhoverEfficiency);
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this.VehicleFloatParam((int)Vehicle.HOVER_TIMESCALE, vdata.m_VhoverTimescale);
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this.VehicleFloatParam((int)Vehicle.BUOYANCY, vdata.m_VehicleBuoyancy);
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//Attractor properties
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this.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, vdata.m_verticalAttractionEfficiency);
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this.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_TIMESCALE, vdata.m_verticalAttractionTimescale);
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this.VehicleRotationParam((int)Vehicle.REFERENCE_FRAME, vdata.m_referenceFrame);
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}
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/// <summary>
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/// <summary>
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/// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
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/// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
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/// </summary>
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/// </summary>
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