changed how vehicle data is stored and passed to physics. use unsafe in serializer, tried to control m_dupeInProgress

This commit is contained in:
UbitUmarov
2012-02-18 17:42:14 +00:00
parent 91a326331f
commit 3aee642190
6 changed files with 522 additions and 222 deletions

View File

@@ -37,9 +37,11 @@ namespace OpenSim.Region.Framework.Scenes
{
public Vehicle Type
{
get { return m_type; }
get { return vd.m_type; }
}
public VehicleData vd;
/*
private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
private VehicleFlag m_flags = (VehicleFlag)0;
@@ -78,7 +80,13 @@ namespace OpenSim.Region.Framework.Scenes
private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
// Axis
public Quaternion m_referenceFrame = Quaternion.Identity;
public Quaternion m_referenceFrame = Quaternion.Identity;
*/
public SOGVehicle()
{
vd = new VehicleData();
ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
}
public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
{
@@ -89,109 +97,109 @@ namespace OpenSim.Region.Framework.Scenes
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_angularDeflectionEfficiency = pValue;
vd.m_angularDeflectionEfficiency = pValue;
break;
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_angularDeflectionTimescale = pValue;
vd.m_angularDeflectionTimescale = pValue;
break;
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
if (pValue < timestep) pValue = timestep;
else if (pValue > 120) pValue = 120;
m_angularMotorDecayTimescale = pValue;
vd.m_angularMotorDecayTimescale = pValue;
break;
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_angularMotorTimescale = pValue;
vd.m_angularMotorTimescale = pValue;
break;
case Vehicle.BANKING_EFFICIENCY:
if (pValue < -1f) pValue = -1f;
if (pValue > 1f) pValue = 1f;
m_bankingEfficiency = pValue;
vd.m_bankingEfficiency = pValue;
break;
case Vehicle.BANKING_MIX:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_bankingMix = pValue;
vd.m_bankingMix = pValue;
break;
case Vehicle.BANKING_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_bankingTimescale = pValue;
vd.m_bankingTimescale = pValue;
break;
case Vehicle.BUOYANCY:
if (pValue < -1f) pValue = -1f;
if (pValue > 1f) pValue = 1f;
m_VehicleBuoyancy = pValue;
vd.m_VehicleBuoyancy = pValue;
break;
case Vehicle.HOVER_EFFICIENCY:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_VhoverEfficiency = pValue;
vd.m_VhoverEfficiency = pValue;
break;
case Vehicle.HOVER_HEIGHT:
m_VhoverHeight = pValue;
vd.m_VhoverHeight = pValue;
break;
case Vehicle.HOVER_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_VhoverTimescale = pValue;
vd.m_VhoverTimescale = pValue;
break;
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_linearDeflectionEfficiency = pValue;
vd.m_linearDeflectionEfficiency = pValue;
break;
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_linearDeflectionTimescale = pValue;
vd.m_linearDeflectionTimescale = pValue;
break;
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
// if (pValue < timestep) pValue = timestep;
// try to make impulses to work a bit better
if (pValue < timestep) pValue = timestep;
else if (pValue > 120) pValue = 120;
m_linearMotorDecayTimescale = pValue;
vd.m_linearMotorDecayTimescale = pValue;
break;
case Vehicle.LINEAR_MOTOR_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_linearMotorTimescale = pValue;
vd.m_linearMotorTimescale = pValue;
break;
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
if (pValue < 0f) pValue = 0f;
if (pValue > 1f) pValue = 1f;
m_verticalAttractionEfficiency = pValue;
vd.m_verticalAttractionEfficiency = pValue;
break;
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_verticalAttractionTimescale = pValue;
vd.m_verticalAttractionTimescale = pValue;
break;
// These are vector properties but the engine lets you use a single float value to
// set all of the components to the same value
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
break;
case Vehicle.ANGULAR_MOTOR_DIRECTION:
m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
len = m_angularMotorDirection.Length();
vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
len = vd.m_angularMotorDirection.Length();
if (len > 12.566f)
m_angularMotorDirection *= (12.566f / len);
vd.m_angularMotorDirection *= (12.566f / len);
break;
case Vehicle.LINEAR_FRICTION_TIMESCALE:
if (pValue < timestep) pValue = timestep;
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
break;
case Vehicle.LINEAR_MOTOR_DIRECTION:
m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
len = m_linearMotorDirection.Length();
vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
len = vd.m_linearMotorDirection.Length();
if (len > 30.0f)
m_linearMotorDirection *= (30.0f / len);
vd.m_linearMotorDirection *= (30.0f / len);
break;
case Vehicle.LINEAR_MOTOR_OFFSET:
m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
len = m_linearMotorOffset.Length();
vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
len = vd.m_linearMotorOffset.Length();
if (len > 100.0f)
m_linearMotorOffset *= (100.0f / len);
vd.m_linearMotorOffset *= (100.0f / len);
break;
}
}//end ProcessFloatVehicleParam
@@ -207,32 +215,32 @@ namespace OpenSim.Region.Framework.Scenes
if (pValue.Y < timestep) pValue.Y = timestep;
if (pValue.Z < timestep) pValue.Z = timestep;
m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
break;
case Vehicle.ANGULAR_MOTOR_DIRECTION:
m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
// Limit requested angular speed to 2 rps= 4 pi rads/sec
len = m_angularMotorDirection.Length();
len = vd.m_angularMotorDirection.Length();
if (len > 12.566f)
m_angularMotorDirection *= (12.566f / len);
vd.m_angularMotorDirection *= (12.566f / len);
break;
case Vehicle.LINEAR_FRICTION_TIMESCALE:
if (pValue.X < timestep) pValue.X = timestep;
if (pValue.Y < timestep) pValue.Y = timestep;
if (pValue.Z < timestep) pValue.Z = timestep;
m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
break;
case Vehicle.LINEAR_MOTOR_DIRECTION:
m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
len = m_linearMotorDirection.Length();
vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
len = vd.m_linearMotorDirection.Length();
if (len > 30.0f)
m_linearMotorDirection *= (30.0f / len);
vd.m_linearMotorDirection *= (30.0f / len);
break;
case Vehicle.LINEAR_MOTOR_OFFSET:
m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
len = m_linearMotorOffset.Length();
vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
len = vd.m_linearMotorOffset.Length();
if (len > 100.0f)
m_linearMotorOffset *= (100.0f / len);
vd.m_linearMotorOffset *= (100.0f / len);
break;
}
}//end ProcessVectorVehicleParam
@@ -242,7 +250,7 @@ namespace OpenSim.Region.Framework.Scenes
switch (pParam)
{
case Vehicle.REFERENCE_FRAME:
m_referenceFrame = Quaternion.Inverse(pValue);
vd.m_referenceFrame = Quaternion.Inverse(pValue);
break;
}
}//end ProcessRotationVehicleParam
@@ -251,169 +259,169 @@ namespace OpenSim.Region.Framework.Scenes
{
if (remove)
{
m_flags &= ~((VehicleFlag)pParam);
vd.m_flags &= ~((VehicleFlag)pParam);
}
else
{
m_flags |= (VehicleFlag)pParam;
vd.m_flags |= (VehicleFlag)pParam;
}
}//end ProcessVehicleFlags
public void ProcessTypeChange(Vehicle pType)
{
m_linearMotorDirection = Vector3.Zero;
m_angularMotorDirection = Vector3.Zero;
vd.m_linearMotorDirection = Vector3.Zero;
vd.m_angularMotorDirection = Vector3.Zero;
m_linearMotorOffset = Vector3.Zero;
vd.m_linearMotorOffset = Vector3.Zero;
m_referenceFrame = Quaternion.Identity;
vd.m_referenceFrame = Quaternion.Identity;
// Set Defaults For Type
m_type = pType;
vd.m_type = pType;
switch (pType)
{
case Vehicle.TYPE_NONE: // none sense this will never exist
m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
m_linearMotorTimescale = 1000;
m_linearMotorDecayTimescale = 120;
m_angularMotorTimescale = 1000;
m_angularMotorDecayTimescale = 1000;
m_VhoverHeight = 0;
m_VhoverTimescale = 1000;
m_VehicleBuoyancy = 0;
m_flags = (VehicleFlag)0;
vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
vd.m_linearMotorTimescale = 1000;
vd.m_linearMotorDecayTimescale = 120;
vd.m_angularMotorTimescale = 1000;
vd.m_angularMotorDecayTimescale = 1000;
vd.m_VhoverHeight = 0;
vd.m_VhoverTimescale = 1000;
vd.m_VehicleBuoyancy = 0;
vd.m_flags = (VehicleFlag)0;
break;
case Vehicle.TYPE_SLED:
m_linearFrictionTimescale = new Vector3(30, 1, 1000);
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
m_linearMotorTimescale = 1000;
m_linearMotorDecayTimescale = 120;
m_angularMotorTimescale = 1000;
m_angularMotorDecayTimescale = 120;
m_VhoverHeight = 0;
m_VhoverEfficiency = 1;
m_VhoverTimescale = 10;
m_VehicleBuoyancy = 0;
m_linearDeflectionEfficiency = 1;
m_linearDeflectionTimescale = 1;
m_angularDeflectionEfficiency = 0;
m_angularDeflectionTimescale = 1000;
m_bankingEfficiency = 0;
m_bankingMix = 1;
m_bankingTimescale = 10;
m_flags &=
vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
vd.m_linearMotorTimescale = 1000;
vd.m_linearMotorDecayTimescale = 120;
vd.m_angularMotorTimescale = 1000;
vd.m_angularMotorDecayTimescale = 120;
vd.m_VhoverHeight = 0;
vd.m_VhoverEfficiency = 1;
vd.m_VhoverTimescale = 10;
vd.m_VehicleBuoyancy = 0;
vd.m_linearDeflectionEfficiency = 1;
vd.m_linearDeflectionTimescale = 1;
vd.m_angularDeflectionEfficiency = 0;
vd.m_angularDeflectionTimescale = 1000;
vd.m_bankingEfficiency = 0;
vd.m_bankingMix = 1;
vd.m_bankingTimescale = 10;
vd.m_flags &=
~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
break;
case Vehicle.TYPE_CAR:
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
m_linearMotorTimescale = 1;
m_linearMotorDecayTimescale = 60;
m_angularMotorTimescale = 1;
m_angularMotorDecayTimescale = 0.8f;
m_VhoverHeight = 0;
m_VhoverEfficiency = 0;
m_VhoverTimescale = 1000;
m_VehicleBuoyancy = 0;
m_linearDeflectionEfficiency = 1;
m_linearDeflectionTimescale = 2;
m_angularDeflectionEfficiency = 0;
m_angularDeflectionTimescale = 10;
m_verticalAttractionEfficiency = 1f;
m_verticalAttractionTimescale = 10f;
m_bankingEfficiency = -0.2f;
m_bankingMix = 1;
m_bankingTimescale = 1;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
vd.m_linearMotorTimescale = 1;
vd.m_linearMotorDecayTimescale = 60;
vd.m_angularMotorTimescale = 1;
vd.m_angularMotorDecayTimescale = 0.8f;
vd.m_VhoverHeight = 0;
vd.m_VhoverEfficiency = 0;
vd.m_VhoverTimescale = 1000;
vd.m_VehicleBuoyancy = 0;
vd.m_linearDeflectionEfficiency = 1;
vd.m_linearDeflectionTimescale = 2;
vd.m_angularDeflectionEfficiency = 0;
vd.m_angularDeflectionTimescale = 10;
vd.m_verticalAttractionEfficiency = 1f;
vd.m_verticalAttractionTimescale = 10f;
vd.m_bankingEfficiency = -0.2f;
vd.m_bankingMix = 1;
vd.m_bankingTimescale = 1;
vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
break;
case Vehicle.TYPE_BOAT:
m_linearFrictionTimescale = new Vector3(10, 3, 2);
m_angularFrictionTimescale = new Vector3(10, 10, 10);
m_linearMotorTimescale = 5;
m_linearMotorDecayTimescale = 60;
m_angularMotorTimescale = 4;
m_angularMotorDecayTimescale = 4;
m_VhoverHeight = 0;
m_VhoverEfficiency = 0.5f;
m_VhoverTimescale = 2;
m_VehicleBuoyancy = 1;
m_linearDeflectionEfficiency = 0.5f;
m_linearDeflectionTimescale = 3;
m_angularDeflectionEfficiency = 0.5f;
m_angularDeflectionTimescale = 5;
m_verticalAttractionEfficiency = 0.5f;
m_verticalAttractionTimescale = 5f;
m_bankingEfficiency = -0.3f;
m_bankingMix = 0.8f;
m_bankingTimescale = 1;
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
vd.m_linearMotorTimescale = 5;
vd.m_linearMotorDecayTimescale = 60;
vd.m_angularMotorTimescale = 4;
vd.m_angularMotorDecayTimescale = 4;
vd.m_VhoverHeight = 0;
vd.m_VhoverEfficiency = 0.5f;
vd.m_VhoverTimescale = 2;
vd.m_VehicleBuoyancy = 1;
vd.m_linearDeflectionEfficiency = 0.5f;
vd.m_linearDeflectionTimescale = 3;
vd.m_angularDeflectionEfficiency = 0.5f;
vd.m_angularDeflectionTimescale = 5;
vd.m_verticalAttractionEfficiency = 0.5f;
vd.m_verticalAttractionTimescale = 5f;
vd.m_bankingEfficiency = -0.3f;
vd.m_bankingMix = 0.8f;
vd.m_bankingTimescale = 1;
vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT |
VehicleFlag.HOVER_UP_ONLY |
VehicleFlag.LIMIT_ROLL_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
VehicleFlag.LIMIT_MOTOR_UP |
VehicleFlag.HOVER_WATER_ONLY);
break;
case Vehicle.TYPE_AIRPLANE:
m_linearFrictionTimescale = new Vector3(200, 10, 5);
m_angularFrictionTimescale = new Vector3(20, 20, 20);
m_linearMotorTimescale = 2;
m_linearMotorDecayTimescale = 60;
m_angularMotorTimescale = 4;
m_angularMotorDecayTimescale = 8;
m_VhoverHeight = 0;
m_VhoverEfficiency = 0.5f;
m_VhoverTimescale = 1000;
m_VehicleBuoyancy = 0;
m_linearDeflectionEfficiency = 0.5f;
m_linearDeflectionTimescale = 0.5f;
m_angularDeflectionEfficiency = 1;
m_angularDeflectionTimescale = 2;
m_verticalAttractionEfficiency = 0.9f;
m_verticalAttractionTimescale = 2f;
m_bankingEfficiency = 1;
m_bankingMix = 0.7f;
m_bankingTimescale = 2;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
vd.m_linearMotorTimescale = 2;
vd.m_linearMotorDecayTimescale = 60;
vd.m_angularMotorTimescale = 4;
vd.m_angularMotorDecayTimescale = 8;
vd.m_VhoverHeight = 0;
vd.m_VhoverEfficiency = 0.5f;
vd.m_VhoverTimescale = 1000;
vd.m_VehicleBuoyancy = 0;
vd.m_linearDeflectionEfficiency = 0.5f;
vd.m_linearDeflectionTimescale = 0.5f;
vd.m_angularDeflectionEfficiency = 1;
vd.m_angularDeflectionTimescale = 2;
vd.m_verticalAttractionEfficiency = 0.9f;
vd.m_verticalAttractionTimescale = 2f;
vd.m_bankingEfficiency = 1;
vd.m_bankingMix = 0.7f;
vd.m_bankingTimescale = 2;
vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT |
VehicleFlag.HOVER_UP_ONLY |
VehicleFlag.NO_DEFLECTION_UP |
VehicleFlag.LIMIT_MOTOR_UP);
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
break;
case Vehicle.TYPE_BALLOON:
m_linearFrictionTimescale = new Vector3(5, 5, 5);
m_angularFrictionTimescale = new Vector3(10, 10, 10);
m_linearMotorTimescale = 5;
m_linearMotorDecayTimescale = 60;
m_angularMotorTimescale = 6;
m_angularMotorDecayTimescale = 10;
m_VhoverHeight = 5;
m_VhoverEfficiency = 0.8f;
m_VhoverTimescale = 10;
m_VehicleBuoyancy = 1;
m_linearDeflectionEfficiency = 0;
m_linearDeflectionTimescale = 5;
m_angularDeflectionEfficiency = 0;
m_angularDeflectionTimescale = 5;
m_verticalAttractionEfficiency = 0f;
m_verticalAttractionTimescale = 1000f;
m_bankingEfficiency = 0;
m_bankingMix = 0.7f;
m_bankingTimescale = 5;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
vd.m_linearMotorTimescale = 5;
vd.m_linearMotorDecayTimescale = 60;
vd.m_angularMotorTimescale = 6;
vd.m_angularMotorDecayTimescale = 10;
vd.m_VhoverHeight = 5;
vd.m_VhoverEfficiency = 0.8f;
vd.m_VhoverTimescale = 10;
vd.m_VehicleBuoyancy = 1;
vd.m_linearDeflectionEfficiency = 0;
vd.m_linearDeflectionTimescale = 5;
vd.m_angularDeflectionEfficiency = 0;
vd.m_angularDeflectionTimescale = 5;
vd.m_verticalAttractionEfficiency = 0f;
vd.m_verticalAttractionTimescale = 1000f;
vd.m_bankingEfficiency = 0;
vd.m_bankingMix = 0.7f;
vd.m_bankingTimescale = 5;
vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
VehicleFlag.HOVER_TERRAIN_ONLY |
VehicleFlag.HOVER_UP_ONLY |
VehicleFlag.NO_DEFLECTION_UP |
VehicleFlag.LIMIT_MOTOR_UP);
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
VehicleFlag.HOVER_GLOBAL_HEIGHT);
break;
}
@@ -424,7 +432,8 @@ namespace OpenSim.Region.Framework.Scenes
// crap crap crap
if (ph == null) // what ??
return;
ph.SetVehicle(vd);
/*
ph.VehicleType = (int)m_type;
// Linear properties
@@ -465,6 +474,7 @@ namespace OpenSim.Region.Framework.Scenes
ph.VehicleFlags(~(int)m_flags, true);
ph.VehicleFlags((int)m_flags, false);
*/
}
}
}

View File

@@ -1965,6 +1965,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
public SceneObjectGroup Copy(bool userExposed)
{
m_dupeInProgress = true;
SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
dupe.m_isBackedUp = false;
dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
@@ -2048,6 +2049,7 @@ namespace OpenSim.Region.Framework.Scenes
ScheduleGroupForFullUpdate();
}
m_dupeInProgress = false;
return dupe;
}