Formatting cleanup, minor refactoring.
parent
5f794d3e59
commit
256624566f
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@ -43,6 +43,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
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private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
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private bool flying;
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private bool flying;
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private bool iscolliding;
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private bool iscolliding;
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public BasicActor()
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public BasicActor()
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{
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{
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_velocity = new PhysicsVector();
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_velocity = new PhysicsVector();
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@ -1025,7 +1025,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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}
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}
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if (flying)
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if (flying)
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{
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{
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vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
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vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
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@ -1044,7 +1043,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
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vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
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}
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}
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// end add Kitto Flora
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// end add Kitto Flora
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}
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}
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if (PhysicsVector.isFinite(vec))
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if (PhysicsVector.isFinite(vec))
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{
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{
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@ -1080,8 +1078,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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_parent_scene.geom_name_map.Remove(Shell);
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_parent_scene.geom_name_map.Remove(Shell);
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Shell = IntPtr.Zero;
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Shell = IntPtr.Zero;
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}
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}
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return;
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}
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}
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}
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}
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@ -43,7 +43,7 @@ namespace OpenSim.Region.Physics.POSPlugin
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private PhysicsVector _acceleration;
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private PhysicsVector _acceleration;
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private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
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private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
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private bool flying;
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private bool flying;
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private bool iscolliding;
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private bool isColliding;
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public POSCharacter()
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public POSCharacter()
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{
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{
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@ -116,8 +116,8 @@ namespace OpenSim.Region.Physics.POSPlugin
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public override bool IsColliding
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public override bool IsColliding
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{
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{
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get { return iscolliding; }
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get { return isColliding; }
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set { iscolliding = value; }
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set { isColliding = value; }
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}
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}
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public override bool CollidingGround
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public override bool CollidingGround
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@ -113,20 +113,16 @@ namespace OpenSim.Region.Physics.POSPlugin
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c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation);
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c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation);
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Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation);
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Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation);
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if (Math.Abs(rotatedPos.X) >= (p.Size.X*0.5 + Math.Abs(avatarSize.X)) ||
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return (Math.Abs(rotatedPos.X) < (p.Size.X*0.5 + Math.Abs(avatarSize.X)) &&
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Math.Abs(rotatedPos.Y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) ||
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Math.Abs(rotatedPos.Y) < (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) &&
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Math.Abs(rotatedPos.Z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.Z)))
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Math.Abs(rotatedPos.Z) < (p.Size.Z*0.5 + Math.Abs(avatarSize.Z)));
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{
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return false;
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}
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return true;
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}
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}
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private bool isCollidingWithPrim(POSCharacter c)
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private bool isCollidingWithPrim(POSCharacter c)
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{
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{
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for (int i = 0; i < _prims.Count; ++i)
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foreach (POSPrim p in _prims)
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{
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{
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if (isColliding(c, _prims[i]))
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if (isColliding(c, p))
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{
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{
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return true;
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return true;
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}
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}
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