reduce access to ODECharacter methods to make code analysis easier. Eliminate redundant argument on ProcessTaints()
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				|  | @ -78,17 +78,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
|         private Vector3 _acceleration; | ||||
|         private Vector3 m_rotationalVelocity; | ||||
|         private float m_mass = 80f; | ||||
|         public float m_density = 60f; | ||||
|         private float m_density = 60f; | ||||
|         private bool m_pidControllerActive = true; | ||||
|         public float PID_D = 800.0f; | ||||
|         public float PID_P = 900.0f; | ||||
|         private float PID_D = 800.0f; | ||||
|         private float PID_P = 900.0f; | ||||
|         //private static float POSTURE_SERVO = 10000.0f; | ||||
|         public float CAPSULE_RADIUS = 0.37f; | ||||
|         public float CAPSULE_LENGTH = 2.140599f; | ||||
|         public float m_tensor = 3800000f; | ||||
|         public float heightFudgeFactor = 0.52f; | ||||
|         public float walkDivisor = 1.3f; | ||||
|         public float runDivisor = 0.8f; | ||||
|         private float CAPSULE_RADIUS = 0.37f; | ||||
|         private float CAPSULE_LENGTH = 2.140599f; | ||||
|         private float m_tensor = 3800000f; | ||||
|         private float heightFudgeFactor = 0.52f; | ||||
|         private float walkDivisor = 1.3f; | ||||
|         private float runDivisor = 0.8f; | ||||
|         private bool flying = false; | ||||
|         private bool m_iscolliding = false; | ||||
|         private bool m_iscollidingGround = false; | ||||
|  | @ -100,12 +100,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
|         private bool m_hackSentFly = false; | ||||
|         private int m_requestedUpdateFrequency = 0; | ||||
|         private Vector3 m_taintPosition = Vector3.Zero; | ||||
|         public uint m_localID = 0; | ||||
|         public bool m_returnCollisions = false; | ||||
|         internal uint m_localID = 0; | ||||
|         // taints and their non-tainted counterparts | ||||
|         public bool m_isPhysical = false; // the current physical status | ||||
|         public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing) | ||||
|         public float MinimumGroundFlightOffset = 3f; | ||||
|         private bool m_isPhysical = false; // the current physical status | ||||
|         private bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing) | ||||
|         internal float MinimumGroundFlightOffset = 3f; | ||||
| 
 | ||||
|         private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. | ||||
| 
 | ||||
|  | @ -132,19 +131,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
|                                                         | CollisionCategories.Body | ||||
|                                                         | CollisionCategories.Character | ||||
|                                                         | CollisionCategories.Land); | ||||
|         public IntPtr Body = IntPtr.Zero; | ||||
|         internal IntPtr Body = IntPtr.Zero; | ||||
|         private OdeScene _parent_scene; | ||||
|         public IntPtr Shell = IntPtr.Zero; | ||||
|         public IntPtr Amotor = IntPtr.Zero; | ||||
|         public d.Mass ShellMass; | ||||
|         public bool collidelock = false; | ||||
|         internal IntPtr Shell = IntPtr.Zero; | ||||
|         internal IntPtr Amotor = IntPtr.Zero; | ||||
|         private d.Mass ShellMass; | ||||
| 
 | ||||
|         public int m_eventsubscription = 0; | ||||
|         private int m_eventsubscription = 0; | ||||
|         private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); | ||||
| 
 | ||||
|         // unique UUID of this character object | ||||
|         public UUID m_uuid; | ||||
|         public bool bad = false; | ||||
|         internal UUID m_uuid { get; private set; } | ||||
|         internal bool bad = false; | ||||
| 
 | ||||
|         public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) | ||||
|         { | ||||
|  | @ -680,20 +678,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
|                 return m_density*AVvolume; | ||||
|             } | ||||
|         } | ||||
|         public override void link(PhysicsActor obj) | ||||
|         { | ||||
| 
 | ||||
|         } | ||||
|         public override void link(PhysicsActor obj) {} | ||||
| 
 | ||||
|         public override void delink() | ||||
|         { | ||||
|         public override void delink() {} | ||||
| 
 | ||||
|         } | ||||
| 
 | ||||
|         public override void LockAngularMotion(Vector3 axis) | ||||
|         { | ||||
| 
 | ||||
|         } | ||||
|         public override void LockAngularMotion(Vector3 axis) {} | ||||
| 
 | ||||
| //      This code is very useful. Written by DanX0r. We're just not using it right now. | ||||
| //      Commented out to prevent a warning. | ||||
|  | @ -732,27 +722,22 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
| 
 | ||||
|         public override void VehicleFloatParam(int param, float value) | ||||
|         { | ||||
| 
 | ||||
|         } | ||||
| 
 | ||||
|         public override void VehicleVectorParam(int param, Vector3 value) | ||||
|         { | ||||
| 
 | ||||
|         } | ||||
| 
 | ||||
|         public override void VehicleRotationParam(int param, Quaternion rotation) | ||||
|         { | ||||
| 
 | ||||
|         } | ||||
| 
 | ||||
|         public override void VehicleFlags(int param, bool remove) | ||||
|         { | ||||
| 
 | ||||
|         } | ||||
| 
 | ||||
|         public override void SetVolumeDetect(int param) | ||||
|         { | ||||
| 
 | ||||
|         } | ||||
| 
 | ||||
|         public override Vector3 CenterOfMass | ||||
|  | @ -772,13 +757,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
| 
 | ||||
|         public override Vector3 Velocity | ||||
|         { | ||||
|             get { | ||||
|             get | ||||
|             { | ||||
|                 // There's a problem with Vector3.Zero! Don't Use it Here! | ||||
|                 if (_zeroFlag) | ||||
|                     return Vector3.Zero; | ||||
|                 m_lastUpdateSent = false; | ||||
|                 return _velocity; | ||||
|             } | ||||
| 
 | ||||
|             set | ||||
|             { | ||||
|                 if (value.IsFinite()) | ||||
|  | @ -872,7 +859,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
| 
 | ||||
|         public override void AddAngularForce(Vector3 force, bool pushforce) | ||||
|         { | ||||
| 
 | ||||
|         } | ||||
| 
 | ||||
|         /// <summary> | ||||
|  | @ -881,12 +867,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
|         /// <param name="force"></param> | ||||
|         public void doForce(Vector3 force) | ||||
|         { | ||||
|             if (!collidelock) | ||||
|             { | ||||
|                 d.BodyAddForce(Body, force.X, force.Y, force.Z); | ||||
|                 //d.BodySetRotation(Body, ref m_StandUpRotation); | ||||
|                 //standupStraight(); | ||||
|             } | ||||
|             d.BodyAddForce(Body, force.X, force.Y, force.Z); | ||||
|             //d.BodySetRotation(Body, ref m_StandUpRotation); | ||||
|             //standupStraight(); | ||||
|         } | ||||
| 
 | ||||
|         public override void SetMomentum(Vector3 momentum) | ||||
|  | @ -1073,7 +1056,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
|         /// <summary> | ||||
|         /// Updates the reported position and velocity.  This essentially sends the data up to ScenePresence. | ||||
|         /// </summary> | ||||
|         public void UpdatePositionAndVelocity() | ||||
|         internal void UpdatePositionAndVelocity() | ||||
|         { | ||||
|             //  no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | ||||
|             d.Vector3 vec; | ||||
|  | @ -1161,7 +1144,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
|         /// <summary> | ||||
|         /// Cleanup the things we use in the scene. | ||||
|         /// </summary> | ||||
|         public void Destroy() | ||||
|         internal void Destroy() | ||||
|         { | ||||
|             m_tainted_isPhysical = false; | ||||
|             _parent_scene.AddPhysicsActorTaint(this); | ||||
|  | @ -1220,7 +1203,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
| 
 | ||||
|         public override float APIDDamping{ set { return; } } | ||||
| 
 | ||||
| 
 | ||||
|         public override void SubscribeEvents(int ms) | ||||
|         { | ||||
|             m_requestedUpdateFrequency = ms; | ||||
|  | @ -1235,7 +1217,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
|             m_eventsubscription = 0; | ||||
|         } | ||||
| 
 | ||||
|         public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||||
|         internal void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||||
|         { | ||||
|             if (m_eventsubscription > 0) | ||||
|             { | ||||
|  | @ -1246,7 +1228,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
|             } | ||||
|         } | ||||
| 
 | ||||
|         public void SendCollisions() | ||||
|         internal void SendCollisions() | ||||
|         { | ||||
|             if (m_eventsubscription > m_requestedUpdateFrequency) | ||||
|             { | ||||
|  | @ -1266,7 +1248,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
|             return false; | ||||
|         } | ||||
| 
 | ||||
|         public void ProcessTaints(float timestep) | ||||
|         internal void ProcessTaints() | ||||
|         { | ||||
|             if (m_tainted_isPhysical != m_isPhysical) | ||||
|             { | ||||
|  |  | |||
|  | @ -2703,7 +2703,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
|                             { | ||||
|                                 foreach (OdeCharacter character in _taintedActors) | ||||
|                                 { | ||||
|                                     character.ProcessTaints(timeStep); | ||||
|                                     character.ProcessTaints(); | ||||
| 
 | ||||
|                                     processedtaints = true; | ||||
|                                     //character.m_collisionscore = 0; | ||||
|  |  | |||
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	 Justin Clark-Casey (justincc)
						Justin Clark-Casey (justincc)