reduce access to ODECharacter methods to make code analysis easier. Eliminate redundant argument on ProcessTaints()
parent
4d1ab38068
commit
41e7e613a2
|
@ -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>
|
||||
|
@ -880,14 +866,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
/// </summary>
|
||||
/// <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();
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
|
|
Loading…
Reference in New Issue