update ODE binaries for windows. Other platforms need to compile from opensim-libs repo, folder ODE-OpenSim-0.13.2, read file OPENSIM-README.txt. Remove code to reduce bounce on non physical placement, new unmanaged should handle that
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9354e60df0
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49884b94a7
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@ -111,7 +111,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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private int m_body_autodisable_frames;
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public int m_bodydisablecontrol = 0;
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public int m_bodyMoveCoolDown = 0;
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private float m_gravmod = 1.0f;
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// Default we're a Geometry
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@ -1030,18 +1029,16 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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d.AllocateODEDataForThread(0);
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if(Body != IntPtr.Zero)
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{
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if(m_bodyMoveCoolDown >= 0)
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{
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d.Vector3 dtmp = d.BodyGetAngularVel(Body);
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m_rotationalVelocity.X = dtmp.X;
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m_rotationalVelocity.Y = dtmp.Y;
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m_rotationalVelocity.Z = dtmp.Z;
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d.Vector3 dtmp = d.BodyGetAngularVel(Body);
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m_rotationalVelocity.X = dtmp.X;
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m_rotationalVelocity.Y = dtmp.Y;
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m_rotationalVelocity.Z = dtmp.Z;
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dtmp = d.BodyGetLinearVel(Body);
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_velocity.X = dtmp.X;
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_velocity.Y = dtmp.Y;
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_velocity.Z = dtmp.Z;
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dtmp = d.BodyGetLinearVel(Body);
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_velocity.X = dtmp.X;
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_velocity.Y = dtmp.Y;
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_velocity.Z = dtmp.Z;
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}
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d.BodySetLinearVel(Body, 0, 0, 0); // stop it
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d.BodySetAngularVel(Body, 0, 0, 0);
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}
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@ -1345,7 +1342,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
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m_building = true; // control must set this to false when done
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m_bodyMoveCoolDown = 0;
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AddChange(changes.Add, null);
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@ -2144,14 +2140,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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else
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{
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/*
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d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
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d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
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*/
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_zeroFlag = false;
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m_bodydisablecontrol = 0;
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}
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m_bodyMoveCoolDown = -5;
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_parent_scene.addActiveGroups(this);
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}
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@ -2244,7 +2238,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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m_mass = primMass;
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m_collisionscore = 0;
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m_bodyMoveCoolDown = 0;
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}
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private void FixInertia(Vector3 NewPos,Quaternion newrot)
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@ -2907,7 +2900,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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{
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_zeroFlag = true;
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d.BodyEnable(Body);
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m_bodyMoveCoolDown = -5;
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}
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}
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// else if (_parent != null)
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@ -2950,8 +2942,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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{
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d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
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_position = newPos;
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if (Body != IntPtr.Zero && !m_disabled)
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m_bodyMoveCoolDown = -5;
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}
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if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
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{
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@ -3016,7 +3006,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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{
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if(m_angularlocks != 0)
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createAMotor(m_angularlocks);
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m_bodyMoveCoolDown = -5;
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}
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}
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if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
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@ -3391,8 +3380,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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enableBodySoft();
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else if (!d.BodyIsEnabled(Body))
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d.BodyEnable(Body);
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if(m_bodyMoveCoolDown >= 0)
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d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
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}
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//resetCollisionAccounting();
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}
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@ -3416,9 +3403,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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enableBodySoft();
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else if (!d.BodyIsEnabled(Body))
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d.BodyEnable(Body);
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if(m_bodyMoveCoolDown >= 0);
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d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z);
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}
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//resetCollisionAccounting();
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}
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@ -3569,26 +3553,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
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!m_disabled && !m_isSelected && !m_building && !m_outbounds)
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{
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if(m_bodyMoveCoolDown < 0)
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{
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m_bodyMoveCoolDown++;
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// if(!IsColliding)
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// m_bodyCoolDown +=2;
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if(m_bodyMoveCoolDown >= 0)
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{
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d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
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d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
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}
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else
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{
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d.BodySetAngularVel(Body, 0, 0, 0);
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d.BodySetLinearVel(Body, 0, 0, 0);
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m_forceacc = Vector3.Zero;
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m_angularForceacc = Vector3.Zero;
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_zeroFlag = false;
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return;
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}
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}
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if (!d.BodyIsEnabled(Body))
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{
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// let vehicles sleep
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@ -3844,18 +3808,15 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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m_lastposition = _position;
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m_lastorientation = _orientation;
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if(m_bodyMoveCoolDown >= 0)
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{
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d.Vector3 dtmp = d.BodyGetAngularVel(Body);
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m_rotationalVelocity.X = dtmp.X;
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m_rotationalVelocity.Y = dtmp.Y;
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m_rotationalVelocity.Z = dtmp.Z;
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d.Vector3 dtmp = d.BodyGetAngularVel(Body);
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m_rotationalVelocity.X = dtmp.X;
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m_rotationalVelocity.Y = dtmp.Y;
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m_rotationalVelocity.Z = dtmp.Z;
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dtmp = d.BodyGetLinearVel(Body);
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_velocity.X = dtmp.X;
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_velocity.Y = dtmp.Y;
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_velocity.Z = dtmp.Z;
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}
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dtmp = d.BodyGetLinearVel(Body);
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_velocity.X = dtmp.X;
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_velocity.Y = dtmp.Y;
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_velocity.Z = dtmp.Z;
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d.BodySetLinearVel(Body, 0, 0, 0); // stop it
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d.BodySetAngularVel(Body, 0, 0, 0);
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@ -3880,33 +3841,30 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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else
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{
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if(m_bodyMoveCoolDown >= 0)
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float poserror;
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float angerror;
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if(_zeroFlag)
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{
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float poserror;
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float angerror;
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if(_zeroFlag)
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{
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poserror = 0.01f;
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angerror = 0.001f;
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}
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else
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{
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poserror = 0.005f;
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angerror = 0.0005f;
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}
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if (
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(Math.Abs(_position.X - lpos.X) < poserror)
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&& (Math.Abs(_position.Y - lpos.Y) < poserror)
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&& (Math.Abs(_position.Z - lpos.Z) < poserror)
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&& (Math.Abs(_orientation.X - ori.X) < angerror)
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&& (Math.Abs(_orientation.Y - ori.Y) < angerror)
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&& (Math.Abs(_orientation.Z - ori.Z) < angerror) // ignore W
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)
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_zeroFlag = true;
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else
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_zeroFlag = false;
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poserror = 0.01f;
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angerror = 0.001f;
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}
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else
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{
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poserror = 0.005f;
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angerror = 0.0005f;
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}
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if (
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(Math.Abs(_position.X - lpos.X) < poserror)
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&& (Math.Abs(_position.Y - lpos.Y) < poserror)
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&& (Math.Abs(_position.Z - lpos.Z) < poserror)
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&& (Math.Abs(_orientation.X - ori.X) < angerror)
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&& (Math.Abs(_orientation.Y - ori.Y) < angerror)
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&& (Math.Abs(_orientation.Z - ori.Z) < angerror) // ignore W
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)
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_zeroFlag = true;
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else
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_zeroFlag = false;
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}
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// update position
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@ -3932,49 +3890,46 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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else
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{
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if(m_bodyMoveCoolDown >= 0)
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d.Vector3 vel = d.BodyGetLinearVel(Body);
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m_acceleration = _velocity;
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if ((Math.Abs(vel.X) < 0.005f) &&
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(Math.Abs(vel.Y) < 0.005f) &&
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(Math.Abs(vel.Z) < 0.005f))
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{
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d.Vector3 vel = d.BodyGetLinearVel(Body);
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_velocity = Vector3.Zero;
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float t = -m_invTimeStep;
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m_acceleration = m_acceleration * t;
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}
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else
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{
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_velocity.X = vel.X;
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_velocity.Y = vel.Y;
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_velocity.Z = vel.Z;
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m_acceleration = (_velocity - m_acceleration) * m_invTimeStep;
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}
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m_acceleration = _velocity;
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if ((Math.Abs(m_acceleration.X) < 0.01f) &&
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(Math.Abs(m_acceleration.Y) < 0.01f) &&
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(Math.Abs(m_acceleration.Z) < 0.01f))
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{
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m_acceleration = Vector3.Zero;
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}
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if ((Math.Abs(vel.X) < 0.005f) &&
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(Math.Abs(vel.Y) < 0.005f) &&
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(Math.Abs(vel.Z) < 0.005f))
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{
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_velocity = Vector3.Zero;
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float t = -m_invTimeStep;
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m_acceleration = m_acceleration * t;
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}
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else
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{
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_velocity.X = vel.X;
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_velocity.Y = vel.Y;
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_velocity.Z = vel.Z;
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m_acceleration = (_velocity - m_acceleration) * m_invTimeStep;
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}
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if ((Math.Abs(m_acceleration.X) < 0.01f) &&
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(Math.Abs(m_acceleration.Y) < 0.01f) &&
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(Math.Abs(m_acceleration.Z) < 0.01f))
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{
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m_acceleration = Vector3.Zero;
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}
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vel = d.BodyGetAngularVel(Body);
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if ((Math.Abs(vel.X) < 0.0001) &&
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(Math.Abs(vel.Y) < 0.0001) &&
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(Math.Abs(vel.Z) < 0.0001)
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)
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{
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m_rotationalVelocity = Vector3.Zero;
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}
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else
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{
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m_rotationalVelocity.X = vel.X;
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m_rotationalVelocity.Y = vel.Y;
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m_rotationalVelocity.Z = vel.Z;
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}
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vel = d.BodyGetAngularVel(Body);
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if ((Math.Abs(vel.X) < 0.0001) &&
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(Math.Abs(vel.Y) < 0.0001) &&
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(Math.Abs(vel.Z) < 0.0001)
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)
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{
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m_rotationalVelocity = Vector3.Zero;
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}
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else
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{
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m_rotationalVelocity.X = vel.X;
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m_rotationalVelocity.Y = vel.Y;
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m_rotationalVelocity.Z = vel.Z;
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}
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}
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