parent
feb30217de
commit
7d55dfba8a
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@ -319,7 +319,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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{
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{
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int[] indexBase;
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int[] indexBase;
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Vector3[] vertexBase;
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Vector3[] vertexBase;
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Vector3 vNormal, vP1, vP2, vP3;
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Vector3 vNormal;
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// Vector3 vP1;
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// Vector3 vP2;
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// Vector3 vP3;
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IMesh mesh = primB.GetMesh();
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IMesh mesh = primB.GetMesh();
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float fdistance;
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float fdistance;
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@ -484,7 +487,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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internal Dictionary<RigidBody, BulletXPrim> _prims = new Dictionary<RigidBody, BulletXPrim>();
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internal Dictionary<RigidBody, BulletXPrim> _prims = new Dictionary<RigidBody, BulletXPrim>();
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public IMesher mesher;
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public IMesher mesher;
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private IConfigSource m_config;
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// private IConfigSource m_config;
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public static float Gravity
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public static float Gravity
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@ -541,7 +544,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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{
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{
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mesher = meshmerizer;
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mesher = meshmerizer;
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m_config = config;
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// m_config = config;
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}
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}
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public override void Dispose()
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public override void Dispose()
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@ -1685,7 +1688,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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// private PhysicsVector _staticVelocity;
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// private PhysicsVector _staticVelocity;
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// private AxiomQuaternion _staticOrientation;
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// private AxiomQuaternion _staticOrientation;
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private float _mass;
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private float _mass;
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private BulletXScene _parentscene;
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// private BulletXScene _parentscene;
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internal float[] _heightField;
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internal float[] _heightField;
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private RigidBody _flatPlanet;
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private RigidBody _flatPlanet;
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@ -1700,7 +1703,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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// _staticVelocity = new PhysicsVector();
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// _staticVelocity = new PhysicsVector();
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// _staticOrientation = AxiomQuaternion.Identity;
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// _staticOrientation = AxiomQuaternion.Identity;
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_mass = 0; //No active
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_mass = 0; //No active
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_parentscene = parent_scene;
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// _parentscene = parent_scene;
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_heightField = heightField;
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_heightField = heightField;
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float _linearDamping = 0.0f;
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float _linearDamping = 0.0f;
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@ -259,8 +259,8 @@ namespace OpenSim.Region.Physics.Meshing
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{
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{
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Mesh result = new Mesh();
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Mesh result = new Mesh();
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Quaternion tt = new Quaternion();
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// Quaternion tt = new Quaternion();
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Vertex v2 = new Vertex(0, 0, 0);
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// Vertex v2 = new Vertex(0, 0, 0);
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Mesh newLayer;
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Mesh newLayer;
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Mesh lastLayer = null;
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Mesh lastLayer = null;
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@ -441,8 +441,8 @@ namespace OpenSim.Region.Physics.Meshing
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{
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{
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Mesh result = new Mesh();
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Mesh result = new Mesh();
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Quaternion tt = new Quaternion();
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// Quaternion tt = new Quaternion();
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Vertex v2 = new Vertex(0, 0, 0);
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// Vertex v2 = new Vertex(0, 0, 0);
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Mesh newLayer;
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Mesh newLayer;
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Mesh lastLayer = null;
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Mesh lastLayer = null;
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@ -457,8 +457,8 @@ namespace OpenSim.Region.Physics.Meshing
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if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5f) steps *= 2;
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if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5f) steps *= 2;
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if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0f) steps *= 2;
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if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0f) steps *= 2;
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double percentOfPathMultiplier = 1.0 / steps;
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// double percentOfPathMultiplier = 1.0 / steps;
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double angleStepMultiplier = System.Math.PI * 2.0 / steps;
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// double angleStepMultiplier = System.Math.PI * 2.0 / steps;
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float yPathScale = pathScaleY * 0.5f;
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float yPathScale = pathScaleY * 0.5f;
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float pathLength = pathCutEnd - pathCutBegin;
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float pathLength = pathCutEnd - pathCutBegin;
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@ -221,6 +221,7 @@ public class Vertex : PhysicsVector, IComparable<Vertex>
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v1.Z += am;
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v1.Z += am;
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return v1;
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return v1;
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}
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}
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public static Vertex operator -(Vertex v1, float am)
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public static Vertex operator -(Vertex v1, float am)
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{
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{
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v1.X -= am;
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v1.X -= am;
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@ -228,6 +229,7 @@ public class Vertex : PhysicsVector, IComparable<Vertex>
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v1.Z -= am;
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v1.Z -= am;
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return v1;
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return v1;
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}
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}
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public static Vertex operator *(Vertex v1, float am)
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public static Vertex operator *(Vertex v1, float am)
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{
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{
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v1.X *= am;
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v1.X *= am;
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@ -235,6 +237,7 @@ public class Vertex : PhysicsVector, IComparable<Vertex>
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v1.Z *= am;
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v1.Z *= am;
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return v1;
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return v1;
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}
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}
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public static Vertex operator /(Vertex v1, float am)
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public static Vertex operator /(Vertex v1, float am)
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{
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{
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if (am == 0f)
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if (am == 0f)
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@ -432,8 +432,8 @@ namespace OpenSim.Region.Physics.Meshing
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UInt16 taperY = primShape.PathScaleY;
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UInt16 taperY = primShape.PathScaleY;
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UInt16 pathShearX = primShape.PathShearX;
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UInt16 pathShearX = primShape.PathShearX;
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UInt16 pathShearY = primShape.PathShearY;
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UInt16 pathShearY = primShape.PathShearY;
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Int16 twistTop = primShape.PathTwistBegin;
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// Int16 twistTop = primShape.PathTwistBegin;
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Int16 twistBot = primShape.PathTwist;
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// Int16 twistBot = primShape.PathTwist;
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#if SPAM
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#if SPAM
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reportPrimParams("[BOX] " + primName, primShape);
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reportPrimParams("[BOX] " + primName, primShape);
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@ -690,8 +690,8 @@ namespace OpenSim.Region.Physics.Meshing
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UInt16 taperY = primShape.PathScaleY;
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UInt16 taperY = primShape.PathScaleY;
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UInt16 pathShearX = primShape.PathShearX;
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UInt16 pathShearX = primShape.PathShearX;
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UInt16 pathShearY = primShape.PathShearY;
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UInt16 pathShearY = primShape.PathShearY;
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Int16 twistBot = primShape.PathTwist;
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// Int16 twistBot = primShape.PathTwist;
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Int16 twistTop = primShape.PathTwistBegin;
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// Int16 twistTop = primShape.PathTwistBegin;
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#if SPAM
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#if SPAM
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reportPrimParams("[CYLINDER] " + primName, primShape);
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reportPrimParams("[CYLINDER] " + primName, primShape);
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@ -1043,8 +1043,8 @@ namespace OpenSim.Region.Physics.Meshing
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UInt16 pathShearX = primShape.PathShearX;
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UInt16 pathShearX = primShape.PathShearX;
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UInt16 pathShearY = primShape.PathShearY;
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UInt16 pathShearY = primShape.PathShearY;
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Int16 twistTop = primShape.PathTwistBegin;
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// Int16 twistTop = primShape.PathTwistBegin;
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Int16 twistBot = primShape.PathTwist;
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// Int16 twistBot = primShape.PathTwist;
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#if SPAM
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#if SPAM
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reportPrimParams("[PRISM] " + primName, primShape);
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reportPrimParams("[PRISM] " + primName, primShape);
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@ -1295,13 +1295,13 @@ namespace OpenSim.Region.Physics.Meshing
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// Still have more to do here.
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// Still have more to do here.
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UInt16 hollowFactor = primShape.ProfileHollow;
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// UInt16 hollowFactor = primShape.ProfileHollow;
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UInt16 profileBegin = primShape.ProfileBegin;
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// UInt16 profileBegin = primShape.ProfileBegin;
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UInt16 profileEnd = primShape.ProfileEnd;
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// UInt16 profileEnd = primShape.ProfileEnd;
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UInt16 taperX = primShape.PathScaleX;
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// UInt16 taperX = primShape.PathScaleX;
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UInt16 taperY = primShape.PathScaleY;
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// UInt16 taperY = primShape.PathScaleY;
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UInt16 pathShearX = primShape.PathShearX;
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// UInt16 pathShearX = primShape.PathShearX;
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UInt16 pathShearY = primShape.PathShearY;
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// UInt16 pathShearY = primShape.PathShearY;
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Mesh m = new Mesh();
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Mesh m = new Mesh();
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#if SPAM
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#if SPAM
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@ -1424,12 +1424,12 @@ namespace OpenSim.Region.Physics.Meshing
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UInt16 hollowFactor = primShape.ProfileHollow;
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UInt16 hollowFactor = primShape.ProfileHollow;
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UInt16 profileBegin = primShape.ProfileBegin;
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UInt16 profileBegin = primShape.ProfileBegin;
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UInt16 profileEnd = primShape.ProfileEnd;
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UInt16 profileEnd = primShape.ProfileEnd;
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UInt16 taperX = primShape.PathScaleX;
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// UInt16 taperX = primShape.PathScaleX;
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UInt16 taperY = primShape.PathScaleY;
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// UInt16 taperY = primShape.PathScaleY;
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UInt16 pathShearX = primShape.PathShearX;
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UInt16 pathShearX = primShape.PathShearX;
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UInt16 pathShearY = primShape.PathShearY;
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UInt16 pathShearY = primShape.PathShearY;
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Int16 twistBot = primShape.PathTwist;
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// Int16 twistBot = primShape.PathTwist;
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Int16 twistTop = primShape.PathTwistBegin;
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// Int16 twistTop = primShape.PathTwistBegin;
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HollowShape hollowShape = primShape.HollowShape;
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HollowShape hollowShape = primShape.HollowShape;
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#if SPAM
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#if SPAM
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@ -1706,7 +1706,7 @@ namespace OpenSim.Region.Physics.Meshing
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foreach (Triangle t in m.triangles)
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foreach (Triangle t in m.triangles)
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t.invertNormal();
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t.invertNormal();
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Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f);
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// Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f);
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float skew = primShape.PathSkew * 0.01f;
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float skew = primShape.PathSkew * 0.01f;
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@ -2038,36 +2038,36 @@ namespace OpenSim.Region.Physics.Meshing
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return mesh;
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return mesh;
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}
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}
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private static void reportPrimParams(string name, PrimitiveBaseShape primShape)
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// private static void reportPrimParams(string name, PrimitiveBaseShape primShape)
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{
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// {
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#if SPAM
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// #if SPAM
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float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
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// float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
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float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
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// float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
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Console.WriteLine("********************* PrimitiveBaseShape Parameters *******************\n"
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// Console.WriteLine("********************* PrimitiveBaseShape Parameters *******************\n"
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+ "Name.............: " + name.ToString() + "\n"
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// + "Name.............: " + name.ToString() + "\n"
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+ "HollowShape......: " + primShape.HollowShape.ToString() + "\n"
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// + "HollowShape......: " + primShape.HollowShape.ToString() + "\n"
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+ "PathBegin........: " + primShape.PathBegin.ToString() + "\n"
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// + "PathBegin........: " + primShape.PathBegin.ToString() + "\n"
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+ "PathCurve........: " + primShape.PathCurve.ToString() + "\n"
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// + "PathCurve........: " + primShape.PathCurve.ToString() + "\n"
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+ "PathEnd..........: " + primShape.PathEnd.ToString() + "\n"
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// + "PathEnd..........: " + primShape.PathEnd.ToString() + "\n"
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+ "PathRadiusOffset.: " + primShape.PathRadiusOffset.ToString() + "\n"
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// + "PathRadiusOffset.: " + primShape.PathRadiusOffset.ToString() + "\n"
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+ "PathRevolutions..: " + primShape.PathRevolutions.ToString() + "\n"
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// + "PathRevolutions..: " + primShape.PathRevolutions.ToString() + "\n"
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+ "PathScaleX.......: " + primShape.PathScaleX.ToString() + "\n"
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// + "PathScaleX.......: " + primShape.PathScaleX.ToString() + "\n"
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+ "PathScaleY.......: " + primShape.PathScaleY.ToString() + "\n"
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// + "PathScaleY.......: " + primShape.PathScaleY.ToString() + "\n"
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+ "PathShearX.......: " + primShape.PathShearX.ToString() + " (" + pathShearX.ToString() + ")\n"
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// + "PathShearX.......: " + primShape.PathShearX.ToString() + " (" + pathShearX.ToString() + ")\n"
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+ "PathShearY.......: " + primShape.PathShearY.ToString() + " (" + pathShearY.ToString() + ")\n"
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// + "PathShearY.......: " + primShape.PathShearY.ToString() + " (" + pathShearY.ToString() + ")\n"
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+ "PathSkew.........: " + primShape.PathSkew.ToString() + "\n"
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// + "PathSkew.........: " + primShape.PathSkew.ToString() + "\n"
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+ "PathTaperX.......: " + primShape.PathTaperX.ToString() + "\n"
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// + "PathTaperX.......: " + primShape.PathTaperX.ToString() + "\n"
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+ "PathTaperY.......: " + primShape.PathTaperY.ToString() + "\n"
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// + "PathTaperY.......: " + primShape.PathTaperY.ToString() + "\n"
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+ "PathTwist........: " + primShape.PathTwist.ToString() + "\n"
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// + "PathTwist........: " + primShape.PathTwist.ToString() + "\n"
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+ "PathTwistBegin...: " + primShape.PathTwistBegin.ToString() + "\n"
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// + "PathTwistBegin...: " + primShape.PathTwistBegin.ToString() + "\n"
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+ "ProfileBegin.....: " + primShape.ProfileBegin.ToString() + "\n"
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// + "ProfileBegin.....: " + primShape.ProfileBegin.ToString() + "\n"
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+ "ProfileCurve.....: " + primShape.ProfileCurve.ToString() + "\n"
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// + "ProfileCurve.....: " + primShape.ProfileCurve.ToString() + "\n"
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+ "ProfileEnd.......: " + primShape.ProfileEnd.ToString() + "\n"
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// + "ProfileEnd.......: " + primShape.ProfileEnd.ToString() + "\n"
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+ "ProfileHollow....: " + primShape.ProfileHollow.ToString() + "\n"
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// + "ProfileHollow....: " + primShape.ProfileHollow.ToString() + "\n"
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+ "ProfileShape.....: " + primShape.ProfileShape.ToString() + "\n"
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// + "ProfileShape.....: " + primShape.ProfileShape.ToString() + "\n"
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);
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// );
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#endif
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// #endif
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}
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// }
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}
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}
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}
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}
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@ -223,7 +223,7 @@ namespace OpenSim.Region.Physics.Meshing
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Vertex v1 = new Vertex(0,0,0);
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Vertex v1 = new Vertex(0,0,0);
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// Create a vertex position from the RGB channels in the current pixel
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// Create a vertex position from the RGB channels in the current pixel
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int ypos = y * bLOD.Width;
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// int ypos = y * bLOD.Width;
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if (y == 0)
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if (y == 0)
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@ -59,7 +59,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private PhysicsVector _position;
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private PhysicsVector _position;
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private d.Vector3 _zeroPosition;
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private d.Vector3 _zeroPosition;
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private d.Matrix3 m_StandUpRotation;
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// private d.Matrix3 m_StandUpRotation;
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private bool _zeroFlag = false;
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private bool _zeroFlag = false;
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private bool m_lastUpdateSent = false;
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private bool m_lastUpdateSent = false;
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private PhysicsVector _velocity;
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private PhysicsVector _velocity;
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@ -92,7 +92,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float m_buoyancy = 0f;
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private float m_buoyancy = 0f;
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private CollisionLocker ode;
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// private CollisionLocker ode;
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private string m_name = String.Empty;
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private string m_name = String.Empty;
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@ -120,7 +120,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
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public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
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{
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{
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ode = dode;
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// ode = dode;
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_velocity = new PhysicsVector();
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_velocity = new PhysicsVector();
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_target_velocity = new PhysicsVector();
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_target_velocity = new PhysicsVector();
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_position = pos;
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_position = pos;
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@ -137,9 +137,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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runDivisor = rundivisor;
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runDivisor = rundivisor;
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m_StandUpRotation =
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// m_StandUpRotation =
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new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
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// new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
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0.5f);
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// 0.5f);
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for (int i = 0; i < 11; i++)
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for (int i = 0; i < 11; i++)
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{
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{
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@ -392,7 +392,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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PhysicsVector SetSize = value;
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PhysicsVector SetSize = value;
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float prevCapsule = CAPSULE_LENGTH;
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float prevCapsule = CAPSULE_LENGTH;
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float capsuleradius = CAPSULE_RADIUS;
|
// float capsuleradius = CAPSULE_RADIUS;
|
||||||
//capsuleradius = 0.2f;
|
//capsuleradius = 0.2f;
|
||||||
|
|
||||||
CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * heightFudgeFactor))); // subtract 43% of the size
|
CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * heightFudgeFactor))); // subtract 43% of the size
|
||||||
|
@ -747,7 +747,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
// we're not colliding and we're not flying so that means we're falling!
|
// we're not colliding and we're not flying so that means we're falling!
|
||||||
// m_iscolliding includes collisions with the ground.
|
// m_iscolliding includes collisions with the ground.
|
||||||
d.Vector3 pos = d.BodyGetPosition(Body);
|
|
||||||
|
// d.Vector3 pos = d.BodyGetPosition(Body);
|
||||||
if (_target_velocity.X > 0)
|
if (_target_velocity.X > 0)
|
||||||
{
|
{
|
||||||
vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
|
vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
|
||||||
|
|
|
@ -53,7 +53,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
private PhysicsVector m_rotationalVelocity;
|
private PhysicsVector m_rotationalVelocity;
|
||||||
private PhysicsVector _size;
|
private PhysicsVector _size;
|
||||||
private PhysicsVector _acceleration;
|
private PhysicsVector _acceleration;
|
||||||
private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
|
// private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
|
||||||
private Quaternion _orientation;
|
private Quaternion _orientation;
|
||||||
private PhysicsVector m_taintposition;
|
private PhysicsVector m_taintposition;
|
||||||
private PhysicsVector m_taintsize;
|
private PhysicsVector m_taintsize;
|
||||||
|
@ -1067,8 +1067,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
|
// string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
|
||||||
int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
|
// int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
|
||||||
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
_parent_scene.waitForSpaceUnlock(m_targetSpace);
|
||||||
|
|
||||||
IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
|
IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
|
||||||
|
@ -1141,7 +1141,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
//PidStatus = true;
|
//PidStatus = true;
|
||||||
|
|
||||||
PhysicsVector vec = new PhysicsVector();
|
// PhysicsVector vec = new PhysicsVector();
|
||||||
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
||||||
|
|
||||||
d.Vector3 pos = d.BodyGetPosition(Body);
|
d.Vector3 pos = d.BodyGetPosition(Body);
|
||||||
|
@ -1201,7 +1201,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_zeroPosition = d.BodyGetPosition(Body);
|
// _zeroPosition = d.BodyGetPosition(Body);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -117,7 +117,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
public class OdeScene : PhysicsScene
|
public class OdeScene : PhysicsScene
|
||||||
{
|
{
|
||||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||||
private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
|
// private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
|
||||||
|
|
||||||
CollisionLocker ode;
|
CollisionLocker ode;
|
||||||
|
|
||||||
|
@ -196,7 +196,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
private float[] _watermap;
|
private float[] _watermap;
|
||||||
|
|
||||||
private float[] _origheightmap;
|
// private float[] _origheightmap;
|
||||||
|
|
||||||
private d.NearCallback nearCallback;
|
private d.NearCallback nearCallback;
|
||||||
public d.TriCallback triCallback;
|
public d.TriCallback triCallback;
|
||||||
|
@ -226,7 +226,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
//Ckrinke private int ms = 0;
|
//Ckrinke private int ms = 0;
|
||||||
public IntPtr world;
|
public IntPtr world;
|
||||||
//private bool returncollisions = false;
|
//private bool returncollisions = false;
|
||||||
private uint obj1LocalID = 0;
|
// private uint obj1LocalID = 0;
|
||||||
private uint obj2LocalID = 0;
|
private uint obj2LocalID = 0;
|
||||||
//private int ctype = 0;
|
//private int ctype = 0;
|
||||||
private OdeCharacter cc1;
|
private OdeCharacter cc1;
|
||||||
|
@ -501,7 +501,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
IntPtr b1 = d.GeomGetBody(g1);
|
IntPtr b1 = d.GeomGetBody(g1);
|
||||||
IntPtr b2 = d.GeomGetBody(g2);
|
IntPtr b2 = d.GeomGetBody(g2);
|
||||||
|
|
||||||
d.GeomClassID id = d.GeomGetClass(g1);
|
// d.GeomClassID id = d.GeomGetClass(g1);
|
||||||
|
|
||||||
String name1 = null;
|
String name1 = null;
|
||||||
String name2 = null;
|
String name2 = null;
|
||||||
|
@ -837,7 +837,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth)
|
private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth)
|
||||||
{
|
{
|
||||||
obj1LocalID = 0;
|
// obj1LocalID = 0;
|
||||||
//returncollisions = false;
|
//returncollisions = false;
|
||||||
obj2LocalID = 0;
|
obj2LocalID = 0;
|
||||||
//ctype = 0;
|
//ctype = 0;
|
||||||
|
@ -850,7 +850,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
case ActorTypes.Agent:
|
case ActorTypes.Agent:
|
||||||
cc2 = (OdeCharacter)p2;
|
cc2 = (OdeCharacter)p2;
|
||||||
|
|
||||||
obj1LocalID = cc2.m_localID;
|
// obj1LocalID = cc2.m_localID;
|
||||||
switch ((ActorTypes)p1.PhysicsActorType)
|
switch ((ActorTypes)p1.PhysicsActorType)
|
||||||
{
|
{
|
||||||
case ActorTypes.Agent:
|
case ActorTypes.Agent:
|
||||||
|
@ -893,7 +893,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
case ActorTypes.Prim:
|
case ActorTypes.Prim:
|
||||||
cp2 = (OdePrim)p2;
|
cp2 = (OdePrim)p2;
|
||||||
|
|
||||||
obj1LocalID = cp2.m_localID;
|
// obj1LocalID = cp2.m_localID;
|
||||||
switch ((ActorTypes)p1.PhysicsActorType)
|
switch ((ActorTypes)p1.PhysicsActorType)
|
||||||
{
|
{
|
||||||
case ActorTypes.Agent:
|
case ActorTypes.Agent:
|
||||||
|
@ -2084,7 +2084,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
// this._heightmap[i] = (double)heightMap[i];
|
// this._heightmap[i] = (double)heightMap[i];
|
||||||
// dbm (danx0r) -- creating a buffer zone of one extra sample all around
|
// dbm (danx0r) -- creating a buffer zone of one extra sample all around
|
||||||
_origheightmap = heightMap;
|
// _origheightmap = heightMap;
|
||||||
const uint heightmapWidth = m_regionWidth + 2;
|
const uint heightmapWidth = m_regionWidth + 2;
|
||||||
const uint heightmapHeight = m_regionHeight + 2;
|
const uint heightmapHeight = m_regionHeight + 2;
|
||||||
const uint heightmapWidthSamples = 2*m_regionWidth + 2;
|
const uint heightmapWidthSamples = 2*m_regionWidth + 2;
|
||||||
|
|
Loading…
Reference in New Issue