More svn properties. Minor cleanup in POS.

0.6.0-stable
Jeff Ames 2008-06-25 13:32:27 +00:00
parent 52a18954bb
commit 80f5eb21ea
1 changed files with 48 additions and 33 deletions

View File

@ -76,12 +76,12 @@ namespace OpenSim.Region.Physics.POSPlugin
public override void Initialise(IMesher meshmerizer, IConfigSource config)
{
// Does nothing right now
}
public override void Dispose()
{
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
{
POSCharacter act = new POSCharacter();
@ -92,7 +92,6 @@ namespace OpenSim.Region.Physics.POSPlugin
public override void SetWaterLevel(float baseheight)
{
}
public override void RemovePrim(PhysicsActor prim)
@ -150,15 +149,9 @@ namespace OpenSim.Region.Physics.POSPlugin
c.Position.Z - p.Position.Z);
Vector3 avatarSize = p.Orientation.Inverse()*new Vector3(c.Size.X, c.Size.Y, c.Size.Z);
if (Math.Abs(rotatedPos.x) >= (p.Size.X*0.5 + Math.Abs(avatarSize.x)))
{
return false;
}
if (Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y)))
{
return false;
}
if (Math.Abs(rotatedPos.z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.z)))
if (Math.Abs(rotatedPos.x) >= (p.Size.X*0.5 + Math.Abs(avatarSize.x)) ||
Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y)) ||
Math.Abs(rotatedPos.z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.z)))
{
return false;
}
@ -171,10 +164,8 @@ namespace OpenSim.Region.Physics.POSPlugin
{
if (check_collision(c, _prims[i]))
{
return true;
}
}
return false;
@ -249,12 +240,12 @@ namespace OpenSim.Region.Physics.POSPlugin
character.Position.X = oldposX;
character.Position.Y = oldposY;
character.Position.Z = oldposZ;
character.Position.X = character.Position.X + (character._target_velocity.X*timeStep);
character.Position.X += character._target_velocity.X * timeStep;
if (check_all_prims(character))
{
character.Position.X = oldposX;
}
character.Position.Y = character.Position.Y + (character._target_velocity.Y*timeStep);
character.Position.Y += character._target_velocity.Y * timeStep;
if (check_all_prims(character))
{
character.Position.Y = oldposY;
@ -314,8 +305,8 @@ namespace OpenSim.Region.Physics.POSPlugin
public override bool IsThreaded
{
get { return (false); // for now we won't be multithreaded
}
// for now we won't be multithreaded
get { return (false); }
}
public override void SetTerrain(float[] heightMap)
@ -501,19 +492,17 @@ namespace OpenSim.Region.Physics.POSPlugin
get { return true; }
set { }
}
public override void link(PhysicsActor obj)
{
}
public override void delink()
{
}
public override void LockAngularMotion(PhysicsVector axis)
{
}
public void SetAcceleration(PhysicsVector accel)
@ -528,21 +517,34 @@ namespace OpenSim.Region.Physics.POSPlugin
public override void SetMomentum(PhysicsVector momentum)
{
}
public override void CrossingFailure()
{
}
public override PhysicsVector PIDTarget { set { return; } }
public override bool PIDActive { set { return; } }
public override float PIDTau { set { return; } }
public override PhysicsVector PIDTarget
{
set { return; }
}
public override bool PIDActive
{
set { return; }
}
public override float PIDTau
{
set { return; }
}
public override void SubscribeEvents(int ms)
{
}
public override void UnSubscribeEvents()
{
}
public override bool SubscribedEvents()
{
return false;
@ -746,17 +748,30 @@ namespace OpenSim.Region.Physics.POSPlugin
public override void CrossingFailure()
{
}
public override PhysicsVector PIDTarget { set { return; } }
public override bool PIDActive { set { return; } }
public override float PIDTau { set { return; } }
public override PhysicsVector PIDTarget
{
set { return; }
}
public override bool PIDActive
{
set { return; }
}
public override float PIDTau
{
set { return; }
}
public override void SubscribeEvents(int ms)
{
}
public override void UnSubscribeEvents()
{
}
public override bool SubscribedEvents()
{
return false;