* Added a routine to check if a PhysicsVector and Quaternion is finite
* Now validating input to the Physics scene and warning when something is awry. * This should help nail down that Non Finite Avatar Position Detected issue.0.6.5-rc1
parent
11f8ea30f9
commit
9bbc7e8bf6
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@ -153,6 +153,20 @@ namespace OpenSim.Region.Physics.Manager
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return v*f;
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return v*f;
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}
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}
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public static bool isFinite(PhysicsVector v)
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{
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if (v == null)
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return false;
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if (Single.IsInfinity(v.X) || Single.IsNaN(v.X))
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return false;
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if (Single.IsInfinity(v.Y) || Single.IsNaN(v.Y))
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return false;
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if (Single.IsInfinity(v.Z) || Single.IsNaN(v.Z))
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return false;
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return true;
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}
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public virtual bool IsIdentical(PhysicsVector v, float tolerance)
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public virtual bool IsIdentical(PhysicsVector v, float tolerance)
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{
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{
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PhysicsVector diff = this - v;
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PhysicsVector diff = this - v;
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@ -380,10 +380,23 @@ namespace OpenSim.Region.Physics.OdePlugin
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set
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set
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{
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{
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if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
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if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
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_position.X = value.X; _position.Y = value.Y; _position.Z = value.Z;
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{
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if (PhysicsVector.isFinite(value))
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{
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_position.X = value.X;
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_position.Y = value.Y;
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_position.Z = value.Z;
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m_taintPosition.X = value.X; m_taintPosition.Y = value.Y; m_taintPosition.Z = value.Z;
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m_taintPosition.X = value.X;
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_parent_scene.AddPhysicsActorTaint(this);
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m_taintPosition.Y = value.Y;
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m_taintPosition.Z = value.Z;
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_parent_scene.AddPhysicsActorTaint(this);
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
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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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@ -402,15 +415,22 @@ namespace OpenSim.Region.Physics.OdePlugin
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get { return new PhysicsVector(CAPSULE_RADIUS*2, CAPSULE_RADIUS*2, CAPSULE_LENGTH); }
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get { return new PhysicsVector(CAPSULE_RADIUS*2, CAPSULE_RADIUS*2, CAPSULE_LENGTH); }
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set
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set
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{
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{
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m_pidControllerActive = true;
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if (PhysicsVector.isFinite(value))
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{
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m_pidControllerActive = true;
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PhysicsVector SetSize = value;
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PhysicsVector SetSize = value;
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m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
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m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
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//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
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//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
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Velocity = new PhysicsVector(0f, 0f, 0f);
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Velocity = new PhysicsVector(0f, 0f, 0f);
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_parent_scene.AddPhysicsActorTaint(this);
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_parent_scene.AddPhysicsActorTaint(this);
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
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}
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}
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}
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}
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}
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@ -616,8 +636,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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set
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set
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{
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{
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m_pidControllerActive = true;
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if (PhysicsVector.isFinite(value))
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_target_velocity = value;
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{
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m_pidControllerActive = true;
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_target_velocity = value;
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
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}
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}
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}
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}
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}
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@ -667,22 +694,29 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <param name="force"></param>
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/// <param name="force"></param>
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public override void AddForce(PhysicsVector force, bool pushforce)
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public override void AddForce(PhysicsVector force, bool pushforce)
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{
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{
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if (pushforce)
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if (PhysicsVector.isFinite(force))
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{
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{
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m_pidControllerActive = false;
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if (pushforce)
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force *= 100f;
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{
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doForce(force);
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m_pidControllerActive = false;
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//m_log.Debug("Push!");
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force *= 100f;
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//_target_velocity.X += force.X;
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doForce(force);
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// _target_velocity.Y += force.Y;
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//m_log.Debug("Push!");
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//_target_velocity.Z += force.Z;
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//_target_velocity.X += force.X;
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// _target_velocity.Y += force.Y;
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//_target_velocity.Z += force.Z;
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}
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else
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{
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m_pidControllerActive = true;
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_target_velocity.X += force.X;
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_target_velocity.Y += force.Y;
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_target_velocity.Z += force.Z;
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}
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}
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}
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else
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else
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{
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{
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m_pidControllerActive = true;
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m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
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_target_velocity.X += force.X;
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_target_velocity.Y += force.Y;
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_target_velocity.Z += force.Z;
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}
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}
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//m_lastUpdateSent = false;
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//m_lastUpdateSent = false;
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}
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}
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@ -847,8 +881,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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// end add Kitto Flora
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// end add Kitto Flora
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}
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}
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if (PhysicsVector.isFinite(vec))
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doForce(vec);
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{
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doForce(vec);
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
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}
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}
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}
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/// <summary>
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/// <summary>
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@ -2325,7 +2325,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override PhysicsVector Size
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public override PhysicsVector Size
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{
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{
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get { return _size; }
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get { return _size; }
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set { _size = value; }
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set
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{
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if (PhysicsVector.isFinite(value))
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{
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_size = value;
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got NaN Size on object");
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}
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}
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}
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}
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public override float Mass
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public override float Mass
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@ -2337,7 +2347,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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//get { return PhysicsVector.Zero; }
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//get { return PhysicsVector.Zero; }
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get { return m_force; }
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get { return m_force; }
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set { m_force = value; }
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set
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{
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if (PhysicsVector.isFinite(value))
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{
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m_force = value;
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}
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else
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{
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m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
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}
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}
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}
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}
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public override int VehicleType
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public override int VehicleType
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@ -2402,10 +2422,18 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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set
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set
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{
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{
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_velocity = value;
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if (PhysicsVector.isFinite(value))
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{
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_velocity = value;
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m_taintVelocity = value;
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_parent_scene.AddPhysicsActorTaint(this);
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
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}
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m_taintVelocity = value;
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_parent_scene.AddPhysicsActorTaint(this);
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}
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}
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}
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}
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@ -2421,8 +2449,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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set
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set
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{
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{
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m_taintTorque = value;
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if (PhysicsVector.isFinite(value))
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_parent_scene.AddPhysicsActorTaint(this);
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{
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m_taintTorque = value;
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_parent_scene.AddPhysicsActorTaint(this);
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
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}
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}
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}
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}
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}
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@ -2441,7 +2476,27 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override Quaternion Orientation
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public override Quaternion Orientation
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{
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{
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get { return _orientation; }
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get { return _orientation; }
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set { _orientation = value; }
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set
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{
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if (QuaternionIsFinite(value))
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_orientation = value;
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else
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m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
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}
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}
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internal static bool QuaternionIsFinite(Quaternion q)
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{
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if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
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return false;
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if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
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return false;
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if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
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return false;
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if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
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return false;
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return true;
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}
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}
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public override PhysicsVector Acceleration
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public override PhysicsVector Acceleration
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@ -2457,15 +2512,29 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override void AddForce(PhysicsVector force, bool pushforce)
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public override void AddForce(PhysicsVector force, bool pushforce)
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{
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{
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m_forcelist.Add(force);
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if (PhysicsVector.isFinite(force))
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m_taintforce = true;
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{
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m_forcelist.Add(force);
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m_taintforce = true;
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
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}
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//m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
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//m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
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}
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}
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public override void AddAngularForce(PhysicsVector force, bool pushforce)
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public override void AddAngularForce(PhysicsVector force, bool pushforce)
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{
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{
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m_angularforcelist.Add(force);
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if (PhysicsVector.isFinite(force))
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m_taintaddangularforce = true;
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{
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m_angularforcelist.Add(force);
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m_taintaddangularforce = true;
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
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}
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}
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}
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public override PhysicsVector RotationalVelocity
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public override PhysicsVector RotationalVelocity
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@ -2482,7 +2551,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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return m_rotationalVelocity;
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return m_rotationalVelocity;
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}
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}
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set { m_rotationalVelocity = value; }
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set
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{
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if (PhysicsVector.isFinite(value))
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{
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m_rotationalVelocity = value;
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
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}
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}
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}
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}
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public override void CrossingFailure()
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public override void CrossingFailure()
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@ -2518,12 +2597,18 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override void LockAngularMotion(PhysicsVector axis)
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public override void LockAngularMotion(PhysicsVector axis)
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{
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{
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// reverse the zero/non zero values for ODE.
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// reverse the zero/non zero values for ODE.
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if (PhysicsVector.isFinite(axis))
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axis.X = (axis.X > 0) ? 1f : 0f;
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{
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axis.Y = (axis.Y > 0) ? 1f : 0f;
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axis.X = (axis.X > 0) ? 1f : 0f;
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axis.Z = (axis.Z > 0) ? 1f : 0f;
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axis.Y = (axis.Y > 0) ? 1f : 0f;
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m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
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axis.Z = (axis.Z > 0) ? 1f : 0f;
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m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z); ;
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m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
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m_taintAngularLock = new PhysicsVector(axis.X, axis.Y, axis.Z);
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
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}
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}
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}
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public void UpdatePositionAndVelocity()
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public void UpdatePositionAndVelocity()
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{
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{
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}
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}
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public override PhysicsVector PIDTarget { set { m_PIDTarget = value; ; } }
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public override PhysicsVector PIDTarget
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{
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set
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{
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if (PhysicsVector.isFinite(value))
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m_PIDTarget = value;
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else
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m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
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}
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}
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public override bool PIDActive { set { m_usePID = value; } }
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public override bool PIDActive { set { m_usePID = value; } }
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public override float PIDTau { set { m_PIDTau = value; } }
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public override float PIDTau { set { m_PIDTau = value; } }
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