tidy up OdeCharacter so that we just use OpenMetaverse.Vector3 assignment directly where possible, instead of transferring X, Y and Z components separately
some of this is probably a hold over from using ODE.Vector3, which is still necessary in some places.0.7.2-post-fixes
parent
2cc49d7d9a
commit
9cd94ac6ec
|
@ -161,17 +161,19 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
|
pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
|
||||||
}
|
}
|
||||||
|
|
||||||
_position = pos;
|
_position = pos;
|
||||||
m_taintPosition.X = pos.X;
|
m_taintPosition = pos;
|
||||||
m_taintPosition.Y = pos.Y;
|
|
||||||
m_taintPosition.Z = pos.Z;
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
|
_position
|
||||||
m_taintPosition.X = _position.X;
|
= new Vector3(
|
||||||
m_taintPosition.Y = _position.Y;
|
(float)_parent_scene.WorldExtents.X * 0.5f,
|
||||||
m_taintPosition.Z = _position.Z;
|
(float)_parent_scene.WorldExtents.Y * 0.5f,
|
||||||
|
parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
|
||||||
|
m_taintPosition = _position;
|
||||||
|
|
||||||
m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
|
m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -431,10 +433,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
|
value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
|
||||||
}
|
}
|
||||||
|
|
||||||
m_taintPosition.X = value.X;
|
m_taintPosition = value;
|
||||||
m_taintPosition.Y = value.Y;
|
|
||||||
m_taintPosition.Z = value.Z;
|
|
||||||
|
|
||||||
_parent_scene.AddPhysicsActorTaint(this);
|
_parent_scene.AddPhysicsActorTaint(this);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -587,10 +586,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
_position.Y = npositionY;
|
_position.Y = npositionY;
|
||||||
_position.Z = npositionZ;
|
_position.Z = npositionZ;
|
||||||
|
|
||||||
|
m_taintPosition = _position;
|
||||||
m_taintPosition.X = npositionX;
|
|
||||||
m_taintPosition.Y = npositionY;
|
|
||||||
m_taintPosition.Z = npositionZ;
|
|
||||||
|
|
||||||
d.BodySetMass(Body, ref ShellMass);
|
d.BodySetMass(Body, ref ShellMass);
|
||||||
d.Matrix3 m_caprot;
|
d.Matrix3 m_caprot;
|
||||||
|
@ -845,9 +841,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_pidControllerActive = true;
|
m_pidControllerActive = true;
|
||||||
_target_velocity.X += force.X;
|
_target_velocity += force;
|
||||||
_target_velocity.Y += force.Y;
|
|
||||||
_target_velocity.Z += force.Z;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -868,8 +862,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
public void doForce(Vector3 force)
|
public void doForce(Vector3 force)
|
||||||
{
|
{
|
||||||
d.BodyAddForce(Body, force.X, force.Y, force.Z);
|
d.BodyAddForce(Body, force.X, force.Y, force.Z);
|
||||||
//d.BodySetRotation(Body, ref m_StandUpRotation);
|
|
||||||
//standupStraight();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void SetMomentum(Vector3 momentum)
|
public override void SetMomentum(Vector3 momentum)
|
||||||
|
@ -1059,69 +1051,66 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
internal void UpdatePositionAndVelocity()
|
internal void UpdatePositionAndVelocity()
|
||||||
{
|
{
|
||||||
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
|
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
|
||||||
d.Vector3 vec;
|
d.Vector3 newPos;
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
vec = d.BodyGetPosition(Body);
|
newPos = d.BodyGetPosition(Body);
|
||||||
}
|
}
|
||||||
catch (NullReferenceException)
|
catch (NullReferenceException)
|
||||||
{
|
{
|
||||||
bad = true;
|
bad = true;
|
||||||
_parent_scene.BadCharacter(this);
|
_parent_scene.BadCharacter(this);
|
||||||
vec = new d.Vector3(_position.X, _position.Y, _position.Z);
|
newPos = new d.Vector3(_position.X, _position.Y, _position.Z);
|
||||||
base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
|
base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
|
||||||
m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
|
m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
|
||||||
}
|
}
|
||||||
|
|
||||||
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
|
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
|
||||||
if (vec.X < 0.0f) vec.X = 0.0f;
|
if (newPos.X < 0.0f) newPos.X = 0.0f;
|
||||||
if (vec.Y < 0.0f) vec.Y = 0.0f;
|
if (newPos.Y < 0.0f) newPos.Y = 0.0f;
|
||||||
if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
|
if (newPos.X > (int)_parent_scene.WorldExtents.X - 0.05f) newPos.X = (int)_parent_scene.WorldExtents.X - 0.05f;
|
||||||
if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
|
if (newPos.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) newPos.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
|
||||||
|
|
||||||
_position.X = vec.X;
|
_position.X = newPos.X;
|
||||||
_position.Y = vec.Y;
|
_position.Y = newPos.Y;
|
||||||
_position.Z = vec.Z;
|
_position.Z = newPos.Z;
|
||||||
|
|
||||||
// I think we need to update the taintPosition too -- Diva 12/24/10
|
// I think we need to update the taintPosition too -- Diva 12/24/10
|
||||||
m_taintPosition.X = vec.X;
|
m_taintPosition = _position;
|
||||||
m_taintPosition.Y = vec.Y;
|
|
||||||
m_taintPosition.Z = vec.Z;
|
|
||||||
|
|
||||||
// Did we move last? = zeroflag
|
// Did we move last? = zeroflag
|
||||||
// This helps keep us from sliding all over
|
// This helps keep us from sliding all over
|
||||||
|
|
||||||
if (_zeroFlag)
|
if (_zeroFlag)
|
||||||
{
|
{
|
||||||
_velocity.X = 0.0f;
|
_velocity = Vector3.Zero;
|
||||||
_velocity.Y = 0.0f;
|
|
||||||
_velocity.Z = 0.0f;
|
|
||||||
|
|
||||||
// Did we send out the 'stopped' message?
|
// Did we send out the 'stopped' message?
|
||||||
if (!m_lastUpdateSent)
|
if (!m_lastUpdateSent)
|
||||||
{
|
{
|
||||||
m_lastUpdateSent = true;
|
m_lastUpdateSent = true;
|
||||||
//base.RequestPhysicsterseUpdate();
|
//base.RequestPhysicsterseUpdate();
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_lastUpdateSent = false;
|
m_lastUpdateSent = false;
|
||||||
|
d.Vector3 newVelocity;
|
||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
vec = d.BodyGetLinearVel(Body);
|
newVelocity = d.BodyGetLinearVel(Body);
|
||||||
}
|
}
|
||||||
catch (NullReferenceException)
|
catch (NullReferenceException)
|
||||||
{
|
{
|
||||||
vec.X = _velocity.X;
|
newVelocity.X = _velocity.X;
|
||||||
vec.Y = _velocity.Y;
|
newVelocity.Y = _velocity.Y;
|
||||||
vec.Z = _velocity.Z;
|
newVelocity.Z = _velocity.Z;
|
||||||
}
|
}
|
||||||
_velocity.X = (vec.X);
|
|
||||||
_velocity.Y = (vec.Y);
|
|
||||||
|
|
||||||
_velocity.Z = (vec.Z);
|
_velocity.X = newVelocity.X;
|
||||||
|
_velocity.Y = newVelocity.Y;
|
||||||
|
_velocity.Z = newVelocity.Z;
|
||||||
|
|
||||||
if (_velocity.Z < -6 && !m_hackSentFall)
|
if (_velocity.Z < -6 && !m_hackSentFall)
|
||||||
{
|
{
|
||||||
|
@ -1255,10 +1244,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
if (Body != IntPtr.Zero)
|
if (Body != IntPtr.Zero)
|
||||||
{
|
{
|
||||||
d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
|
d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
|
||||||
|
_position = m_taintPosition;
|
||||||
_position.X = m_taintPosition.X;
|
|
||||||
_position.Y = m_taintPosition.Y;
|
|
||||||
_position.Z = m_taintPosition.Z;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1303,8 +1289,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
|
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
|
||||||
d.BodyDestroy(Body);
|
d.BodyDestroy(Body);
|
||||||
d.GeomDestroy(Shell);
|
d.GeomDestroy(Shell);
|
||||||
AvatarGeomAndBodyCreation(_position.X, _position.Y,
|
AvatarGeomAndBodyCreation(
|
||||||
_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
|
_position.X,
|
||||||
|
_position.Y,
|
||||||
|
_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
|
||||||
|
|
||||||
// As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't
|
// As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't
|
||||||
// appear to stall initial region crossings when done here. Being done for consistency.
|
// appear to stall initial region crossings when done here. Being done for consistency.
|
||||||
|
|
Loading…
Reference in New Issue