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