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
Justin Clark-Casey (justincc) 2011-10-29 02:07:28 +01:00
parent 2cc49d7d9a
commit 9cd94ac6ec
1 changed files with 39 additions and 51 deletions

View File

@ -161,17 +161,19 @@ namespace OpenSim.Region.Physics.OdePlugin
{
pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
_position = pos;
m_taintPosition.X = pos.X;
m_taintPosition.Y = pos.Y;
m_taintPosition.Z = pos.Z;
m_taintPosition = pos;
}
else
{
_position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
m_taintPosition.X = _position.X;
m_taintPosition.Y = _position.Y;
m_taintPosition.Z = _position.Z;
_position
= new Vector3(
(float)_parent_scene.WorldExtents.X * 0.5f,
(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");
}
@ -431,10 +433,7 @@ namespace OpenSim.Region.Physics.OdePlugin
value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
m_taintPosition.X = value.X;
m_taintPosition.Y = value.Y;
m_taintPosition.Z = value.Z;
m_taintPosition = value;
_parent_scene.AddPhysicsActorTaint(this);
}
else
@ -582,15 +581,12 @@ namespace OpenSim.Region.Physics.OdePlugin
d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
Body = d.BodyCreate(_parent_scene.world);
d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
_position.X = npositionX;
_position.Y = npositionY;
_position.Z = npositionZ;
m_taintPosition.X = npositionX;
m_taintPosition.Y = npositionY;
m_taintPosition.Z = npositionZ;
m_taintPosition = _position;
d.BodySetMass(Body, ref ShellMass);
d.Matrix3 m_caprot;
@ -845,9 +841,7 @@ namespace OpenSim.Region.Physics.OdePlugin
else
{
m_pidControllerActive = true;
_target_velocity.X += force.X;
_target_velocity.Y += force.Y;
_target_velocity.Z += force.Z;
_target_velocity += force;
}
}
else
@ -868,8 +862,6 @@ namespace OpenSim.Region.Physics.OdePlugin
public void doForce(Vector3 force)
{
d.BodyAddForce(Body, force.X, force.Y, force.Z);
//d.BodySetRotation(Body, ref m_StandUpRotation);
//standupStraight();
}
public override void SetMomentum(Vector3 momentum)
@ -1059,69 +1051,66 @@ namespace OpenSim.Region.Physics.OdePlugin
internal void UpdatePositionAndVelocity()
{
// 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
{
vec = d.BodyGetPosition(Body);
newPos = d.BodyGetPosition(Body);
}
catch (NullReferenceException)
{
bad = true;
_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!
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!)
if (vec.X < 0.0f) vec.X = 0.0f;
if (vec.Y < 0.0f) vec.Y = 0.0f;
if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.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.X < 0.0f) newPos.X = 0.0f;
if (newPos.Y < 0.0f) newPos.Y = 0.0f;
if (newPos.X > (int)_parent_scene.WorldExtents.X - 0.05f) newPos.X = (int)_parent_scene.WorldExtents.X - 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.Y = vec.Y;
_position.Z = vec.Z;
_position.X = newPos.X;
_position.Y = newPos.Y;
_position.Z = newPos.Z;
// I think we need to update the taintPosition too -- Diva 12/24/10
m_taintPosition.X = vec.X;
m_taintPosition.Y = vec.Y;
m_taintPosition.Z = vec.Z;
m_taintPosition = _position;
// Did we move last? = zeroflag
// This helps keep us from sliding all over
if (_zeroFlag)
{
_velocity.X = 0.0f;
_velocity.Y = 0.0f;
_velocity.Z = 0.0f;
_velocity = Vector3.Zero;
// Did we send out the 'stopped' message?
if (!m_lastUpdateSent)
{
m_lastUpdateSent = true;
//base.RequestPhysicsterseUpdate();
}
}
else
{
m_lastUpdateSent = false;
d.Vector3 newVelocity;
try
{
vec = d.BodyGetLinearVel(Body);
newVelocity = d.BodyGetLinearVel(Body);
}
catch (NullReferenceException)
{
vec.X = _velocity.X;
vec.Y = _velocity.Y;
vec.Z = _velocity.Z;
newVelocity.X = _velocity.X;
newVelocity.Y = _velocity.Y;
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)
{
@ -1255,10 +1244,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (Body != IntPtr.Zero)
{
d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
_position.X = m_taintPosition.X;
_position.Y = m_taintPosition.Y;
_position.Z = m_taintPosition.Z;
_position = m_taintPosition;
}
}
@ -1303,8 +1289,10 @@ namespace OpenSim.Region.Physics.OdePlugin
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
d.BodyDestroy(Body);
d.GeomDestroy(Shell);
AvatarGeomAndBodyCreation(_position.X, _position.Y,
_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
AvatarGeomAndBodyCreation(
_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
// appear to stall initial region crossings when done here. Being done for consistency.