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.
remove-scene-viewer
Justin Clark-Casey (justincc) 2011-10-29 02:07:28 +01:00
parent a5ea9f8830
commit ef8370fb8e
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; 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;
} }
} }
@ -1303,7 +1289,9 @@ 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.X,
_position.Y,
_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor); _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