diff options
author | Robert Adams | 2012-09-27 09:31:33 -0700 |
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committer | Robert Adams | 2012-09-27 22:02:03 -0700 |
commit | 7b65985047bdf0789fe3eccf8f515279f362abf1 (patch) | |
tree | e29509c2e8fc094d50dda62d841dbaa9cf91cfeb /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | BulletSim: remove the unused body management code from BSPrim. There is no go... (diff) | |
download | opensim-SC-7b65985047bdf0789fe3eccf8f515279f362abf1.zip opensim-SC-7b65985047bdf0789fe3eccf8f515279f362abf1.tar.gz opensim-SC-7b65985047bdf0789fe3eccf8f515279f362abf1.tar.bz2 opensim-SC-7b65985047bdf0789fe3eccf8f515279f362abf1.tar.xz |
BulletSim: remove the trailing spaces from lines to make git happier
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 185 |
1 files changed, 92 insertions, 93 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 961bcde..b88ec3c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -122,7 +122,6 @@ public class BSCharacter : BSPhysObject | |||
122 | BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, | 122 | BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, |
123 | (uint)CollisionFilterGroups.AvatarFilter, (uint)CollisionFilterGroups.AvatarMask); | 123 | (uint)CollisionFilterGroups.AvatarFilter, (uint)CollisionFilterGroups.AvatarMask); |
124 | }); | 124 | }); |
125 | |||
126 | return; | 125 | return; |
127 | } | 126 | } |
128 | 127 | ||
@@ -141,8 +140,8 @@ public class BSCharacter : BSPhysObject | |||
141 | base.RequestPhysicsterseUpdate(); | 140 | base.RequestPhysicsterseUpdate(); |
142 | } | 141 | } |
143 | // No one calls this method so I don't know what it could possibly mean | 142 | // No one calls this method so I don't know what it could possibly mean |
144 | public override bool Stopped { | 143 | public override bool Stopped { |
145 | get { return false; } | 144 | get { return false; } |
146 | } | 145 | } |
147 | public override OMV.Vector3 Size { | 146 | public override OMV.Vector3 Size { |
148 | get | 147 | get |
@@ -151,7 +150,7 @@ public class BSCharacter : BSPhysObject | |||
151 | return new OMV.Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); | 150 | return new OMV.Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); |
152 | } | 151 | } |
153 | 152 | ||
154 | set { | 153 | set { |
155 | // When an avatar's size is set, only the height is changed | 154 | // When an avatar's size is set, only the height is changed |
156 | // and that really only depends on the radius. | 155 | // and that really only depends on the radius. |
157 | _size = value; | 156 | _size = value; |
@@ -166,19 +165,19 @@ public class BSCharacter : BSPhysObject | |||
166 | BulletSimAPI.SetObjectScaleMass(PhysicsScene.WorldID, LocalID, _scale, _mass, true); | 165 | BulletSimAPI.SetObjectScaleMass(PhysicsScene.WorldID, LocalID, _scale, _mass, true); |
167 | }); | 166 | }); |
168 | 167 | ||
169 | } | 168 | } |
170 | } | 169 | } |
171 | public override PrimitiveBaseShape Shape { | 170 | public override PrimitiveBaseShape Shape { |
172 | set { _pbs = value; | 171 | set { _pbs = value; |
173 | } | 172 | } |
174 | } | 173 | } |
175 | public override bool Grabbed { | 174 | public override bool Grabbed { |
176 | set { _grabbed = value; | 175 | set { _grabbed = value; |
177 | } | 176 | } |
178 | } | 177 | } |
179 | public override bool Selected { | 178 | public override bool Selected { |
180 | set { _selected = value; | 179 | set { _selected = value; |
181 | } | 180 | } |
182 | } | 181 | } |
183 | public override void CrossingFailure() { return; } | 182 | public override void CrossingFailure() { return; } |
184 | public override void link(PhysicsActor obj) { return; } | 183 | public override void link(PhysicsActor obj) { return; } |
@@ -203,11 +202,11 @@ public class BSCharacter : BSPhysObject | |||
203 | 202 | ||
204 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | 203 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } |
205 | 204 | ||
206 | public override OMV.Vector3 Position { | 205 | public override OMV.Vector3 Position { |
207 | get { | 206 | get { |
208 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); | 207 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); |
209 | return _position; | 208 | return _position; |
210 | } | 209 | } |
211 | set { | 210 | set { |
212 | _position = value; | 211 | _position = value; |
213 | PositionSanityCheck(); | 212 | PositionSanityCheck(); |
@@ -217,7 +216,7 @@ public class BSCharacter : BSPhysObject | |||
217 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 216 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
218 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); | 217 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); |
219 | }); | 218 | }); |
220 | } | 219 | } |
221 | } | 220 | } |
222 | 221 | ||
223 | // Check that the current position is sane and, if not, modify the position to make it so. | 222 | // Check that the current position is sane and, if not, modify the position to make it so. |
@@ -226,7 +225,7 @@ public class BSCharacter : BSPhysObject | |||
226 | private bool PositionSanityCheck() | 225 | private bool PositionSanityCheck() |
227 | { | 226 | { |
228 | bool ret = false; | 227 | bool ret = false; |
229 | 228 | ||
230 | // If below the ground, move the avatar up | 229 | // If below the ground, move the avatar up |
231 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | 230 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); |
232 | if (Position.Z < terrainHeight) | 231 | if (Position.Z < terrainHeight) |
@@ -260,17 +259,17 @@ public class BSCharacter : BSPhysObject | |||
260 | return ret; | 259 | return ret; |
261 | } | 260 | } |
262 | 261 | ||
263 | public override float Mass { | 262 | public override float Mass { |
264 | get { | 263 | get { |
265 | return _mass; | 264 | return _mass; |
266 | } | 265 | } |
267 | } | 266 | } |
268 | 267 | ||
269 | // used when we only want this prim's mass and not the linkset thing | 268 | // used when we only want this prim's mass and not the linkset thing |
270 | public override float MassRaw { get {return _mass; } } | 269 | public override float MassRaw { get {return _mass; } } |
271 | 270 | ||
272 | public override OMV.Vector3 Force { | 271 | public override OMV.Vector3 Force { |
273 | get { return _force; } | 272 | get { return _force; } |
274 | set { | 273 | set { |
275 | _force = value; | 274 | _force = value; |
276 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 275 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
@@ -279,12 +278,12 @@ public class BSCharacter : BSPhysObject | |||
279 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | 278 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); |
280 | BulletSimAPI.SetObjectForce(PhysicsScene.WorldID, LocalID, _force); | 279 | BulletSimAPI.SetObjectForce(PhysicsScene.WorldID, LocalID, _force); |
281 | }); | 280 | }); |
282 | } | 281 | } |
283 | } | 282 | } |
284 | 283 | ||
285 | public override int VehicleType { | 284 | public override int VehicleType { |
286 | get { return 0; } | 285 | get { return 0; } |
287 | set { return; } | 286 | set { return; } |
288 | } | 287 | } |
289 | public override void VehicleFloatParam(int param, float value) { } | 288 | public override void VehicleFloatParam(int param, float value) { } |
290 | public override void VehicleVectorParam(int param, OMV.Vector3 value) {} | 289 | public override void VehicleVectorParam(int param, OMV.Vector3 value) {} |
@@ -296,8 +295,8 @@ public class BSCharacter : BSPhysObject | |||
296 | 295 | ||
297 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } | 296 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } |
298 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } | 297 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } |
299 | public override OMV.Vector3 Velocity { | 298 | public override OMV.Vector3 Velocity { |
300 | get { return _velocity; } | 299 | get { return _velocity; } |
301 | set { | 300 | set { |
302 | _velocity = value; | 301 | _velocity = value; |
303 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 302 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); |
@@ -306,24 +305,24 @@ public class BSCharacter : BSPhysObject | |||
306 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | 305 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); |
307 | BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity); | 306 | BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity); |
308 | }); | 307 | }); |
309 | } | 308 | } |
310 | } | 309 | } |
311 | public override OMV.Vector3 Torque { | 310 | public override OMV.Vector3 Torque { |
312 | get { return _torque; } | 311 | get { return _torque; } |
313 | set { _torque = value; | 312 | set { _torque = value; |
314 | } | 313 | } |
315 | } | 314 | } |
316 | public override float CollisionScore { | 315 | public override float CollisionScore { |
317 | get { return _collisionScore; } | 316 | get { return _collisionScore; } |
318 | set { _collisionScore = value; | 317 | set { _collisionScore = value; |
319 | } | 318 | } |
320 | } | 319 | } |
321 | public override OMV.Vector3 Acceleration { | 320 | public override OMV.Vector3 Acceleration { |
322 | get { return _acceleration; } | 321 | get { return _acceleration; } |
323 | set { _acceleration = value; } | 322 | set { _acceleration = value; } |
324 | } | 323 | } |
325 | public override OMV.Quaternion Orientation { | 324 | public override OMV.Quaternion Orientation { |
326 | get { return _orientation; } | 325 | get { return _orientation; } |
327 | set { | 326 | set { |
328 | _orientation = value; | 327 | _orientation = value; |
329 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | 328 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); |
@@ -332,98 +331,98 @@ public class BSCharacter : BSPhysObject | |||
332 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); | 331 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); |
333 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); | 332 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); |
334 | }); | 333 | }); |
335 | } | 334 | } |
336 | } | 335 | } |
337 | public override int PhysicsActorType { | 336 | public override int PhysicsActorType { |
338 | get { return _physicsActorType; } | 337 | get { return _physicsActorType; } |
339 | set { _physicsActorType = value; | 338 | set { _physicsActorType = value; |
340 | } | 339 | } |
341 | } | 340 | } |
342 | public override bool IsPhysical { | 341 | public override bool IsPhysical { |
343 | get { return _isPhysical; } | 342 | get { return _isPhysical; } |
344 | set { _isPhysical = value; | 343 | set { _isPhysical = value; |
345 | } | 344 | } |
346 | } | 345 | } |
347 | public override bool Flying { | 346 | public override bool Flying { |
348 | get { return _flying; } | 347 | get { return _flying; } |
349 | set { | 348 | set { |
350 | _flying = value; | 349 | _flying = value; |
351 | // simulate flying by changing the effect of gravity | 350 | // simulate flying by changing the effect of gravity |
352 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); | 351 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); |
353 | } | 352 | } |
354 | } | 353 | } |
355 | // Flying is implimented by changing the avatar's buoyancy. | 354 | // Flying is implimented by changing the avatar's buoyancy. |
356 | // Would this be done better with a vehicle type? | 355 | // Would this be done better with a vehicle type? |
357 | private float ComputeBuoyancyFromFlying(bool ifFlying) { | 356 | private float ComputeBuoyancyFromFlying(bool ifFlying) { |
358 | return ifFlying ? 1f : 0f; | 357 | return ifFlying ? 1f : 0f; |
359 | } | 358 | } |
360 | public override bool | 359 | public override bool |
361 | SetAlwaysRun { | 360 | SetAlwaysRun { |
362 | get { return _setAlwaysRun; } | 361 | get { return _setAlwaysRun; } |
363 | set { _setAlwaysRun = value; } | 362 | set { _setAlwaysRun = value; } |
364 | } | 363 | } |
365 | public override bool ThrottleUpdates { | 364 | public override bool ThrottleUpdates { |
366 | get { return _throttleUpdates; } | 365 | get { return _throttleUpdates; } |
367 | set { _throttleUpdates = value; } | 366 | set { _throttleUpdates = value; } |
368 | } | 367 | } |
369 | public override bool IsColliding { | 368 | public override bool IsColliding { |
370 | get { return (CollidingStep == PhysicsScene.SimulationStep); } | 369 | get { return (CollidingStep == PhysicsScene.SimulationStep); } |
371 | set { _isColliding = value; } | 370 | set { _isColliding = value; } |
372 | } | 371 | } |
373 | public override bool CollidingGround { | 372 | public override bool CollidingGround { |
374 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } | 373 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } |
375 | set { CollidingGround = value; } | 374 | set { CollidingGround = value; } |
376 | } | 375 | } |
377 | public override bool CollidingObj { | 376 | public override bool CollidingObj { |
378 | get { return _collidingObj; } | 377 | get { return _collidingObj; } |
379 | set { _collidingObj = value; } | 378 | set { _collidingObj = value; } |
380 | } | 379 | } |
381 | public override bool FloatOnWater { | 380 | public override bool FloatOnWater { |
382 | set { _floatOnWater = value; } | 381 | set { _floatOnWater = value; } |
383 | } | 382 | } |
384 | public override OMV.Vector3 RotationalVelocity { | 383 | public override OMV.Vector3 RotationalVelocity { |
385 | get { return _rotationalVelocity; } | 384 | get { return _rotationalVelocity; } |
386 | set { _rotationalVelocity = value; } | 385 | set { _rotationalVelocity = value; } |
387 | } | 386 | } |
388 | public override bool Kinematic { | 387 | public override bool Kinematic { |
389 | get { return _kinematic; } | 388 | get { return _kinematic; } |
390 | set { _kinematic = value; } | 389 | set { _kinematic = value; } |
391 | } | 390 | } |
392 | // neg=fall quickly, 0=1g, 1=0g, pos=float up | 391 | // neg=fall quickly, 0=1g, 1=0g, pos=float up |
393 | public override float Buoyancy { | 392 | public override float Buoyancy { |
394 | get { return _buoyancy; } | 393 | get { return _buoyancy; } |
395 | set { _buoyancy = value; | 394 | set { _buoyancy = value; |
396 | PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 395 | PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() |
397 | { | 396 | { |
398 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 397 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
399 | BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); | 398 | BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); |
400 | }); | 399 | }); |
401 | } | 400 | } |
402 | } | 401 | } |
403 | 402 | ||
404 | // Used for MoveTo | 403 | // Used for MoveTo |
405 | public override OMV.Vector3 PIDTarget { | 404 | public override OMV.Vector3 PIDTarget { |
406 | set { _PIDTarget = value; } | 405 | set { _PIDTarget = value; } |
407 | } | 406 | } |
408 | public override bool PIDActive { | 407 | public override bool PIDActive { |
409 | set { _usePID = value; } | 408 | set { _usePID = value; } |
410 | } | 409 | } |
411 | public override float PIDTau { | 410 | public override float PIDTau { |
412 | set { _PIDTau = value; } | 411 | set { _PIDTau = value; } |
413 | } | 412 | } |
414 | 413 | ||
415 | // Used for llSetHoverHeight and maybe vehicle height | 414 | // Used for llSetHoverHeight and maybe vehicle height |
416 | // Hover Height will override MoveTo target's Z | 415 | // Hover Height will override MoveTo target's Z |
417 | public override bool PIDHoverActive { | 416 | public override bool PIDHoverActive { |
418 | set { _useHoverPID = value; } | 417 | set { _useHoverPID = value; } |
419 | } | 418 | } |
420 | public override float PIDHoverHeight { | 419 | public override float PIDHoverHeight { |
421 | set { _PIDHoverHeight = value; } | 420 | set { _PIDHoverHeight = value; } |
422 | } | 421 | } |
423 | public override PIDHoverType PIDHoverType { | 422 | public override PIDHoverType PIDHoverType { |
424 | set { _PIDHoverType = value; } | 423 | set { _PIDHoverType = value; } |
425 | } | 424 | } |
426 | public override float PIDHoverTau { | 425 | public override float PIDHoverTau { |
427 | set { _PIDHoverTao = value; } | 426 | set { _PIDHoverTao = value; } |
428 | } | 427 | } |
429 | 428 | ||
@@ -433,7 +432,7 @@ public class BSCharacter : BSPhysObject | |||
433 | public override float APIDStrength { set { return; } } | 432 | public override float APIDStrength { set { return; } } |
434 | public override float APIDDamping { set { return; } } | 433 | public override float APIDDamping { set { return; } } |
435 | 434 | ||
436 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | 435 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
437 | if (force.IsFinite()) | 436 | if (force.IsFinite()) |
438 | { | 437 | { |
439 | _force.X += force.X; | 438 | _force.X += force.X; |
@@ -453,9 +452,9 @@ public class BSCharacter : BSPhysObject | |||
453 | //m_lastUpdateSent = false; | 452 | //m_lastUpdateSent = false; |
454 | } | 453 | } |
455 | 454 | ||
456 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 455 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
457 | } | 456 | } |
458 | public override void SetMomentum(OMV.Vector3 momentum) { | 457 | public override void SetMomentum(OMV.Vector3 momentum) { |
459 | } | 458 | } |
460 | 459 | ||
461 | private void ComputeAvatarScale(OMV.Vector3 size) | 460 | private void ComputeAvatarScale(OMV.Vector3 size) |