aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
diff options
context:
space:
mode:
authorJustin Clark-Casey (justincc)2011-10-15 01:41:39 +0100
committerJustin Clark-Casey (justincc)2011-10-15 01:41:39 +0100
commit978fb3d482072d840e6280aa5acd090b67ee6205 (patch)
tree10ef8d7e8cd6a28ba6adf3af450b36dd4c766d7f /OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
parentrestrict unnecessary access levels on ODEPrim fields/properties (diff)
downloadopensim-SC-978fb3d482072d840e6280aa5acd090b67ee6205.zip
opensim-SC-978fb3d482072d840e6280aa5acd090b67ee6205.tar.gz
opensim-SC-978fb3d482072d840e6280aa5acd090b67ee6205.tar.bz2
opensim-SC-978fb3d482072d840e6280aa5acd090b67ee6205.tar.xz
reduce access to ODECharacter methods to make code analysis easier. Eliminate redundant argument on ProcessTaints()
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODECharacter.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs88
1 files changed, 35 insertions, 53 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 7f3ae6b..771a2ea 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -78,17 +78,17 @@ namespace OpenSim.Region.Physics.OdePlugin
78 private Vector3 _acceleration; 78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity; 79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f; 80 private float m_mass = 80f;
81 public float m_density = 60f; 81 private float m_density = 60f;
82 private bool m_pidControllerActive = true; 82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f; 83 private float PID_D = 800.0f;
84 public float PID_P = 900.0f; 84 private float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f; 85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f; 86 private float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f; 87 private float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f; 88 private float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f; 89 private float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f; 90 private float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f; 91 private float runDivisor = 0.8f;
92 private bool flying = false; 92 private bool flying = false;
93 private bool m_iscolliding = false; 93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false; 94 private bool m_iscollidingGround = false;
@@ -100,12 +100,11 @@ namespace OpenSim.Region.Physics.OdePlugin
100 private bool m_hackSentFly = false; 100 private bool m_hackSentFly = false;
101 private int m_requestedUpdateFrequency = 0; 101 private int m_requestedUpdateFrequency = 0;
102 private Vector3 m_taintPosition = Vector3.Zero; 102 private Vector3 m_taintPosition = Vector3.Zero;
103 public uint m_localID = 0; 103 internal uint m_localID = 0;
104 public bool m_returnCollisions = false;
105 // taints and their non-tainted counterparts 104 // taints and their non-tainted counterparts
106 public bool m_isPhysical = false; // the current physical status 105 private bool m_isPhysical = false; // the current physical status
107 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing) 106 private bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
108 public float MinimumGroundFlightOffset = 3f; 107 internal float MinimumGroundFlightOffset = 3f;
109 108
110 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. 109 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
111 110
@@ -132,19 +131,18 @@ namespace OpenSim.Region.Physics.OdePlugin
132 | CollisionCategories.Body 131 | CollisionCategories.Body
133 | CollisionCategories.Character 132 | CollisionCategories.Character
134 | CollisionCategories.Land); 133 | CollisionCategories.Land);
135 public IntPtr Body = IntPtr.Zero; 134 internal IntPtr Body = IntPtr.Zero;
136 private OdeScene _parent_scene; 135 private OdeScene _parent_scene;
137 public IntPtr Shell = IntPtr.Zero; 136 internal IntPtr Shell = IntPtr.Zero;
138 public IntPtr Amotor = IntPtr.Zero; 137 internal IntPtr Amotor = IntPtr.Zero;
139 public d.Mass ShellMass; 138 private d.Mass ShellMass;
140 public bool collidelock = false;
141 139
142 public int m_eventsubscription = 0; 140 private int m_eventsubscription = 0;
143 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); 141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
144 142
145 // unique UUID of this character object 143 // unique UUID of this character object
146 public UUID m_uuid; 144 internal UUID m_uuid { get; private set; }
147 public bool bad = false; 145 internal bool bad = false;
148 146
149 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) 147 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
150 { 148 {
@@ -680,20 +678,12 @@ namespace OpenSim.Region.Physics.OdePlugin
680 return m_density*AVvolume; 678 return m_density*AVvolume;
681 } 679 }
682 } 680 }
683 public override void link(PhysicsActor obj)
684 {
685
686 }
687 681
688 public override void delink() 682 public override void link(PhysicsActor obj) {}
689 {
690 683
691 } 684 public override void delink() {}
692 685
693 public override void LockAngularMotion(Vector3 axis) 686 public override void LockAngularMotion(Vector3 axis) {}
694 {
695
696 }
697 687
698// This code is very useful. Written by DanX0r. We're just not using it right now. 688// This code is very useful. Written by DanX0r. We're just not using it right now.
699// Commented out to prevent a warning. 689// Commented out to prevent a warning.
@@ -732,27 +722,22 @@ namespace OpenSim.Region.Physics.OdePlugin
732 722
733 public override void VehicleFloatParam(int param, float value) 723 public override void VehicleFloatParam(int param, float value)
734 { 724 {
735
736 } 725 }
737 726
738 public override void VehicleVectorParam(int param, Vector3 value) 727 public override void VehicleVectorParam(int param, Vector3 value)
739 { 728 {
740
741 } 729 }
742 730
743 public override void VehicleRotationParam(int param, Quaternion rotation) 731 public override void VehicleRotationParam(int param, Quaternion rotation)
744 { 732 {
745
746 } 733 }
747 734
748 public override void VehicleFlags(int param, bool remove) 735 public override void VehicleFlags(int param, bool remove)
749 { 736 {
750
751 } 737 }
752 738
753 public override void SetVolumeDetect(int param) 739 public override void SetVolumeDetect(int param)
754 { 740 {
755
756 } 741 }
757 742
758 public override Vector3 CenterOfMass 743 public override Vector3 CenterOfMass
@@ -772,13 +757,15 @@ namespace OpenSim.Region.Physics.OdePlugin
772 757
773 public override Vector3 Velocity 758 public override Vector3 Velocity
774 { 759 {
775 get { 760 get
761 {
776 // There's a problem with Vector3.Zero! Don't Use it Here! 762 // There's a problem with Vector3.Zero! Don't Use it Here!
777 if (_zeroFlag) 763 if (_zeroFlag)
778 return Vector3.Zero; 764 return Vector3.Zero;
779 m_lastUpdateSent = false; 765 m_lastUpdateSent = false;
780 return _velocity; 766 return _velocity;
781 } 767 }
768
782 set 769 set
783 { 770 {
784 if (value.IsFinite()) 771 if (value.IsFinite())
@@ -872,7 +859,6 @@ namespace OpenSim.Region.Physics.OdePlugin
872 859
873 public override void AddAngularForce(Vector3 force, bool pushforce) 860 public override void AddAngularForce(Vector3 force, bool pushforce)
874 { 861 {
875
876 } 862 }
877 863
878 /// <summary> 864 /// <summary>
@@ -881,12 +867,9 @@ namespace OpenSim.Region.Physics.OdePlugin
881 /// <param name="force"></param> 867 /// <param name="force"></param>
882 public void doForce(Vector3 force) 868 public void doForce(Vector3 force)
883 { 869 {
884 if (!collidelock) 870 d.BodyAddForce(Body, force.X, force.Y, force.Z);
885 { 871 //d.BodySetRotation(Body, ref m_StandUpRotation);
886 d.BodyAddForce(Body, force.X, force.Y, force.Z); 872 //standupStraight();
887 //d.BodySetRotation(Body, ref m_StandUpRotation);
888 //standupStraight();
889 }
890 } 873 }
891 874
892 public override void SetMomentum(Vector3 momentum) 875 public override void SetMomentum(Vector3 momentum)
@@ -1074,7 +1057,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1074 /// <summary> 1057 /// <summary>
1075 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence. 1058 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1076 /// </summary> 1059 /// </summary>
1077 public void UpdatePositionAndVelocity() 1060 internal void UpdatePositionAndVelocity()
1078 { 1061 {
1079 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! 1062 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1080 d.Vector3 vec; 1063 d.Vector3 vec;
@@ -1162,7 +1145,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1162 /// <summary> 1145 /// <summary>
1163 /// Cleanup the things we use in the scene. 1146 /// Cleanup the things we use in the scene.
1164 /// </summary> 1147 /// </summary>
1165 public void Destroy() 1148 internal void Destroy()
1166 { 1149 {
1167 m_tainted_isPhysical = false; 1150 m_tainted_isPhysical = false;
1168 _parent_scene.AddPhysicsActorTaint(this); 1151 _parent_scene.AddPhysicsActorTaint(this);
@@ -1221,7 +1204,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1221 1204
1222 public override float APIDDamping{ set { return; } } 1205 public override float APIDDamping{ set { return; } }
1223 1206
1224
1225 public override void SubscribeEvents(int ms) 1207 public override void SubscribeEvents(int ms)
1226 { 1208 {
1227 m_requestedUpdateFrequency = ms; 1209 m_requestedUpdateFrequency = ms;
@@ -1236,7 +1218,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1236 m_eventsubscription = 0; 1218 m_eventsubscription = 0;
1237 } 1219 }
1238 1220
1239 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) 1221 internal void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1240 { 1222 {
1241 if (m_eventsubscription > 0) 1223 if (m_eventsubscription > 0)
1242 { 1224 {
@@ -1247,7 +1229,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1247 } 1229 }
1248 } 1230 }
1249 1231
1250 public void SendCollisions() 1232 internal void SendCollisions()
1251 { 1233 {
1252 if (m_eventsubscription > m_requestedUpdateFrequency) 1234 if (m_eventsubscription > m_requestedUpdateFrequency)
1253 { 1235 {
@@ -1267,7 +1249,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1267 return false; 1249 return false;
1268 } 1250 }
1269 1251
1270 public void ProcessTaints(float timestep) 1252 internal void ProcessTaints()
1271 { 1253 {
1272 if (m_tainted_isPhysical != m_isPhysical) 1254 if (m_tainted_isPhysical != m_isPhysical)
1273 { 1255 {
@@ -1350,4 +1332,4 @@ namespace OpenSim.Region.Physics.OdePlugin
1350 m_eventsubscription += p; 1332 m_eventsubscription += p;
1351 } 1333 }
1352 } 1334 }
1353} 1335} \ No newline at end of file