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author | Teravus Ovares | 2007-12-30 06:18:17 +0000 |
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committer | Teravus Ovares | 2007-12-30 06:18:17 +0000 |
commit | 32438ab1b9a5c270e0a4a2d708f8c7730dc7e617 (patch) | |
tree | 21595ce38d7a9474c1b3f3eb71c8d50a2763039a /OpenSim/Region/Physics/OdePlugin | |
parent | * Applied Melanie's same instance IM fix. This will make IMs work within the... (diff) | |
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* This update rolls back the packetpool and LibSL changes. Please retest and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
* This update also fixes scripting and some weird physics reactions
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 18 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 16 |
2 files changed, 17 insertions, 17 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index a118e7c..335c3fc 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | |||
@@ -404,18 +404,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
404 | // ok -- let's stand up straight! | 404 | // ok -- let's stand up straight! |
405 | //d.Matrix3 StandUpRotationalMatrix = new d.Matrix3(0.8184158f, -0.5744568f, -0.0139677f, 0.5744615f, 0.8185215f, -0.004074608f, 0.01377355f, -0.004689182f, 0.9998941f); | 405 | //d.Matrix3 StandUpRotationalMatrix = new d.Matrix3(0.8184158f, -0.5744568f, -0.0139677f, 0.5744615f, 0.8185215f, -0.004074608f, 0.01377355f, -0.004689182f, 0.9998941f); |
406 | //d.BodySetRotation(Body, ref StandUpRotationalMatrix); | 406 | //d.BodySetRotation(Body, ref StandUpRotationalMatrix); |
407 | d.BodySetRotation(Body, ref m_StandUpRotation); | 407 | //d.BodySetRotation(Body, ref m_StandUpRotation); |
408 | // The above matrix was generated with the amazing standup routine below by danX0r *cheer* | 408 | // The above matrix was generated with the amazing standup routine below by danX0r *cheer* |
409 | //d.Vector3 feet; | 409 | d.Vector3 feet; |
410 | //d.Vector3 head; | 410 | d.Vector3 head; |
411 | //d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); | 411 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); |
412 | //d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); | 412 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); |
413 | //float posture = head.Z - feet.Z; | 413 | float posture = head.Z - feet.Z; |
414 | 414 | ||
415 | // restoring force proportional to lack of posture: | 415 | // restoring force proportional to lack of posture: |
416 | //float servo = (2.5f - posture) * POSTURE_SERVO; | 416 | float servo = (2.5f - posture) * POSTURE_SERVO; |
417 | //d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); | 417 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); |
418 | //d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); | 418 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); |
419 | 419 | ||
420 | //m_lastUpdateSent = false; | 420 | //m_lastUpdateSent = false; |
421 | } | 421 | } |
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 006d829..f8ab8e7 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -300,11 +300,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
300 | { | 300 | { |
301 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | 301 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) |
302 | { | 302 | { |
303 | p2.CollidingObj = true; | 303 | //p2.CollidingObj = true; |
304 | //contacts[i].depth = 0.003f; | 304 | //contacts[i].depth = 0.003f; |
305 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); | 305 | //p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); |
306 | OdeCharacter character = (OdeCharacter) p2; | 306 | //OdeCharacter character = (OdeCharacter) p2; |
307 | character.SetPidStatus(true); | 307 | //character.SetPidStatus(true); |
308 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); | 308 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); |
309 | 309 | ||
310 | } | 310 | } |
@@ -316,12 +316,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
316 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | 316 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) |
317 | { | 317 | { |
318 | 318 | ||
319 | p1.CollidingObj = true; | 319 | //p1.CollidingObj = true; |
320 | //contacts[i].depth = 0.003f; | 320 | //contacts[i].depth = 0.003f; |
321 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); | 321 | //p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); |
322 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); | 322 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); |
323 | OdeCharacter character = (OdeCharacter)p1; | 323 | //OdeCharacter character = (OdeCharacter)p1; |
324 | character.SetPidStatus(true); | 324 | //character.SetPidStatus(true); |
325 | } | 325 | } |
326 | else | 326 | else |
327 | { | 327 | { |