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-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs18
1 files changed, 9 insertions, 9 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 }