diff options
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 | { |