diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 59 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/SimpleHull.cs | 11 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 41 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 11 |
4 files changed, 62 insertions, 60 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 48a1c0e..ce46dae 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -59,35 +59,36 @@ namespace OpenSim.Region.Physics.Meshing | |||
59 | // const string baseDir = "rawFiles"; | 59 | // const string baseDir = "rawFiles"; |
60 | private const string baseDir = null; //"rawFiles"; | 60 | private const string baseDir = null; //"rawFiles"; |
61 | 61 | ||
62 | private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, | 62 | // TODO: unused |
63 | PhysicsVector r2, ref float lambda, ref float mu) | 63 | // private static void IntersectionParameterPD(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, |
64 | { | 64 | // PhysicsVector r2, ref float lambda, ref float mu) |
65 | // p1, p2, points on the straight | 65 | // { |
66 | // r1, r2, directional vectors of the straight. Not necessarily of length 1! | 66 | // // p1, p2, points on the straight |
67 | // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points, | 67 | // // r1, r2, directional vectors of the straight. Not necessarily of length 1! |
68 | // thus allowing to decide whether an intersection is between two points | 68 | // // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points, |
69 | 69 | // // thus allowing to decide whether an intersection is between two points | |
70 | float r1x = r1.X; | 70 | |
71 | float r1y = r1.Y; | 71 | // float r1x = r1.X; |
72 | float r2x = r2.X; | 72 | // float r1y = r1.Y; |
73 | float r2y = r2.Y; | 73 | // float r2x = r2.X; |
74 | 74 | // float r2y = r2.Y; | |
75 | float denom = r1y*r2x - r1x*r2y; | 75 | |
76 | 76 | // float denom = r1y*r2x - r1x*r2y; | |
77 | if (denom == 0.0) | 77 | |
78 | { | 78 | // if (denom == 0.0) |
79 | lambda = Single.NaN; | 79 | // { |
80 | mu = Single.NaN; | 80 | // lambda = Single.NaN; |
81 | return; | 81 | // mu = Single.NaN; |
82 | } | 82 | // return; |
83 | 83 | // } | |
84 | float p1x = p1.X; | 84 | |
85 | float p1y = p1.Y; | 85 | // float p1x = p1.X; |
86 | float p2x = p2.X; | 86 | // float p1y = p1.Y; |
87 | float p2y = p2.Y; | 87 | // float p2x = p2.X; |
88 | lambda = (-p2x*r2y + p1x*r2y + (p2y - p1y)*r2x)/denom; | 88 | // float p2y = p2.Y; |
89 | mu = (-p2x*r1y + p1x*r1y + (p2y - p1y)*r1x)/denom; | 89 | // lambda = (-p2x*r2y + p1x*r2y + (p2y - p1y)*r2x)/denom; |
90 | } | 90 | // mu = (-p2x*r1y + p1x*r1y + (p2y - p1y)*r1x)/denom; |
91 | // } | ||
91 | 92 | ||
92 | private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v) | 93 | private static List<Triangle> FindInfluencedTriangles(List<Triangle> triangles, Vertex v) |
93 | { | 94 | { |
diff --git a/OpenSim/Region/Physics/Meshing/SimpleHull.cs b/OpenSim/Region/Physics/Meshing/SimpleHull.cs index 3d3f42c..c518b78 100644 --- a/OpenSim/Region/Physics/Meshing/SimpleHull.cs +++ b/OpenSim/Region/Physics/Meshing/SimpleHull.cs | |||
@@ -170,11 +170,12 @@ namespace OpenSim.Region.Physics.Meshing | |||
170 | return result; | 170 | return result; |
171 | } | 171 | } |
172 | 172 | ||
173 | private bool InsertVertex(Vertex v, int iAfter) | 173 | // TODO: unused |
174 | { | 174 | // private bool InsertVertex(Vertex v, int iAfter) |
175 | vertices.Insert(iAfter + 1, v); | 175 | // { |
176 | return true; | 176 | // vertices.Insert(iAfter + 1, v); |
177 | } | 177 | // return true; |
178 | // } | ||
178 | 179 | ||
179 | private Vertex getNextVertex(Vertex currentVertex) | 180 | private Vertex getNextVertex(Vertex currentVertex) |
180 | { | 181 | { |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index b870a77..62978fd 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | |||
@@ -504,26 +504,27 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
504 | { | 504 | { |
505 | 505 | ||
506 | } | 506 | } |
507 | private void standupStraight() | 507 | |
508 | { | 508 | // TODO: unused: |
509 | 509 | // private void standupStraight() | |
510 | // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air. | 510 | // { |
511 | // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you | 511 | // // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air. |
512 | // change appearance and when you enter the simulator | 512 | // // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you |
513 | // After this routine is done, the amotor stabilizes much quicker | 513 | // // change appearance and when you enter the simulator |
514 | d.Vector3 feet; | 514 | // // After this routine is done, the amotor stabilizes much quicker |
515 | d.Vector3 head; | 515 | // d.Vector3 feet; |
516 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); | 516 | // d.Vector3 head; |
517 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); | 517 | // d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); |
518 | float posture = head.Z - feet.Z; | 518 | // d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); |
519 | 519 | // float posture = head.Z - feet.Z; | |
520 | // restoring force proportional to lack of posture: | 520 | |
521 | float servo = (2.5f - posture) * POSTURE_SERVO; | 521 | // // restoring force proportional to lack of posture: |
522 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); | 522 | // float servo = (2.5f - posture) * POSTURE_SERVO; |
523 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); | 523 | // d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); |
524 | //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); | 524 | // d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); |
525 | //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); | 525 | // //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); |
526 | } | 526 | // //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); |
527 | // } | ||
527 | 528 | ||
528 | public override PhysicsVector Force | 529 | public override PhysicsVector Force |
529 | { | 530 | { |
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index abac967..8529234 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -981,12 +981,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
981 | 981 | ||
982 | #endregion | 982 | #endregion |
983 | 983 | ||
984 | private float GetTerrainHeightAtXY(float x, float y) | 984 | // TODO: unused |
985 | { | 985 | // private float GetTerrainHeightAtXY(float x, float y) |
986 | return (float)_origheightmap[(int)y * Constants.RegionSize + (int)x]; | 986 | // { |
987 | 987 | // return (float)_origheightmap[(int)y * Constants.RegionSize + (int)x]; | |
988 | 988 | // } | |
989 | } | ||
990 | 989 | ||
991 | #region Add/Remove Entities | 990 | #region Add/Remove Entities |
992 | 991 | ||