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authorKitto Flora2009-12-22 00:20:04 -0500
committerKitto Flora2009-12-22 00:20:04 -0500
commit0a29842caf5dbe711490b9b323ae922c418c6c30 (patch)
tree17f1403561f8bf1238dae53ff29f126b645b6793 /OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs
parentMerge branch 'master' into careminster (diff)
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Include ChOdePlugin
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs20
1 files changed, 3 insertions, 17 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs
index 78b15be..39cdc0f 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs
@@ -23,19 +23,6 @@
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 *
27 * Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
28 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
29 * ODEPrim.cs contains methods dealing with Prim editing, Prim
30 * characteristics and Kinetic motion.
31 * ODEDynamics.cs contains methods dealing with Prim Physical motion
32 * (dynamics) and the associated settings. Old Linear and angular
33 * motors for dynamic motion have been replace with MoveLinear()
34 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
35 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
36 * switch between 'VEHICLE' parameter use and general dynamics
37 * settings use.
38 *
39 */ 26 */
40 27
41/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces 28/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
@@ -133,7 +120,7 @@ namespace OpenSim.Region.Physics.OdePlugin
133// private float m_VhoverEfficiency = 0f; 120// private float m_VhoverEfficiency = 0f;
134 private float m_VhoverTimescale = 0f; 121 private float m_VhoverTimescale = 0f;
135 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height 122 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
136 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle. 123 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
137 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) 124 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
138 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. 125 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
139 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. 126 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
@@ -492,7 +479,7 @@ namespace OpenSim.Region.Physics.OdePlugin
492 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object 479 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
493 m_dir *= rotq; // apply obj rotation to velocity vector 480 m_dir *= rotq; // apply obj rotation to velocity vector
494 481
495 // add Gravity and Buoyancy 482 // add Gravity andBuoyancy
496 // KF: So far I have found no good method to combine a script-requested 483 // KF: So far I have found no good method to combine a script-requested
497 // .Z velocity and gravity. Therefore only 0g will used script-requested 484 // .Z velocity and gravity. Therefore only 0g will used script-requested
498 // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. 485 // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
@@ -574,7 +561,6 @@ namespace OpenSim.Region.Physics.OdePlugin
574 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate 561 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
575 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body 562 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
576 */ 563 */
577//if(frcount == 0) Console.WriteLine("MoveAngular ");
578 564
579 // Get what the body is doing, this includes 'external' influences 565 // Get what the body is doing, this includes 'external' influences
580 d.Vector3 angularVelocity = d.BodyGetAngularVel(Body); 566 d.Vector3 angularVelocity = d.BodyGetAngularVel(Body);
@@ -650,7 +636,7 @@ namespace OpenSim.Region.Physics.OdePlugin
650 // Deflection section tba 636 // Deflection section tba
651 637
652 // Sum velocities 638 // Sum velocities
653 m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // tba: + bank + deflection 639 m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection
654 640
655 if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) 641 if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
656 { 642 {