diff options
author | John Hurliman | 2009-10-25 23:16:12 -0700 |
---|---|---|
committer | John Hurliman | 2009-10-26 18:23:43 -0700 |
commit | d199767e6991d6f368661fce9c5a072e564b8a4b (patch) | |
tree | d9347b8a424c0164e208f908613aa8fe1511444b /OpenSim/Region/Physics/POSPlugin | |
parent | * Double the priority on avatar bake texture requests to get avatars rezzing ... (diff) | |
download | opensim-SC_OLD-d199767e6991d6f368661fce9c5a072e564b8a4b.zip opensim-SC_OLD-d199767e6991d6f368661fce9c5a072e564b8a4b.tar.gz opensim-SC_OLD-d199767e6991d6f368661fce9c5a072e564b8a4b.tar.bz2 opensim-SC_OLD-d199767e6991d6f368661fce9c5a072e564b8a4b.tar.xz |
Experimental change of PhysicsVector to Vector3. Untested
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/POSPlugin/POSCharacter.cs | 55 | ||||
-rw-r--r-- | OpenSim/Region/Physics/POSPlugin/POSPrim.cs | 53 | ||||
-rw-r--r-- | OpenSim/Region/Physics/POSPlugin/POSScene.cs | 52 |
3 files changed, 79 insertions, 81 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs index 35fc616..26cd1dd 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs | |||
@@ -36,20 +36,17 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
36 | { | 36 | { |
37 | public class POSCharacter : PhysicsActor | 37 | public class POSCharacter : PhysicsActor |
38 | { | 38 | { |
39 | private PhysicsVector _position; | 39 | private Vector3 _position; |
40 | public PhysicsVector _velocity; | 40 | public Vector3 _velocity; |
41 | public PhysicsVector _target_velocity = PhysicsVector.Zero; | 41 | public Vector3 _target_velocity = Vector3.Zero; |
42 | public PhysicsVector _size = PhysicsVector.Zero; | 42 | public Vector3 _size = Vector3.Zero; |
43 | private PhysicsVector _acceleration; | 43 | private Vector3 _acceleration; |
44 | private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; | 44 | private Vector3 m_rotationalVelocity = Vector3.Zero; |
45 | private bool flying; | 45 | private bool flying; |
46 | private bool isColliding; | 46 | private bool isColliding; |
47 | 47 | ||
48 | public POSCharacter() | 48 | public POSCharacter() |
49 | { | 49 | { |
50 | _velocity = new PhysicsVector(); | ||
51 | _position = new PhysicsVector(); | ||
52 | _acceleration = new PhysicsVector(); | ||
53 | } | 50 | } |
54 | 51 | ||
55 | public override int PhysicsActorType | 52 | public override int PhysicsActorType |
@@ -58,7 +55,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
58 | set { return; } | 55 | set { return; } |
59 | } | 56 | } |
60 | 57 | ||
61 | public override PhysicsVector RotationalVelocity | 58 | public override Vector3 RotationalVelocity |
62 | { | 59 | { |
63 | get { return m_rotationalVelocity; } | 60 | get { return m_rotationalVelocity; } |
64 | set { m_rotationalVelocity = value; } | 61 | set { m_rotationalVelocity = value; } |
@@ -137,13 +134,13 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
137 | get { return false; } | 134 | get { return false; } |
138 | } | 135 | } |
139 | 136 | ||
140 | public override PhysicsVector Position | 137 | public override Vector3 Position |
141 | { | 138 | { |
142 | get { return _position; } | 139 | get { return _position; } |
143 | set { _position = value; } | 140 | set { _position = value; } |
144 | } | 141 | } |
145 | 142 | ||
146 | public override PhysicsVector Size | 143 | public override Vector3 Size |
147 | { | 144 | { |
148 | get { return _size; } | 145 | get { return _size; } |
149 | set | 146 | set |
@@ -158,9 +155,9 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
158 | get { return 0f; } | 155 | get { return 0f; } |
159 | } | 156 | } |
160 | 157 | ||
161 | public override PhysicsVector Force | 158 | public override Vector3 Force |
162 | { | 159 | { |
163 | get { return PhysicsVector.Zero; } | 160 | get { return Vector3.Zero; } |
164 | set { return; } | 161 | set { return; } |
165 | } | 162 | } |
166 | 163 | ||
@@ -175,7 +172,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
175 | 172 | ||
176 | } | 173 | } |
177 | 174 | ||
178 | public override void VehicleVectorParam(int param, PhysicsVector value) | 175 | public override void VehicleVectorParam(int param, Vector3 value) |
179 | { | 176 | { |
180 | 177 | ||
181 | } | 178 | } |
@@ -190,14 +187,14 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
190 | 187 | ||
191 | } | 188 | } |
192 | 189 | ||
193 | public override PhysicsVector CenterOfMass | 190 | public override Vector3 CenterOfMass |
194 | { | 191 | { |
195 | get { return PhysicsVector.Zero; } | 192 | get { return Vector3.Zero; } |
196 | } | 193 | } |
197 | 194 | ||
198 | public override PhysicsVector GeometricCenter | 195 | public override Vector3 GeometricCenter |
199 | { | 196 | { |
200 | get { return PhysicsVector.Zero; } | 197 | get { return Vector3.Zero; } |
201 | } | 198 | } |
202 | 199 | ||
203 | public override PrimitiveBaseShape Shape | 200 | public override PrimitiveBaseShape Shape |
@@ -205,15 +202,15 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
205 | set { return; } | 202 | set { return; } |
206 | } | 203 | } |
207 | 204 | ||
208 | public override PhysicsVector Velocity | 205 | public override Vector3 Velocity |
209 | { | 206 | { |
210 | get { return _velocity; } | 207 | get { return _velocity; } |
211 | set { _target_velocity = value; } | 208 | set { _target_velocity = value; } |
212 | } | 209 | } |
213 | 210 | ||
214 | public override PhysicsVector Torque | 211 | public override Vector3 Torque |
215 | { | 212 | { |
216 | get { return PhysicsVector.Zero; } | 213 | get { return Vector3.Zero; } |
217 | set { return; } | 214 | set { return; } |
218 | } | 215 | } |
219 | 216 | ||
@@ -229,7 +226,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
229 | set { } | 226 | set { } |
230 | } | 227 | } |
231 | 228 | ||
232 | public override PhysicsVector Acceleration | 229 | public override Vector3 Acceleration |
233 | { | 230 | { |
234 | get { return _acceleration; } | 231 | get { return _acceleration; } |
235 | } | 232 | } |
@@ -248,24 +245,24 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
248 | { | 245 | { |
249 | } | 246 | } |
250 | 247 | ||
251 | public override void LockAngularMotion(PhysicsVector axis) | 248 | public override void LockAngularMotion(Vector3 axis) |
252 | { | 249 | { |
253 | } | 250 | } |
254 | 251 | ||
255 | public void SetAcceleration(PhysicsVector accel) | 252 | public void SetAcceleration(Vector3 accel) |
256 | { | 253 | { |
257 | _acceleration = accel; | 254 | _acceleration = accel; |
258 | } | 255 | } |
259 | 256 | ||
260 | public override void AddForce(PhysicsVector force, bool pushforce) | 257 | public override void AddForce(Vector3 force, bool pushforce) |
261 | { | 258 | { |
262 | } | 259 | } |
263 | 260 | ||
264 | public override void AddAngularForce(PhysicsVector force, bool pushforce) | 261 | public override void AddAngularForce(Vector3 force, bool pushforce) |
265 | { | 262 | { |
266 | } | 263 | } |
267 | 264 | ||
268 | public override void SetMomentum(PhysicsVector momentum) | 265 | public override void SetMomentum(Vector3 momentum) |
269 | { | 266 | { |
270 | } | 267 | } |
271 | 268 | ||
@@ -273,7 +270,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
273 | { | 270 | { |
274 | } | 271 | } |
275 | 272 | ||
276 | public override PhysicsVector PIDTarget | 273 | public override Vector3 PIDTarget |
277 | { | 274 | { |
278 | set { return; } | 275 | set { return; } |
279 | } | 276 | } |
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs index b50364b..96c3e26 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs | |||
@@ -36,19 +36,16 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
36 | { | 36 | { |
37 | public class POSPrim : PhysicsActor | 37 | public class POSPrim : PhysicsActor |
38 | { | 38 | { |
39 | private PhysicsVector _position; | 39 | private Vector3 _position; |
40 | private PhysicsVector _velocity; | 40 | private Vector3 _velocity; |
41 | private PhysicsVector _acceleration; | 41 | private Vector3 _acceleration; |
42 | private PhysicsVector _size; | 42 | private Vector3 _size; |
43 | private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; | 43 | private Vector3 m_rotationalVelocity = Vector3.Zero; |
44 | private Quaternion _orientation; | 44 | private Quaternion _orientation; |
45 | private bool iscolliding; | 45 | private bool iscolliding; |
46 | 46 | ||
47 | public POSPrim() | 47 | public POSPrim() |
48 | { | 48 | { |
49 | _velocity = new PhysicsVector(); | ||
50 | _position = new PhysicsVector(); | ||
51 | _acceleration = new PhysicsVector(); | ||
52 | } | 49 | } |
53 | 50 | ||
54 | public override int PhysicsActorType | 51 | public override int PhysicsActorType |
@@ -57,7 +54,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
57 | set { return; } | 54 | set { return; } |
58 | } | 55 | } |
59 | 56 | ||
60 | public override PhysicsVector RotationalVelocity | 57 | public override Vector3 RotationalVelocity |
61 | { | 58 | { |
62 | get { return m_rotationalVelocity; } | 59 | get { return m_rotationalVelocity; } |
63 | set { m_rotationalVelocity = value; } | 60 | set { m_rotationalVelocity = value; } |
@@ -98,13 +95,13 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
98 | get { return false; } | 95 | get { return false; } |
99 | } | 96 | } |
100 | 97 | ||
101 | public override PhysicsVector Position | 98 | public override Vector3 Position |
102 | { | 99 | { |
103 | get { return _position; } | 100 | get { return _position; } |
104 | set { _position = value; } | 101 | set { _position = value; } |
105 | } | 102 | } |
106 | 103 | ||
107 | public override PhysicsVector Size | 104 | public override Vector3 Size |
108 | { | 105 | { |
109 | get { return _size; } | 106 | get { return _size; } |
110 | set { _size = value; } | 107 | set { _size = value; } |
@@ -115,9 +112,9 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
115 | get { return 0f; } | 112 | get { return 0f; } |
116 | } | 113 | } |
117 | 114 | ||
118 | public override PhysicsVector Force | 115 | public override Vector3 Force |
119 | { | 116 | { |
120 | get { return PhysicsVector.Zero; } | 117 | get { return Vector3.Zero; } |
121 | set { return; } | 118 | set { return; } |
122 | } | 119 | } |
123 | 120 | ||
@@ -132,7 +129,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
132 | 129 | ||
133 | } | 130 | } |
134 | 131 | ||
135 | public override void VehicleVectorParam(int param, PhysicsVector value) | 132 | public override void VehicleVectorParam(int param, Vector3 value) |
136 | { | 133 | { |
137 | 134 | ||
138 | } | 135 | } |
@@ -147,14 +144,14 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
147 | 144 | ||
148 | } | 145 | } |
149 | 146 | ||
150 | public override PhysicsVector CenterOfMass | 147 | public override Vector3 CenterOfMass |
151 | { | 148 | { |
152 | get { return PhysicsVector.Zero; } | 149 | get { return Vector3.Zero; } |
153 | } | 150 | } |
154 | 151 | ||
155 | public override PhysicsVector GeometricCenter | 152 | public override Vector3 GeometricCenter |
156 | { | 153 | { |
157 | get { return PhysicsVector.Zero; } | 154 | get { return Vector3.Zero; } |
158 | } | 155 | } |
159 | 156 | ||
160 | public override PrimitiveBaseShape Shape | 157 | public override PrimitiveBaseShape Shape |
@@ -173,7 +170,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
173 | set { return; } | 170 | set { return; } |
174 | } | 171 | } |
175 | 172 | ||
176 | public override PhysicsVector Velocity | 173 | public override Vector3 Velocity |
177 | { | 174 | { |
178 | get { return _velocity; } | 175 | get { return _velocity; } |
179 | set { _velocity = value; } | 176 | set { _velocity = value; } |
@@ -191,7 +188,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
191 | set { _orientation = value; } | 188 | set { _orientation = value; } |
192 | } | 189 | } |
193 | 190 | ||
194 | public override PhysicsVector Acceleration | 191 | public override Vector3 Acceleration |
195 | { | 192 | { |
196 | get { return _acceleration; } | 193 | get { return _acceleration; } |
197 | } | 194 | } |
@@ -202,26 +199,26 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
202 | set { } | 199 | set { } |
203 | } | 200 | } |
204 | 201 | ||
205 | public void SetAcceleration(PhysicsVector accel) | 202 | public void SetAcceleration(Vector3 accel) |
206 | { | 203 | { |
207 | _acceleration = accel; | 204 | _acceleration = accel; |
208 | } | 205 | } |
209 | 206 | ||
210 | public override void AddForce(PhysicsVector force, bool pushforce) | 207 | public override void AddForce(Vector3 force, bool pushforce) |
211 | { | 208 | { |
212 | } | 209 | } |
213 | 210 | ||
214 | public override void AddAngularForce(PhysicsVector force, bool pushforce) | 211 | public override void AddAngularForce(Vector3 force, bool pushforce) |
215 | { | 212 | { |
216 | } | 213 | } |
217 | 214 | ||
218 | public override PhysicsVector Torque | 215 | public override Vector3 Torque |
219 | { | 216 | { |
220 | get { return PhysicsVector.Zero; } | 217 | get { return Vector3.Zero; } |
221 | set { return; } | 218 | set { return; } |
222 | } | 219 | } |
223 | 220 | ||
224 | public override void SetMomentum(PhysicsVector momentum) | 221 | public override void SetMomentum(Vector3 momentum) |
225 | { | 222 | { |
226 | } | 223 | } |
227 | 224 | ||
@@ -255,7 +252,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
255 | { | 252 | { |
256 | } | 253 | } |
257 | 254 | ||
258 | public override void LockAngularMotion(PhysicsVector axis) | 255 | public override void LockAngularMotion(Vector3 axis) |
259 | { | 256 | { |
260 | } | 257 | } |
261 | 258 | ||
@@ -268,7 +265,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
268 | { | 265 | { |
269 | } | 266 | } |
270 | 267 | ||
271 | public override PhysicsVector PIDTarget | 268 | public override Vector3 PIDTarget |
272 | { | 269 | { |
273 | set { return; } | 270 | set { return; } |
274 | } | 271 | } |
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs index fa8cc70..c3f5040 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs | |||
@@ -56,7 +56,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
56 | { | 56 | { |
57 | } | 57 | } |
58 | 58 | ||
59 | public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) | 59 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) |
60 | { | 60 | { |
61 | POSCharacter act = new POSCharacter(); | 61 | POSCharacter act = new POSCharacter(); |
62 | act.Position = position; | 62 | act.Position = position; |
@@ -84,20 +84,20 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
84 | } | 84 | } |
85 | 85 | ||
86 | /* | 86 | /* |
87 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) | 87 | public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) |
88 | { | 88 | { |
89 | return null; | 89 | return null; |
90 | } | 90 | } |
91 | */ | 91 | */ |
92 | 92 | ||
93 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 93 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, |
94 | PhysicsVector size, Quaternion rotation) | 94 | Vector3 size, Quaternion rotation) |
95 | { | 95 | { |
96 | return AddPrimShape(primName, pbs, position, size, rotation, false); | 96 | return AddPrimShape(primName, pbs, position, size, rotation, false); |
97 | } | 97 | } |
98 | 98 | ||
99 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 99 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, |
100 | PhysicsVector size, Quaternion rotation, bool isPhysical) | 100 | Vector3 size, Quaternion rotation, bool isPhysical) |
101 | { | 101 | { |
102 | POSPrim prim = new POSPrim(); | 102 | POSPrim prim = new POSPrim(); |
103 | prim.Position = position; | 103 | prim.Position = position; |
@@ -152,23 +152,25 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
152 | character._target_velocity.Z += gravity * timeStep; | 152 | character._target_velocity.Z += gravity * timeStep; |
153 | } | 153 | } |
154 | 154 | ||
155 | character.Position.X += character._target_velocity.X * timeStep; | 155 | Vector3 characterPosition = character.Position; |
156 | character.Position.Y += character._target_velocity.Y * timeStep; | ||
157 | 156 | ||
158 | character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); | 157 | characterPosition.X += character._target_velocity.X * timeStep; |
159 | character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); | 158 | characterPosition.Y += character._target_velocity.Y * timeStep; |
159 | |||
160 | characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); | ||
161 | characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); | ||
160 | 162 | ||
161 | bool forcedZ = false; | 163 | bool forcedZ = false; |
162 | 164 | ||
163 | float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; | 165 | float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; |
164 | if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) | 166 | if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) |
165 | { | 167 | { |
166 | character.Position.Z = terrainheight + character.Size.Z; | 168 | characterPosition.Z = terrainheight + character.Size.Z; |
167 | forcedZ = true; | 169 | forcedZ = true; |
168 | } | 170 | } |
169 | else | 171 | else |
170 | { | 172 | { |
171 | character.Position.Z += character._target_velocity.Z*timeStep; | 173 | characterPosition.Z += character._target_velocity.Z*timeStep; |
172 | } | 174 | } |
173 | 175 | ||
174 | /// this is it -- the magic you've all been waiting for! Ladies and gentlemen -- | 176 | /// this is it -- the magic you've all been waiting for! Ladies and gentlemen -- |
@@ -177,29 +179,29 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
177 | 179 | ||
178 | if (isCollidingWithPrim(character)) | 180 | if (isCollidingWithPrim(character)) |
179 | { | 181 | { |
180 | character.Position.Z = oldposZ; // first try Z axis | 182 | characterPosition.Z = oldposZ; // first try Z axis |
181 | if (isCollidingWithPrim(character)) | 183 | if (isCollidingWithPrim(character)) |
182 | { | 184 | { |
183 | character.Position.Z = oldposZ + character.Size.Z / 4.4f; // try harder | 185 | characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder |
184 | if (isCollidingWithPrim(character)) | 186 | if (isCollidingWithPrim(character)) |
185 | { | 187 | { |
186 | character.Position.Z = oldposZ + character.Size.Z / 2.2f; // try very hard | 188 | characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard |
187 | if (isCollidingWithPrim(character)) | 189 | if (isCollidingWithPrim(character)) |
188 | { | 190 | { |
189 | character.Position.X = oldposX; | 191 | characterPosition.X = oldposX; |
190 | character.Position.Y = oldposY; | 192 | characterPosition.Y = oldposY; |
191 | character.Position.Z = oldposZ; | 193 | characterPosition.Z = oldposZ; |
192 | 194 | ||
193 | character.Position.X += character._target_velocity.X * timeStep; | 195 | characterPosition.X += character._target_velocity.X * timeStep; |
194 | if (isCollidingWithPrim(character)) | 196 | if (isCollidingWithPrim(character)) |
195 | { | 197 | { |
196 | character.Position.X = oldposX; | 198 | characterPosition.X = oldposX; |
197 | } | 199 | } |
198 | 200 | ||
199 | character.Position.Y += character._target_velocity.Y * timeStep; | 201 | characterPosition.Y += character._target_velocity.Y * timeStep; |
200 | if (isCollidingWithPrim(character)) | 202 | if (isCollidingWithPrim(character)) |
201 | { | 203 | { |
202 | character.Position.Y = oldposY; | 204 | characterPosition.Y = oldposY; |
203 | } | 205 | } |
204 | } | 206 | } |
205 | else | 207 | else |
@@ -218,8 +220,10 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
218 | } | 220 | } |
219 | } | 221 | } |
220 | 222 | ||
221 | character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); | 223 | characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); |
222 | character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); | 224 | characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); |
225 | |||
226 | character.Position = characterPosition; | ||
223 | 227 | ||
224 | character._velocity.X = (character.Position.X - oldposX)/timeStep; | 228 | character._velocity.X = (character.Position.X - oldposX)/timeStep; |
225 | character._velocity.Y = (character.Position.Y - oldposY)/timeStep; | 229 | character._velocity.Y = (character.Position.Y - oldposY)/timeStep; |