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-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs41
1 files changed, 21 insertions, 20 deletions
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 {