diff options
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODECharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 41 |
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 | { |