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-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs59
-rw-r--r--OpenSim/Region/Physics/Meshing/SimpleHull.cs11
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs41
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs11
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