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-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs18
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs16
2 files changed, 17 insertions, 17 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index a118e7c..335c3fc 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -404,18 +404,18 @@ namespace OpenSim.Region.Physics.OdePlugin
404 // ok -- let's stand up straight! 404 // ok -- let's stand up straight!
405 //d.Matrix3 StandUpRotationalMatrix = new d.Matrix3(0.8184158f, -0.5744568f, -0.0139677f, 0.5744615f, 0.8185215f, -0.004074608f, 0.01377355f, -0.004689182f, 0.9998941f); 405 //d.Matrix3 StandUpRotationalMatrix = new d.Matrix3(0.8184158f, -0.5744568f, -0.0139677f, 0.5744615f, 0.8185215f, -0.004074608f, 0.01377355f, -0.004689182f, 0.9998941f);
406 //d.BodySetRotation(Body, ref StandUpRotationalMatrix); 406 //d.BodySetRotation(Body, ref StandUpRotationalMatrix);
407 d.BodySetRotation(Body, ref m_StandUpRotation); 407 //d.BodySetRotation(Body, ref m_StandUpRotation);
408 // The above matrix was generated with the amazing standup routine below by danX0r *cheer* 408 // The above matrix was generated with the amazing standup routine below by danX0r *cheer*
409 //d.Vector3 feet; 409 d.Vector3 feet;
410 //d.Vector3 head; 410 d.Vector3 head;
411 //d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); 411 d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
412 //d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); 412 d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
413 //float posture = head.Z - feet.Z; 413 float posture = head.Z - feet.Z;
414 414
415 // restoring force proportional to lack of posture: 415 // restoring force proportional to lack of posture:
416 //float servo = (2.5f - posture) * POSTURE_SERVO; 416 float servo = (2.5f - posture) * POSTURE_SERVO;
417 //d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); 417 d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
418 //d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); 418 d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
419 419
420 //m_lastUpdateSent = false; 420 //m_lastUpdateSent = false;
421 } 421 }
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 006d829..f8ab8e7 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -300,11 +300,11 @@ namespace OpenSim.Region.Physics.OdePlugin
300 { 300 {
301 if (p2.PhysicsActorType == (int) ActorTypes.Agent) 301 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
302 { 302 {
303 p2.CollidingObj = true; 303 //p2.CollidingObj = true;
304 //contacts[i].depth = 0.003f; 304 //contacts[i].depth = 0.003f;
305 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); 305 //p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
306 OdeCharacter character = (OdeCharacter) p2; 306 //OdeCharacter character = (OdeCharacter) p2;
307 character.SetPidStatus(true); 307 //character.SetPidStatus(true);
308 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); 308 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
309 309
310 } 310 }
@@ -316,12 +316,12 @@ namespace OpenSim.Region.Physics.OdePlugin
316 if (p1.PhysicsActorType == (int) ActorTypes.Agent) 316 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
317 { 317 {
318 318
319 p1.CollidingObj = true; 319 //p1.CollidingObj = true;
320 //contacts[i].depth = 0.003f; 320 //contacts[i].depth = 0.003f;
321 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); 321 //p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
322 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); 322 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2));
323 OdeCharacter character = (OdeCharacter)p1; 323 //OdeCharacter character = (OdeCharacter)p1;
324 character.SetPidStatus(true); 324 //character.SetPidStatus(true);
325 } 325 }
326 else 326 else
327 { 327 {