From 65c5efe43b68700bad94076d4cd421160203c5de Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Fri, 16 May 2008 01:22:11 +0000 Subject: Formatting cleanup. --- OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 62 ++++++++++++------------ 1 file changed, 31 insertions(+), 31 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin/ODECharacter.cs') diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 4165484..5024b5d 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -36,7 +36,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. /// - + public enum dParam : int { LowStop = 0, @@ -106,7 +106,7 @@ namespace OpenSim.Region.Physics.OdePlugin private CollisionCategories m_collisionFlags = (CollisionCategories.Geom | CollisionCategories.Space | CollisionCategories.Body - | CollisionCategories.Character + | CollisionCategories.Character | CollisionCategories.Land); public IntPtr Body; private OdeScene _parent_scene; @@ -145,7 +145,7 @@ namespace OpenSim.Region.Physics.OdePlugin { m_colliderarr[i] = false; } - CAPSULE_LENGTH = (size.Z - ((size.Z * height_fudge_factor))); + CAPSULE_LENGTH = (size.Z - ((size.Z * height_fudge_factor))); lock (OdeScene.OdeLock) { @@ -338,7 +338,7 @@ namespace OpenSim.Region.Physics.OdePlugin } /// - /// turn the PID controller on or off. + /// turn the PID controller on or off. /// The PID Controller will turn on all by itself in many situations /// /// @@ -354,7 +354,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// This 'puts' an avatar somewhere in the physics space. - /// Not really a good choice unless you 'know' it's a good + /// Not really a good choice unless you 'know' it's a good /// spot otherwise you're likely to orbit the avatar. /// public override PhysicsVector Position @@ -389,7 +389,7 @@ namespace OpenSim.Region.Physics.OdePlugin lock (OdeScene.OdeLock) { d.JointDestroy(Amotor); - + PhysicsVector SetSize = value; float prevCapsule = CAPSULE_LENGTH; float capsuleradius = CAPSULE_RADIUS; @@ -405,7 +405,7 @@ namespace OpenSim.Region.Physics.OdePlugin AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor); Velocity = new PhysicsVector(0f, 0f, 0f); - + } _parent_scene.geom_name_map[Shell] = m_name; _parent_scene.actor_name_map[Shell] = (PhysicsActor) this; @@ -423,7 +423,7 @@ namespace OpenSim.Region.Physics.OdePlugin int dAMotorEuler = 1; _parent_scene.waitForSpaceUnlock(_parent_scene.space); Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); - + d.GeomSetCategoryBits(Shell, (int)m_collisionCategories); d.GeomSetCollideBits(Shell, (int)m_collisionFlags); @@ -442,8 +442,8 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomSetBody(Shell, Body); - - // The purpose of the AMotor here is to keep the avatar's physical + + // The purpose of the AMotor here is to keep the avatar's physical // surrogate from rotating while moving Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); d.JointAttach(Amotor, Body, IntPtr.Zero); @@ -455,7 +455,7 @@ namespace OpenSim.Region.Physics.OdePlugin d.JointSetAMotorAngle(Amotor, 0, 0); d.JointSetAMotorAngle(Amotor, 1, 0); d.JointSetAMotorAngle(Amotor, 2, 0); - + // These lowstops and high stops are effectively (no wiggle room) d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f); d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f); @@ -464,23 +464,23 @@ namespace OpenSim.Region.Physics.OdePlugin d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f); d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f); - // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the + // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the // capped cyllinder will fall over d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor); - + //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); //d.QfromR( //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068, - // + // //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); //standupStraight(); - - - + + + } - // + // /// /// Uses the capped cyllinder volume formula to calculate the avatar's mass. /// This may be used in calculations in the scene/scenepresence @@ -508,13 +508,13 @@ namespace OpenSim.Region.Physics.OdePlugin } -// This code is very useful. Written by DanX0r. We're just not using it right now. +// This code is very useful. Written by DanX0r. We're just not using it right now. // Commented out to prevent a warning. // // private void standupStraight() // { // // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air. -// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you +// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you // // change appearance and when you enter the simulator // // After this routine is done, the amotor stabilizes much quicker // d.Vector3 feet; @@ -558,7 +558,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (_zeroFlag) return new PhysicsVector(0f, 0f, 0f); m_lastUpdateSent = false; - return _velocity; + return _velocity; } set { @@ -601,7 +601,7 @@ namespace OpenSim.Region.Physics.OdePlugin } /// - /// Adds the force supplied to the Target Velocity + /// Adds the force supplied to the Target Velocity /// The PID controller takes this target velocity and tries to make it a reality /// /// @@ -616,7 +616,7 @@ namespace OpenSim.Region.Physics.OdePlugin // _target_velocity.Y += force.Y; //_target_velocity.Z += force.Z; } - else + else { m_pidControllerActive = true; _target_velocity.X += force.X; @@ -637,7 +637,7 @@ namespace OpenSim.Region.Physics.OdePlugin d.BodyAddForce(Body, force.X, force.Y, force.Z); //d.BodySetRotation(Body, ref m_StandUpRotation); //standupStraight(); - + } } @@ -655,16 +655,16 @@ namespace OpenSim.Region.Physics.OdePlugin { // no lock; for now it's only called from within Simulate() - // If the PID Controller isn't active then we set our force + // If the PID Controller isn't active then we set our force // calculating base velocity to the current position - + if (m_pidControllerActive == false) { _zeroPosition = d.BodyGetPosition(Body); } //PidStatus = true; - + PhysicsVector vec = new PhysicsVector(); d.Vector3 vel = d.BodyGetLinearVel(Body); float movementdivisor = 1f; @@ -798,13 +798,13 @@ namespace OpenSim.Region.Physics.OdePlugin _velocity.X = 0.0f; _velocity.Y = 0.0f; _velocity.Z = 0.0f; - + // Did we send out the 'stopped' message? if (!m_lastUpdateSent) { m_lastUpdateSent = true; //base.RequestPhysicsterseUpdate(); - + } } else @@ -815,7 +815,7 @@ namespace OpenSim.Region.Physics.OdePlugin _velocity.Y = (vec.Y); _velocity.Z = (vec.Z); - + if (_velocity.Z < -6 && !m_hackSentFall) { m_hackSentFall = true; @@ -849,7 +849,7 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomDestroy(Shell); _parent_scene.geom_name_map.Remove(Shell); - + //kill the body d.BodyDestroy(Body); } -- cgit v1.1