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Reverts patch from tuco/mikkopa/sempuki mantis #3072
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@@ -57,73 +57,73 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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public class OdeCharacter : PhysicsActor
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{
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protected static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected PhysicsVector _position;
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protected d.Vector3 _zeroPosition;
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// protected d.Matrix3 m_StandUpRotation;
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protected bool _zeroFlag = false;
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protected bool m_lastUpdateSent = false;
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protected PhysicsVector _velocity;
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protected PhysicsVector _target_velocity;
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protected PhysicsVector _acceleration;
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protected PhysicsVector m_rotationalVelocity;
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protected float m_mass = 80f;
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private PhysicsVector _position;
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private d.Vector3 _zeroPosition;
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// private d.Matrix3 m_StandUpRotation;
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private bool _zeroFlag = false;
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private bool m_lastUpdateSent = false;
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private PhysicsVector _velocity;
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private PhysicsVector _target_velocity;
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private PhysicsVector _acceleration;
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private PhysicsVector m_rotationalVelocity;
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private float m_mass = 80f;
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public float m_density = 60f;
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protected bool m_pidControllerActive = true;
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private bool m_pidControllerActive = true;
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public float PID_D = 800.0f;
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public float PID_P = 900.0f;
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//protected static float POSTURE_SERVO = 10000.0f;
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//private static float POSTURE_SERVO = 10000.0f;
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public float CAPSULE_RADIUS = 0.37f;
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public float CAPSULE_LENGTH = 2.140599f;
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public float m_tensor = 3800000f;
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public float heightFudgeFactor = 0.52f;
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public float walkDivisor = 1.3f;
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public float runDivisor = 0.8f;
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protected bool flying = false;
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protected bool m_iscolliding = false;
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protected bool m_iscollidingGround = false;
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protected bool m_wascolliding = false;
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protected bool m_wascollidingGround = false;
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protected bool m_iscollidingObj = false;
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protected bool m_alwaysRun = false;
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protected bool m_hackSentFall = false;
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protected bool m_hackSentFly = false;
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protected PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0);
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private bool flying = false;
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private bool m_iscolliding = false;
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private bool m_iscollidingGround = false;
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private bool m_wascolliding = false;
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private bool m_wascollidingGround = false;
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private bool m_iscollidingObj = false;
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private bool m_alwaysRun = false;
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private bool m_hackSentFall = false;
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private bool m_hackSentFly = false;
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private PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0);
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public uint m_localID = 0;
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public bool m_returnCollisions = false;
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// taints and their non-tainted counterparts
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public bool m_isPhysical = false; // the current physical status
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public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
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protected float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
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private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
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protected float m_buoyancy = 0f;
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private float m_buoyancy = 0f;
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// protected CollisionLocker ode;
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// private CollisionLocker ode;
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protected string m_name = String.Empty;
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private string m_name = String.Empty;
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protected bool[] m_colliderarr = new bool[11];
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protected bool[] m_colliderGroundarr = new bool[11];
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private bool[] m_colliderarr = new bool[11];
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private bool[] m_colliderGroundarr = new bool[11];
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// Default we're a Character
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protected CollisionCategories m_collisionCategories = (CollisionCategories.Character);
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private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
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// Default, Collide with Other Geometries, spaces, bodies and characters.
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protected CollisionCategories m_collisionFlags = (CollisionCategories.Geom
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private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
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| CollisionCategories.Space
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| CollisionCategories.Body
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| CollisionCategories.Character
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| CollisionCategories.Land);
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public IntPtr Body = IntPtr.Zero;
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protected OdeScene _parent_scene;
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private OdeScene _parent_scene;
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public IntPtr Shell = IntPtr.Zero;
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public IntPtr Amotor = IntPtr.Zero;
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public d.Mass ShellMass;
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public bool collidelock = false;
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public int m_eventsubscription = 0;
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protected CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
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private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
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public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
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{
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@@ -421,7 +421,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
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// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
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// place that is safe to call this routine AvatarGeomAndBodyCreation.
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protected void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
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private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
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{
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//CAPSULE_LENGTH = -5;
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//CAPSULE_RADIUS = -5;
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@@ -535,7 +535,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// This code is very useful. Written by DanX0r. We're just not using it right now.
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// Commented out to prevent a warning.
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//
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// protected void standupStraight()
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// private void standupStraight()
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// {
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// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
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// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
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@@ -714,7 +714,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// This is the avatar's movement control + PID Controller
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/// </summary>
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/// <param name="timeStep"></param>
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public virtual void Move(float timeStep)
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public void Move(float timeStep)
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{
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// no lock; for now it's only called from within Simulate()
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