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More svn properties. Minor cleanup in POS.
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@@ -76,12 +76,12 @@ namespace OpenSim.Region.Physics.POSPlugin
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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{
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// Does nothing right now
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}
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public override void Dispose()
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{
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}
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
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{
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POSCharacter act = new POSCharacter();
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@@ -92,7 +92,6 @@ namespace OpenSim.Region.Physics.POSPlugin
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public override void SetWaterLevel(float baseheight)
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{
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}
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public override void RemovePrim(PhysicsActor prim)
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@@ -145,20 +144,14 @@ namespace OpenSim.Region.Physics.POSPlugin
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" sizeX: " + p.Size.X * 0.5 + 0.5);
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*/
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Vector3 rotatedPos = p.Orientation.Inverse()*
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Vector3 rotatedPos = p.Orientation.Inverse() *
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new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
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c.Position.Z - p.Position.Z);
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Vector3 avatarSize = p.Orientation.Inverse()*new Vector3(c.Size.X, c.Size.Y, c.Size.Z);
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if (Math.Abs(rotatedPos.x) >= (p.Size.X*0.5 + Math.Abs(avatarSize.x)))
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{
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return false;
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}
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if (Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y)))
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{
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return false;
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}
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if (Math.Abs(rotatedPos.z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.z)))
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if (Math.Abs(rotatedPos.x) >= (p.Size.X*0.5 + Math.Abs(avatarSize.x)) ||
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Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y)) ||
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Math.Abs(rotatedPos.z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.z)))
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{
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return false;
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}
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@@ -171,10 +164,8 @@ namespace OpenSim.Region.Physics.POSPlugin
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{
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if (check_collision(c, _prims[i]))
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{
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return true;
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}
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}
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return false;
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@@ -249,12 +240,12 @@ namespace OpenSim.Region.Physics.POSPlugin
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character.Position.X = oldposX;
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character.Position.Y = oldposY;
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character.Position.Z = oldposZ;
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character.Position.X = character.Position.X + (character._target_velocity.X*timeStep);
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character.Position.X += character._target_velocity.X * timeStep;
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if (check_all_prims(character))
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{
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character.Position.X = oldposX;
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}
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character.Position.Y = character.Position.Y + (character._target_velocity.Y*timeStep);
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character.Position.Y += character._target_velocity.Y * timeStep;
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if (check_all_prims(character))
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{
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character.Position.Y = oldposY;
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@@ -314,8 +305,8 @@ namespace OpenSim.Region.Physics.POSPlugin
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public override bool IsThreaded
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{
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get { return (false); // for now we won't be multithreaded
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}
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// for now we won't be multithreaded
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get { return (false); }
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}
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public override void SetTerrain(float[] heightMap)
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@@ -501,19 +492,17 @@ namespace OpenSim.Region.Physics.POSPlugin
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get { return true; }
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set { }
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}
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public override void link(PhysicsActor obj)
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{
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}
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public override void delink()
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{
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}
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public override void LockAngularMotion(PhysicsVector axis)
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{
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}
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public void SetAcceleration(PhysicsVector accel)
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@@ -528,21 +517,34 @@ namespace OpenSim.Region.Physics.POSPlugin
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public override void SetMomentum(PhysicsVector momentum)
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{
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}
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public override void CrossingFailure()
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{
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}
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public override PhysicsVector PIDTarget { set { return; } }
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public override bool PIDActive { set { return; } }
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public override float PIDTau { set { return; } }
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public override PhysicsVector PIDTarget
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{
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set { return; }
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}
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public override bool PIDActive
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{
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set { return; }
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}
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public override float PIDTau
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{
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set { return; }
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}
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public override void SubscribeEvents(int ms)
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{
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}
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public override void UnSubscribeEvents()
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{
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}
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public override bool SubscribedEvents()
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{
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return false;
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@@ -746,17 +748,30 @@ namespace OpenSim.Region.Physics.POSPlugin
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public override void CrossingFailure()
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{
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}
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public override PhysicsVector PIDTarget { set { return; } }
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public override bool PIDActive { set { return; } }
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public override float PIDTau { set { return; } }
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public override PhysicsVector PIDTarget
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{
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set { return; }
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}
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public override bool PIDActive
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{
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set { return; }
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}
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public override float PIDTau
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{
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set { return; }
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}
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public override void SubscribeEvents(int ms)
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{
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}
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public override void UnSubscribeEvents()
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{
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}
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public override bool SubscribedEvents()
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{
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return false;
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