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authorRobert Adams2012-07-12 15:34:25 -0700
committerRobert Adams2012-07-20 14:02:24 -0700
commitc400918c84fc89ff0209ee05def3bb46206ba5ee (patch)
treefc28a498207e20136a87528b937ec619ab3cbe3a /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
parentBulletSim: Add detailed and voluminous debug logging that is enabled (diff)
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BulletSim: Add PID variables to physical scene. Not PIDing yet, but soon.
Cleaned up code and got rid of compile warnings.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs69
1 files changed, 32 insertions, 37 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index dc0c008..09e1f0c 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -41,7 +41,7 @@ public class BSCharacter : PhysicsActor
41 41
42 private BSScene _scene; 42 private BSScene _scene;
43 private String _avName; 43 private String _avName;
44 private bool _stopped; 44 // private bool _stopped;
45 private Vector3 _size; 45 private Vector3 _size;
46 private Vector3 _scale; 46 private Vector3 _scale;
47 private PrimitiveBaseShape _pbs; 47 private PrimitiveBaseShape _pbs;
@@ -134,9 +134,9 @@ public class BSCharacter : PhysicsActor
134 { 134 {
135 base.RequestPhysicsterseUpdate(); 135 base.RequestPhysicsterseUpdate();
136 } 136 }
137 137 // No one calls this method so I don't know what it could possibly mean
138 public override bool Stopped { 138 public override bool Stopped {
139 get { return _stopped; } 139 get { return false; }
140 } 140 }
141 public override Vector3 Size { 141 public override Vector3 Size {
142 get { return _size; } 142 get { return _size; }
@@ -391,52 +391,47 @@ public class BSCharacter : PhysicsActor
391 _mass = _density * _avatarVolume; 391 _mass = _density * _avatarVolume;
392 } 392 }
393 393
394 // Set to 'true' if the individual changed items should be checked
395 // (someday RequestPhysicsTerseUpdate() will take a bitmap of changed properties)
396 const bool SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES = false;
397
398 // The physics engine says that properties have updated. Update same and inform 394 // The physics engine says that properties have updated. Update same and inform
399 // the world that things have changed. 395 // the world that things have changed.
400 public void UpdateProperties(EntityProperties entprop) 396 public void UpdateProperties(EntityProperties entprop)
401 { 397 {
398 /*
402 bool changed = false; 399 bool changed = false;
403 if (SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES) { 400 // we assign to the local variables so the normal set action does not happen
404 // we assign to the local variables so the normal set action does not happen 401 if (_position != entprop.Position) {
405 if (_position != entprop.Position) {
406 _position = entprop.Position;
407 changed = true;
408 }
409 if (_orientation != entprop.Rotation) {
410 _orientation = entprop.Rotation;
411 changed = true;
412 }
413 if (_velocity != entprop.Velocity) {
414 _velocity = entprop.Velocity;
415 changed = true;
416 }
417 if (_acceleration != entprop.Acceleration) {
418 _acceleration = entprop.Acceleration;
419 changed = true;
420 }
421 if (_rotationalVelocity != entprop.RotationalVelocity) {
422 _rotationalVelocity = entprop.RotationalVelocity;
423 changed = true;
424 }
425 if (changed) {
426 // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
427 // Avatar movement is not done by generating this event. There is code in the heartbeat
428 // loop that updates avatars.
429 // base.RequestPhysicsterseUpdate();
430 }
431 }
432 else {
433 _position = entprop.Position; 402 _position = entprop.Position;
403 changed = true;
404 }
405 if (_orientation != entprop.Rotation) {
434 _orientation = entprop.Rotation; 406 _orientation = entprop.Rotation;
407 changed = true;
408 }
409 if (_velocity != entprop.Velocity) {
435 _velocity = entprop.Velocity; 410 _velocity = entprop.Velocity;
411 changed = true;
412 }
413 if (_acceleration != entprop.Acceleration) {
436 _acceleration = entprop.Acceleration; 414 _acceleration = entprop.Acceleration;
415 changed = true;
416 }
417 if (_rotationalVelocity != entprop.RotationalVelocity) {
437 _rotationalVelocity = entprop.RotationalVelocity; 418 _rotationalVelocity = entprop.RotationalVelocity;
419 changed = true;
420 }
421 if (changed) {
422 // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
423 // Avatar movement is not done by generating this event. There is code in the heartbeat
424 // loop that updates avatars.
438 // base.RequestPhysicsterseUpdate(); 425 // base.RequestPhysicsterseUpdate();
439 } 426 }
427 */
428 _position = entprop.Position;
429 _orientation = entprop.Rotation;
430 _velocity = entprop.Velocity;
431 _acceleration = entprop.Acceleration;
432 _rotationalVelocity = entprop.RotationalVelocity;
433 // Avatars don't report theirr changes the usual way. Changes are checked for in the heartbeat loop.
434 // base.RequestPhysicsterseUpdate();
440 } 435 }
441 436
442 // Called by the scene when a collision with this object is reported 437 // Called by the scene when a collision with this object is reported