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author | Robert.Adams | 2011-07-22 10:22:21 -0700 |
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committer | Dan Lake | 2011-07-22 10:23:40 -0700 |
commit | 5ffec1cd648bc8dcc333fc528707c09bb8dce27d (patch) | |
tree | a9c6be19df834d4d53eeff7dec267b75d4c7bacb /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | Merge branch 'master' into bulletsim (diff) | |
download | opensim-SC-5ffec1cd648bc8dcc333fc528707c09bb8dce27d.zip opensim-SC-5ffec1cd648bc8dcc333fc528707c09bb8dce27d.tar.gz opensim-SC-5ffec1cd648bc8dcc333fc528707c09bb8dce27d.tar.bz2 opensim-SC-5ffec1cd648bc8dcc333fc528707c09bb8dce27d.tar.xz |
Pass collisions and updates in pinned memory (saves marshaling).
Fix folding feet by using collision normals.
Add constraint specification.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index d9e236f..dbd7285 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -185,7 +185,7 @@ public class BSCharacter : PhysicsActor | |||
185 | get { return _force; } | 185 | get { return _force; } |
186 | set { | 186 | set { |
187 | _force = value; | 187 | _force = value; |
188 | m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 188 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
189 | _scene.TaintedObject(delegate() | 189 | _scene.TaintedObject(delegate() |
190 | { | 190 | { |
191 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 191 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); |
@@ -411,8 +411,9 @@ public class BSCharacter : PhysicsActor | |||
411 | _collidingGroundStep = _scene.SimulationStep; | 411 | _collidingGroundStep = _scene.SimulationStep; |
412 | } | 412 | } |
413 | 413 | ||
414 | // throttle collisions to the rate specified in the subscription | ||
414 | if (_subscribedEventsMs == 0) return; // don't want collisions | 415 | if (_subscribedEventsMs == 0) return; // don't want collisions |
415 | int nowTime = Util.EnvironmentTickCount(); | 416 | int nowTime = _scene.SimulationNowTime; |
416 | if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; | 417 | if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; |
417 | _lastCollisionTime = nowTime; | 418 | _lastCollisionTime = nowTime; |
418 | 419 | ||