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authorMelanie2012-09-16 04:11:20 +0100
committerMelanie2012-09-16 04:11:20 +0100
commitdb774d4292588db1e2ac4a9fafe977ddbec353ee (patch)
tree5fc381d7cb96cc0d2b47e4807821f488c339ec13 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
parentMerge branch 'avination' into careminster (diff)
parentMerge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs OpenSim/Region/Framework/Scenes/EventManager.cs
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs21
1 files changed, 10 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index fa22c78..526dbad 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -131,8 +131,6 @@ public class BSCharacter : BSPhysObject
131 BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); 131 BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy);
132 132
133 BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); 133 BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID));
134 // avatars get all collisions no matter what (makes walking on ground and such work)
135 BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
136 }); 134 });
137 135
138 return; 136 return;
@@ -480,11 +478,10 @@ public class BSCharacter : BSPhysObject
480 // Stop collision events 478 // Stop collision events
481 public override void UnSubscribeEvents() { 479 public override void UnSubscribeEvents() {
482 _subscribedEventsMs = 0; 480 _subscribedEventsMs = 0;
483 // Avatars get all their collision events 481 Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate()
484 // Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() 482 {
485 // { 483 BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
486 // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 484 });
487 // });
488 } 485 }
489 // Return 'true' if someone has subscribed to events 486 // Return 'true' if someone has subscribed to events
490 public override bool SubscribedEvents() { 487 public override bool SubscribedEvents() {
@@ -532,20 +529,20 @@ public class BSCharacter : BSPhysObject
532 // The collision, if it should be reported to the character, is placed in a collection 529 // The collision, if it should be reported to the character, is placed in a collection
533 // that will later be sent to the simulator when SendCollisions() is called. 530 // that will later be sent to the simulator when SendCollisions() is called.
534 CollisionEventUpdate collisionCollection = null; 531 CollisionEventUpdate collisionCollection = null;
535 public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) 532 public override bool Collide(uint collidingWith, BSPhysObject collidee, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
536 { 533 {
537 // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); 534 bool ret = false;
538 535
539 // The following makes IsColliding() and IsCollidingGround() work 536 // The following makes IsColliding() and IsCollidingGround() work
540 _collidingStep = Scene.SimulationStep; 537 _collidingStep = Scene.SimulationStep;
541 if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) 538 if (collidingWith <= Scene.TerrainManager.HighestTerrainID)
542 { 539 {
543 _collidingGroundStep = Scene.SimulationStep; 540 _collidingGroundStep = Scene.SimulationStep;
544 } 541 }
545 // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); 542 // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith);
546 543
547 // throttle collisions to the rate specified in the subscription 544 // throttle collisions to the rate specified in the subscription
548 if (_subscribedEventsMs != 0) { 545 if (SubscribedEvents()) {
549 int nowTime = Scene.SimulationNowTime; 546 int nowTime = Scene.SimulationNowTime;
550 if (nowTime >= _nextCollisionOkTime) { 547 if (nowTime >= _nextCollisionOkTime) {
551 _nextCollisionOkTime = nowTime + _subscribedEventsMs; 548 _nextCollisionOkTime = nowTime + _subscribedEventsMs;
@@ -553,8 +550,10 @@ public class BSCharacter : BSPhysObject
553 if (collisionCollection == null) 550 if (collisionCollection == null)
554 collisionCollection = new CollisionEventUpdate(); 551 collisionCollection = new CollisionEventUpdate();
555 collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); 552 collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
553 ret = true;
556 } 554 }
557 } 555 }
556 return ret;
558 } 557 }
559 558
560 public override void SendCollisions() 559 public override void SendCollisions()