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author | Melanie | 2012-08-18 13:17:39 +0100 |
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committer | Melanie | 2012-08-18 13:17:39 +0100 |
commit | aee7a31bc3b5348c883e0d750bab991d853db642 (patch) | |
tree | 9d38c2ec7cc62019ab3ea95a3716d28e1451c397 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | Merge branch 'master' into careminster (diff) | |
parent | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim (diff) | |
download | opensim-SC-aee7a31bc3b5348c883e0d750bab991d853db642.zip opensim-SC-aee7a31bc3b5348c883e0d750bab991d853db642.tar.gz opensim-SC-aee7a31bc3b5348c883e0d750bab991d853db642.tar.bz2 opensim-SC-aee7a31bc3b5348c883e0d750bab991d853db642.tar.xz |
Merge branch 'master' into careminster
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 21 |
1 files changed, 11 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e2f7af9..1b23a36 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -124,10 +124,14 @@ public class BSCharacter : PhysicsActor | |||
124 | // do actual create at taint time | 124 | // do actual create at taint time |
125 | _scene.TaintedObject("BSCharacter.create", delegate() | 125 | _scene.TaintedObject("BSCharacter.create", delegate() |
126 | { | 126 | { |
127 | DetailLog("{0},BSCharacter.create", _localID); | ||
127 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); | 128 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); |
128 | 129 | ||
130 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# | ||
131 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | ||
132 | |||
129 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 133 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
130 | // avatars get all collisions no matter what | 134 | // avatars get all collisions no matter what (makes walking on ground and such work) |
131 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 135 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
132 | }); | 136 | }); |
133 | 137 | ||
@@ -137,7 +141,7 @@ public class BSCharacter : PhysicsActor | |||
137 | // called when this character is being destroyed and the resources should be released | 141 | // called when this character is being destroyed and the resources should be released |
138 | public void Destroy() | 142 | public void Destroy() |
139 | { | 143 | { |
140 | // DetailLog("{0},BSCharacter.Destroy", LocalID); | 144 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
141 | _scene.TaintedObject("BSCharacter.destroy", delegate() | 145 | _scene.TaintedObject("BSCharacter.destroy", delegate() |
142 | { | 146 | { |
143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 147 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); |
@@ -319,14 +323,13 @@ public class BSCharacter : PhysicsActor | |||
319 | public override bool Flying { | 323 | public override bool Flying { |
320 | get { return _flying; } | 324 | get { return _flying; } |
321 | set { | 325 | set { |
322 | if (_flying != value) | 326 | _flying = value; |
323 | { | 327 | // simulate flying by changing the effect of gravity |
324 | _flying = value; | 328 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); |
325 | // simulate flying by changing the effect of gravity | ||
326 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); | ||
327 | } | ||
328 | } | 329 | } |
329 | } | 330 | } |
331 | // Flying is implimented by changing the avatar's buoyancy. | ||
332 | // Would this be done better with a vehicle type? | ||
330 | private float ComputeBuoyancyFromFlying(bool ifFlying) { | 333 | private float ComputeBuoyancyFromFlying(bool ifFlying) { |
331 | return ifFlying ? 1f : 0f; | 334 | return ifFlying ? 1f : 0f; |
332 | } | 335 | } |
@@ -488,11 +491,9 @@ public class BSCharacter : PhysicsActor | |||
488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 491 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
489 | // base.RequestPhysicsterseUpdate(); | 492 | // base.RequestPhysicsterseUpdate(); |
490 | 493 | ||
491 | /* | ||
492 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 494 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
493 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 495 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
494 | entprop.Acceleration, entprop.RotationalVelocity); | 496 | entprop.Acceleration, entprop.RotationalVelocity); |
495 | */ | ||
496 | } | 497 | } |
497 | 498 | ||
498 | // Called by the scene when a collision with this object is reported | 499 | // Called by the scene when a collision with this object is reported |