diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 18 |
1 files changed, 12 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index f164afe..e2f7af9 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -137,7 +137,7 @@ public class BSCharacter : PhysicsActor | |||
137 | // called when this character is being destroyed and the resources should be released | 137 | // called when this character is being destroyed and the resources should be released |
138 | public void Destroy() | 138 | public void Destroy() |
139 | { | 139 | { |
140 | // DetailLog("{0},Destroy", LocalID); | 140 | // DetailLog("{0},BSCharacter.Destroy", LocalID); |
141 | _scene.TaintedObject("BSCharacter.destroy", delegate() | 141 | _scene.TaintedObject("BSCharacter.destroy", delegate() |
142 | { | 142 | { |
143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); |
@@ -209,7 +209,7 @@ public class BSCharacter : PhysicsActor | |||
209 | 209 | ||
210 | _scene.TaintedObject("BSCharacter.setPosition", delegate() | 210 | _scene.TaintedObject("BSCharacter.setPosition", delegate() |
211 | { | 211 | { |
212 | DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 212 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
213 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 213 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
214 | }); | 214 | }); |
215 | } | 215 | } |
@@ -226,7 +226,7 @@ public class BSCharacter : PhysicsActor | |||
226 | float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position); | 226 | float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position); |
227 | if (_position.Z < terrainHeight) | 227 | if (_position.Z < terrainHeight) |
228 | { | 228 | { |
229 | DetailLog("{0},PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation); | 229 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation); |
230 | _position.Z = terrainHeight + 2.0f; | 230 | _position.Z = terrainHeight + 2.0f; |
231 | ret = true; | 231 | ret = true; |
232 | } | 232 | } |
@@ -368,7 +368,7 @@ public class BSCharacter : PhysicsActor | |||
368 | set { _buoyancy = value; | 368 | set { _buoyancy = value; |
369 | _scene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 369 | _scene.TaintedObject("BSCharacter.setBuoyancy", delegate() |
370 | { | 370 | { |
371 | DetailLog("{0},setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 371 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
372 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | 372 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); |
373 | }); | 373 | }); |
374 | } | 374 | } |
@@ -415,7 +415,7 @@ public class BSCharacter : PhysicsActor | |||
415 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); | 415 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); |
416 | _scene.TaintedObject("BSCharacter.AddForce", delegate() | 416 | _scene.TaintedObject("BSCharacter.AddForce", delegate() |
417 | { | 417 | { |
418 | DetailLog("{0},setAddForce,taint,addedForce={1}", LocalID, _force); | 418 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); |
419 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); | 419 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); |
420 | }); | 420 | }); |
421 | } | 421 | } |
@@ -488,9 +488,11 @@ public class BSCharacter : PhysicsActor | |||
488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
489 | // base.RequestPhysicsterseUpdate(); | 489 | // base.RequestPhysicsterseUpdate(); |
490 | 490 | ||
491 | /* | ||
491 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 492 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
492 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 493 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
493 | entprop.Acceleration, entprop.RotationalVelocity); | 494 | entprop.Acceleration, entprop.RotationalVelocity); |
495 | */ | ||
494 | } | 496 | } |
495 | 497 | ||
496 | // Called by the scene when a collision with this object is reported | 498 | // Called by the scene when a collision with this object is reported |
@@ -507,6 +509,7 @@ public class BSCharacter : PhysicsActor | |||
507 | { | 509 | { |
508 | _collidingGroundStep = _scene.SimulationStep; | 510 | _collidingGroundStep = _scene.SimulationStep; |
509 | } | 511 | } |
512 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); | ||
510 | 513 | ||
511 | // throttle collisions to the rate specified in the subscription | 514 | // throttle collisions to the rate specified in the subscription |
512 | if (_subscribedEventsMs != 0) { | 515 | if (_subscribedEventsMs != 0) { |
@@ -535,7 +538,10 @@ public class BSCharacter : PhysicsActor | |||
535 | if (collisionCollection == null) | 538 | if (collisionCollection == null) |
536 | collisionCollection = new CollisionEventUpdate(); | 539 | collisionCollection = new CollisionEventUpdate(); |
537 | base.SendCollisionUpdate(collisionCollection); | 540 | base.SendCollisionUpdate(collisionCollection); |
538 | collisionCollection.Clear(); | 541 | // If there were any collisions in the collection, make sure we don't use the |
542 | // same instance next time. | ||
543 | if (collisionCollection.Count > 0) | ||
544 | collisionCollection = null; | ||
539 | // End kludge | 545 | // End kludge |
540 | } | 546 | } |
541 | 547 | ||