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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs26
1 files changed, 23 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 09e1f0c..a5635ff 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -40,6 +40,7 @@ public class BSCharacter : PhysicsActor
40 private static readonly string LogHeader = "[BULLETS CHAR]"; 40 private static readonly string LogHeader = "[BULLETS CHAR]";
41 41
42 private BSScene _scene; 42 private BSScene _scene;
43 public BSScene Scene { get { return _scene; } }
43 private String _avName; 44 private String _avName;
44 // private bool _stopped; 45 // private bool _stopped;
45 private Vector3 _size; 46 private Vector3 _size;
@@ -73,6 +74,12 @@ public class BSCharacter : PhysicsActor
73 private bool _kinematic; 74 private bool _kinematic;
74 private float _buoyancy; 75 private float _buoyancy;
75 76
77 private BulletBody m_body;
78 public BulletBody Body {
79 get { return m_body; }
80 set { m_body = value; }
81 }
82
76 private int _subscribedEventsMs = 0; 83 private int _subscribedEventsMs = 0;
77 private int _nextCollisionOkTime = 0; 84 private int _nextCollisionOkTime = 0;
78 85
@@ -116,6 +123,8 @@ public class BSCharacter : PhysicsActor
116 _scene.TaintedObject(delegate() 123 _scene.TaintedObject(delegate()
117 { 124 {
118 BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); 125 BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData);
126
127 m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
119 }); 128 });
120 129
121 return; 130 return;
@@ -124,6 +133,7 @@ public class BSCharacter : PhysicsActor
124 // called when this character is being destroyed and the resources should be released 133 // called when this character is being destroyed and the resources should be released
125 public void Destroy() 134 public void Destroy()
126 { 135 {
136 // DetailLog("{0},Destroy", LocalID);
127 _scene.TaintedObject(delegate() 137 _scene.TaintedObject(delegate()
128 { 138 {
129 BulletSimAPI.DestroyObject(_scene.WorldID, _localID); 139 BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
@@ -174,6 +184,7 @@ public class BSCharacter : PhysicsActor
174 _position = value; 184 _position = value;
175 _scene.TaintedObject(delegate() 185 _scene.TaintedObject(delegate()
176 { 186 {
187 DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
177 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 188 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
178 }); 189 });
179 } 190 }
@@ -188,9 +199,10 @@ public class BSCharacter : PhysicsActor
188 set { 199 set {
189 _force = value; 200 _force = value;
190 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); 201 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
191 _scene.TaintedObject(delegate() 202 Scene.TaintedObject(delegate()
192 { 203 {
193 BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); 204 DetailLog("{0},setForce,taint,force={1}", LocalID, _force);
205 BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force);
194 }); 206 });
195 } 207 }
196 } 208 }
@@ -216,6 +228,7 @@ public class BSCharacter : PhysicsActor
216 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); 228 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
217 _scene.TaintedObject(delegate() 229 _scene.TaintedObject(delegate()
218 { 230 {
231 DetailLog("{0},setVelocity,taint,vel={1}", LocalID, _velocity);
219 BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); 232 BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity);
220 }); 233 });
221 } 234 }
@@ -305,6 +318,7 @@ public class BSCharacter : PhysicsActor
305 set { _buoyancy = value; 318 set { _buoyancy = value;
306 _scene.TaintedObject(delegate() 319 _scene.TaintedObject(delegate()
307 { 320 {
321 DetailLog("{0},setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
308 BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); 322 BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy);
309 }); 323 });
310 } 324 }
@@ -351,7 +365,8 @@ public class BSCharacter : PhysicsActor
351 // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); 365 // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
352 _scene.TaintedObject(delegate() 366 _scene.TaintedObject(delegate()
353 { 367 {
354 BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); 368 DetailLog("{0},setAddForce,taint,addedForce={1}", LocalID, _force);
369 BulletSimAPI.AddObjectForce2(Body.Ptr, _force);
355 }); 370 });
356 } 371 }
357 else 372 else
@@ -480,5 +495,10 @@ public class BSCharacter : PhysicsActor
480 // End kludge 495 // End kludge
481 } 496 }
482 497
498 // Invoke the detailed logger and output something if it's enabled.
499 private void DetailLog(string msg, params Object[] args)
500 {
501 Scene.PhysicsLogging.Write(msg, args);
502 }
483} 503}
484} 504}