diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index d49a578..4f48cfb 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -248,7 +248,7 @@ public class BSCharacter : PhysicsActor | |||
248 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 248 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
249 | Scene.TaintedObject("BSCharacter.SetForce", delegate() | 249 | Scene.TaintedObject("BSCharacter.SetForce", delegate() |
250 | { | 250 | { |
251 | DetailLog("{0},setForce,taint,force={1}", LocalID, _force); | 251 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); |
252 | BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force); | 252 | BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force); |
253 | }); | 253 | }); |
254 | } | 254 | } |
@@ -275,7 +275,7 @@ public class BSCharacter : PhysicsActor | |||
275 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 275 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); |
276 | _scene.TaintedObject("BSCharacter.setVelocity", delegate() | 276 | _scene.TaintedObject("BSCharacter.setVelocity", delegate() |
277 | { | 277 | { |
278 | DetailLog("{0},setVelocity,taint,vel={1}", LocalID, _velocity); | 278 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); |
279 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); | 279 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); |
280 | }); | 280 | }); |
281 | } | 281 | } |
@@ -487,6 +487,10 @@ public class BSCharacter : PhysicsActor | |||
487 | _rotationalVelocity = entprop.RotationalVelocity; | 487 | _rotationalVelocity = entprop.RotationalVelocity; |
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 | |||
491 | DetailLog("{0},BSCharacter.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
492 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | ||
493 | entprop.Acceleration, entprop.RotationalVelocity); | ||
490 | } | 494 | } |
491 | 495 | ||
492 | // Called by the scene when a collision with this object is reported | 496 | // Called by the scene when a collision with this object is reported |