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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs44
1 files changed, 40 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 09e1f0c..494f5a6 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 +123,10 @@ 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));
128 // avatars get all collisions no matter what
129 BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
119 }); 130 });
120 131
121 return; 132 return;
@@ -124,6 +135,7 @@ public class BSCharacter : PhysicsActor
124 // called when this character is being destroyed and the resources should be released 135 // called when this character is being destroyed and the resources should be released
125 public void Destroy() 136 public void Destroy()
126 { 137 {
138 // DetailLog("{0},Destroy", LocalID);
127 _scene.TaintedObject(delegate() 139 _scene.TaintedObject(delegate()
128 { 140 {
129 BulletSimAPI.DestroyObject(_scene.WorldID, _localID); 141 BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
@@ -174,6 +186,7 @@ public class BSCharacter : PhysicsActor
174 _position = value; 186 _position = value;
175 _scene.TaintedObject(delegate() 187 _scene.TaintedObject(delegate()
176 { 188 {
189 DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
177 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 190 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
178 }); 191 });
179 } 192 }
@@ -188,9 +201,10 @@ public class BSCharacter : PhysicsActor
188 set { 201 set {
189 _force = value; 202 _force = value;
190 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); 203 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
191 _scene.TaintedObject(delegate() 204 Scene.TaintedObject(delegate()
192 { 205 {
193 BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); 206 DetailLog("{0},setForce,taint,force={1}", LocalID, _force);
207 BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force);
194 }); 208 });
195 } 209 }
196 } 210 }
@@ -216,6 +230,7 @@ public class BSCharacter : PhysicsActor
216 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); 230 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
217 _scene.TaintedObject(delegate() 231 _scene.TaintedObject(delegate()
218 { 232 {
233 DetailLog("{0},setVelocity,taint,vel={1}", LocalID, _velocity);
219 BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); 234 BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity);
220 }); 235 });
221 } 236 }
@@ -305,6 +320,7 @@ public class BSCharacter : PhysicsActor
305 set { _buoyancy = value; 320 set { _buoyancy = value;
306 _scene.TaintedObject(delegate() 321 _scene.TaintedObject(delegate()
307 { 322 {
323 DetailLog("{0},setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
308 BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); 324 BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy);
309 }); 325 });
310 } 326 }
@@ -351,7 +367,8 @@ public class BSCharacter : PhysicsActor
351 // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); 367 // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
352 _scene.TaintedObject(delegate() 368 _scene.TaintedObject(delegate()
353 { 369 {
354 BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); 370 DetailLog("{0},setAddForce,taint,addedForce={1}", LocalID, _force);
371 BulletSimAPI.AddObjectForce2(Body.Ptr, _force);
355 }); 372 });
356 } 373 }
357 else 374 else
@@ -369,11 +386,25 @@ public class BSCharacter : PhysicsActor
369 // Turn on collision events at a rate no faster than one every the given milliseconds 386 // Turn on collision events at a rate no faster than one every the given milliseconds
370 public override void SubscribeEvents(int ms) { 387 public override void SubscribeEvents(int ms) {
371 _subscribedEventsMs = ms; 388 _subscribedEventsMs = ms;
372 _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen 389 if (ms > 0)
390 {
391 // make sure first collision happens
392 _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
393
394 Scene.TaintedObject(delegate()
395 {
396 BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
397 });
398 }
373 } 399 }
374 // Stop collision events 400 // Stop collision events
375 public override void UnSubscribeEvents() { 401 public override void UnSubscribeEvents() {
376 _subscribedEventsMs = 0; 402 _subscribedEventsMs = 0;
403 // Avatars get all their collision events
404 // Scene.TaintedObject(delegate()
405 // {
406 // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
407 // });
377 } 408 }
378 // Return 'true' if someone has subscribed to events 409 // Return 'true' if someone has subscribed to events
379 public override bool SubscribedEvents() { 410 public override bool SubscribedEvents() {
@@ -480,5 +511,10 @@ public class BSCharacter : PhysicsActor
480 // End kludge 511 // End kludge
481 } 512 }
482 513
514 // Invoke the detailed logger and output something if it's enabled.
515 private void DetailLog(string msg, params Object[] args)
516 {
517 Scene.PhysicsLogging.Write(msg, args);
518 }
483} 519}
484} 520}