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path: root/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs13
1 files changed, 4 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index cfcccac..9c3f160 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -75,10 +75,9 @@ public sealed class BSCharacter : BSPhysObject
75 // Avatars are always complete (in the physics engine sense) 75 // Avatars are always complete (in the physics engine sense)
76 public override bool IsIncomplete { get { return false; } } 76 public override bool IsIncomplete { get { return false; } }
77 77
78 // 'activate' is called with this character after all initialization is complete
79 public BSCharacter( 78 public BSCharacter(
80 uint localID, String avName, BSScene parent_scene, 79 uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, bool isFlying)
81 OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, bool isFlying, Action<BSCharacter> activate) 80
82 : base(parent_scene, localID, avName, "BSCharacter") 81 : base(parent_scene, localID, avName, "BSCharacter")
83 { 82 {
84 _physicsActorType = (int)ActorTypes.Agent; 83 _physicsActorType = (int)ActorTypes.Agent;
@@ -125,9 +124,6 @@ public sealed class BSCharacter : BSPhysObject
125 SetPhysicalProperties(); 124 SetPhysicalProperties();
126 125
127 IsInitialized = true; 126 IsInitialized = true;
128
129 if (activate != null)
130 activate(this);
131 }); 127 });
132 return; 128 return;
133 } 129 }
@@ -476,13 +472,12 @@ public sealed class BSCharacter : BSPhysObject
476 } 472 }
477 } 473 }
478 474
479 // Force the setting of velocity. Called at taint time.
480 // Exists so that setting force by anyone can be overridden by a subcless.
481 public override OMV.Vector3 ForceVelocity { 475 public override OMV.Vector3 ForceVelocity {
482 get { return RawVelocity; } 476 get { return RawVelocity; }
483 set { 477 set {
484 PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity"); 478 PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity");
485 DetailLog("{0},BSCharacter.setForceVelocity,call,vel={1}", LocalID, value); 479// Util.PrintCallStack();
480 DetailLog("{0}: set ForceVelocity = {1}", LocalID, value);
486 481
487 RawVelocity = value; 482 RawVelocity = value;
488 PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); 483 PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);