diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 10 |
1 files changed, 8 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 821f470..bac0427 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -139,6 +139,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
139 | public abstract bool IsStatic { get; } | 139 | public abstract bool IsStatic { get; } |
140 | public abstract bool IsSelected { get; } | 140 | public abstract bool IsSelected { get; } |
141 | 141 | ||
142 | // It can be confusing for an actor to know if it should move or update an object | ||
143 | // depeneding on the setting of 'selected', 'physical, ... | ||
144 | // This flag is the true test -- if true, the object is being acted on in the physical world | ||
145 | public abstract bool IsPhysicallyActive { get; } | ||
146 | |||
142 | // Materialness | 147 | // Materialness |
143 | public MaterialAttributes.Material Material { get; private set; } | 148 | public MaterialAttributes.Material Material { get; private set; } |
144 | public override void SetMaterial(int material) | 149 | public override void SetMaterial(int material) |
@@ -302,8 +307,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
302 | public virtual bool SendCollisions() | 307 | public virtual bool SendCollisions() |
303 | { | 308 | { |
304 | bool ret = true; | 309 | bool ret = true; |
310 | |||
305 | // If the 'no collision' call, force it to happen right now so quick collision_end | 311 | // If the 'no collision' call, force it to happen right now so quick collision_end |
306 | bool force = (CollisionCollection.Count == 0); | 312 | bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0); |
307 | 313 | ||
308 | // throttle the collisions to the number of milliseconds specified in the subscription | 314 | // throttle the collisions to the number of milliseconds specified in the subscription |
309 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) | 315 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) |
@@ -318,7 +324,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
318 | ret = false; | 324 | ret = false; |
319 | } | 325 | } |
320 | 326 | ||
321 | // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); | 327 | DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); |
322 | base.SendCollisionUpdate(CollisionCollection); | 328 | base.SendCollisionUpdate(CollisionCollection); |
323 | 329 | ||
324 | // Remember the collisions from this tick for some collision specific processing. | 330 | // Remember the collisions from this tick for some collision specific processing. |