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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs14
1 files changed, 5 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 34dec26..b8ef338 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -141,18 +141,15 @@ public abstract class BSPhysObject : PhysicsActor
141 // if someone has subscribed for collision events.... 141 // if someone has subscribed for collision events....
142 if (SubscribedEvents()) { 142 if (SubscribedEvents()) {
143 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); 143 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
144 // DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", 144 DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
145 // LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth); 145 LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
146 146
147 ret = true; 147 ret = true;
148 } 148 }
149 return ret; 149 return ret;
150 } 150 }
151 151
152 // Routine to send the collected collisions into the simulator. 152 // Send the collected collisions into the simulator.
153 // Also handles removal of this from the collection of objects with collisions if
154 // there are no collisions from this object. Mechanism is create one last
155 // collision event to make collision_end work.
156 // Called at taint time from within the Step() function thus no locking problems 153 // Called at taint time from within the Step() function thus no locking problems
157 // with CollisionCollection and ObjectsWithNoMoreCollisions. 154 // with CollisionCollection and ObjectsWithNoMoreCollisions.
158 // Return 'true' if there were some actual collisions passed up 155 // Return 'true' if there were some actual collisions passed up
@@ -161,10 +158,9 @@ public abstract class BSPhysObject : PhysicsActor
161 bool ret = true; 158 bool ret = true;
162 159
163 // throttle the collisions to the number of milliseconds specified in the subscription 160 // throttle the collisions to the number of milliseconds specified in the subscription
164 int nowTime = PhysicsScene.SimulationNowTime; 161 if (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)
165 if (nowTime >= NextCollisionOkTime)
166 { 162 {
167 NextCollisionOkTime = nowTime + SubscribedEventsMs; 163 NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs;
168 164
169 // We are called if we previously had collisions. If there are no collisions 165 // We are called if we previously had collisions. If there are no collisions
170 // this time, send up one last empty event so OpenSim can sense collision end. 166 // this time, send up one last empty event so OpenSim can sense collision end.