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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs22
1 files changed, 17 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 98eb4ca..309d004 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -96,7 +96,7 @@ public abstract class BSPhysObject : PhysicsActor
96 SetMaterial((int)MaterialAttributes.Material.Wood); 96 SetMaterial((int)MaterialAttributes.Material.Wood);
97 97
98 CollisionCollection = new CollisionEventUpdate(); 98 CollisionCollection = new CollisionEventUpdate();
99 CollisionsLastTick = CollisionCollection; 99 CollisionsLastReported = CollisionCollection;
100 SubscribedEventsMs = 0; 100 SubscribedEventsMs = 0;
101 CollidingStep = 0; 101 CollidingStep = 0;
102 CollidingGroundStep = 0; 102 CollidingGroundStep = 0;
@@ -368,11 +368,14 @@ public abstract class BSPhysObject : PhysicsActor
368 } 368 }
369 } 369 }
370 370
371 // The collisions that have been collected this tick 371 // The collisions that have been collected for the next collision reporting (throttled by subscription)
372 protected CollisionEventUpdate CollisionCollection; 372 protected CollisionEventUpdate CollisionCollection;
373 // Remember collisions from last tick for fancy collision based actions 373 // This is the collision collection last reported to the Simulator.
374 public CollisionEventUpdate CollisionsLastReported;
375 // Remember the collisions recorded in the last tick for fancy collision checking
374 // (like a BSCharacter walking up stairs). 376 // (like a BSCharacter walking up stairs).
375 public CollisionEventUpdate CollisionsLastTick; 377 public CollisionEventUpdate CollisionsLastTick;
378 private long CollisionsLastTickStep = -1;
376 379
377 // The simulation step is telling this object about a collision. 380 // The simulation step is telling this object about a collision.
378 // Return 'true' if a collision was processed and should be sent up. 381 // Return 'true' if a collision was processed and should be sent up.
@@ -399,6 +402,15 @@ public abstract class BSPhysObject : PhysicsActor
399 // For movement tests, remember if we are colliding with an object that is moving. 402 // For movement tests, remember if we are colliding with an object that is moving.
400 ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; 403 ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false;
401 404
405 // Make a collection of the collisions that happened the last simulation tick.
406 // This is different than the collection created for sending up to the simulator as it is cleared every tick.
407 if (CollisionsLastTickStep != PhysicsScene.SimulationStep)
408 {
409 CollisionsLastTick = new CollisionEventUpdate();
410 CollisionsLastTickStep = PhysicsScene.SimulationStep;
411 }
412 CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
413
402 // If someone has subscribed for collision events log the collision so it will be reported up 414 // If someone has subscribed for collision events log the collision so it will be reported up
403 if (SubscribedEvents()) { 415 if (SubscribedEvents()) {
404 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); 416 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
@@ -419,7 +431,7 @@ public abstract class BSPhysObject : PhysicsActor
419 bool ret = true; 431 bool ret = true;
420 432
421 // If the 'no collision' call, force it to happen right now so quick collision_end 433 // If the 'no collision' call, force it to happen right now so quick collision_end
422 bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0); 434 bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0);
423 435
424 // throttle the collisions to the number of milliseconds specified in the subscription 436 // throttle the collisions to the number of milliseconds specified in the subscription
425 if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) 437 if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
@@ -438,7 +450,7 @@ public abstract class BSPhysObject : PhysicsActor
438 base.SendCollisionUpdate(CollisionCollection); 450 base.SendCollisionUpdate(CollisionCollection);
439 451
440 // Remember the collisions from this tick for some collision specific processing. 452 // Remember the collisions from this tick for some collision specific processing.
441 CollisionsLastTick = CollisionCollection; 453 CollisionsLastReported = CollisionCollection;
442 454
443 // The CollisionCollection instance is passed around in the simulator. 455 // The CollisionCollection instance is passed around in the simulator.
444 // Make sure we don't have a handle to that one and that a new one is used for next time. 456 // Make sure we don't have a handle to that one and that a new one is used for next time.