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path: root/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
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Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdeScene.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs17
1 files changed, 9 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index 0810ae0..c3279c6 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -1633,6 +1633,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1633 /// <param name="obj"></param> 1633 /// <param name="obj"></param>
1634 internal void AddCollisionEventReporting(PhysicsActor obj) 1634 internal void AddCollisionEventReporting(PhysicsActor obj)
1635 { 1635 {
1636// m_log.DebugFormat("[PHYSICS]: Adding {0} to collision event reporting", obj.SOPName);
1637
1636 lock (_collisionEventPrim) 1638 lock (_collisionEventPrim)
1637 { 1639 {
1638 if (!_collisionEventPrim.Contains(obj)) 1640 if (!_collisionEventPrim.Contains(obj))
@@ -1646,11 +1648,10 @@ namespace OpenSim.Region.Physics.OdePlugin
1646 /// <param name="obj"></param> 1648 /// <param name="obj"></param>
1647 internal void RemoveCollisionEventReporting(PhysicsActor obj) 1649 internal void RemoveCollisionEventReporting(PhysicsActor obj)
1648 { 1650 {
1651// m_log.DebugFormat("[PHYSICS]: Removing {0} from collision event reporting", obj.SOPName);
1652
1649 lock (_collisionEventPrim) 1653 lock (_collisionEventPrim)
1650 { 1654 _collisionEventPrim.Remove(obj);
1651 if (!_collisionEventPrim.Contains(obj))
1652 _collisionEventPrim.Remove(obj);
1653 }
1654 } 1655 }
1655 1656
1656 #region Add/Remove Entities 1657 #region Add/Remove Entities
@@ -2859,14 +2860,14 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
2859 { 2860 {
2860 //if (timeStep < 0.2f) 2861 //if (timeStep < 0.2f)
2861 { 2862 {
2862 foreach (OdePrim actor in _activeprims) 2863 foreach (OdePrim prim in _activeprims)
2863 { 2864 {
2864 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag)) 2865 if (prim.IsPhysical && (d.BodyIsEnabled(prim.Body) || !prim._zeroFlag))
2865 { 2866 {
2866 actor.UpdatePositionAndVelocity(); 2867 prim.UpdatePositionAndVelocity();
2867 2868
2868 if (SupportsNINJAJoints) 2869 if (SupportsNINJAJoints)
2869 SimulateActorPendingJoints(actor); 2870 SimulateActorPendingJoints(prim);
2870 } 2871 }
2871 } 2872 }
2872 } 2873 }