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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs16
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs6
3 files changed, 18 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs
index e8310df..92ace66 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs
@@ -50,7 +50,7 @@ public class BSActorHover : BSActor
50 // BSActor.isActive 50 // BSActor.isActive
51 public override bool isActive 51 public override bool isActive
52 { 52 {
53 get { return Enabled && m_controllingPrim.IsPhysicallyActive; } 53 get { return Enabled; }
54 } 54 }
55 55
56 // Release any connections and resources used by the actor. 56 // Release any connections and resources used by the actor.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs
index 16c2b14..56aacc5 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs
@@ -50,7 +50,7 @@ public class BSActorMoveToTarget : BSActor
50 // BSActor.isActive 50 // BSActor.isActive
51 public override bool isActive 51 public override bool isActive
52 { 52 {
53 get { return Enabled && m_controllingPrim.IsPhysicallyActive; } 53 get { return Enabled; }
54 } 54 }
55 55
56 // Release any connections and resources used by the actor. 56 // Release any connections and resources used by the actor.
@@ -65,7 +65,9 @@ public class BSActorMoveToTarget : BSActor
65 // BSActor.Refresh() 65 // BSActor.Refresh()
66 public override void Refresh() 66 public override void Refresh()
67 { 67 {
68 m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh", m_controllingPrim.LocalID); 68 m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh,enabled={1},active={2},target={3},tau={4}",
69 m_controllingPrim.LocalID, Enabled, m_controllingPrim.MoveToTargetActive,
70 m_controllingPrim.MoveToTargetTarget, m_controllingPrim.MoveToTargetTau );
69 71
70 // If not active any more... 72 // If not active any more...
71 if (!m_controllingPrim.MoveToTargetActive) 73 if (!m_controllingPrim.MoveToTargetActive)
@@ -100,7 +102,7 @@ public class BSActorMoveToTarget : BSActor
100 // We're taking over after this. 102 // We're taking over after this.
101 m_controllingPrim.ZeroMotion(true); 103 m_controllingPrim.ZeroMotion(true);
102 104
103 m_targetMotor = new BSVMotor("BSPrim.PIDTarget", 105 m_targetMotor = new BSVMotor("BSActorMoveToTargget.Activate",
104 m_controllingPrim.MoveToTargetTau, // timeScale 106 m_controllingPrim.MoveToTargetTau, // timeScale
105 BSMotor.Infinite, // decay time scale 107 BSMotor.Infinite, // decay time scale
106 BSMotor.InfiniteVector, // friction timescale 108 BSMotor.InfiniteVector, // friction timescale
@@ -138,15 +140,19 @@ public class BSActorMoveToTarget : BSActor
138 // If we are very close to our target, turn off the movement motor. 140 // If we are very close to our target, turn off the movement motor.
139 if (m_targetMotor.ErrorIsZero()) 141 if (m_targetMotor.ErrorIsZero())
140 { 142 {
141 m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}", 143 m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,zeroMovement,movePos={1},pos={2},mass={3}",
142 m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass); 144 m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass);
143 m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; 145 m_controllingPrim.ForcePosition = m_targetMotor.TargetValue;
146 // Setting the position does not cause the physics engine to generate a property update. Force it.
147 m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody);
144 } 148 }
145 else 149 else
146 { 150 {
147 m_controllingPrim.ForcePosition = movePosition; 151 m_controllingPrim.ForcePosition = movePosition;
152 // Setting the position does not cause the physics engine to generate a property update. Force it.
153 m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody);
148 } 154 }
149 m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition); 155 m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition);
150 } 156 }
151} 157}
152} 158}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 64bf395..98eb4ca 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -295,6 +295,7 @@ public abstract class BSPhysObject : PhysicsActor
295 if (PhysicalActors.TryGetActor(actorName, out theActor)) 295 if (PhysicalActors.TryGetActor(actorName, out theActor))
296 { 296 {
297 // The actor already exists so just turn it on or off 297 // The actor already exists so just turn it on or off
298 DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor);
298 theActor.Enabled = enableActor; 299 theActor.Enabled = enableActor;
299 } 300 }
300 else 301 else
@@ -302,10 +303,15 @@ public abstract class BSPhysObject : PhysicsActor
302 // The actor does not exist. If it should, create it. 303 // The actor does not exist. If it should, create it.
303 if (enableActor) 304 if (enableActor)
304 { 305 {
306 DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName);
305 theActor = creator(); 307 theActor = creator();
306 PhysicalActors.Add(actorName, theActor); 308 PhysicalActors.Add(actorName, theActor);
307 theActor.Enabled = true; 309 theActor.Enabled = true;
308 } 310 }
311 else
312 {
313 DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName);
314 }
309 } 315 }
310 } 316 }
311 } 317 }