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author | Justin Clark-Casey (justincc) | 2012-09-08 00:17:57 +0100 |
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committer | Justin Clark-Casey (justincc) | 2012-09-08 00:17:57 +0100 |
commit | fa3edcf55c941811220d7502e1fcf1025ed85f79 (patch) | |
tree | b72f8ee5e843bcfac3623ea1c043b5b05434f55c /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | 4096 is used in various places as the maximum height of a region, refactoring... (diff) | |
parent | BulletSim: update the DLLs and SOs (diff) | |
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 747ae71..fa22c78 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -73,7 +73,8 @@ public class BSCharacter : BSPhysObject | |||
73 | private bool _kinematic; | 73 | private bool _kinematic; |
74 | private float _buoyancy; | 74 | private float _buoyancy; |
75 | 75 | ||
76 | public override BulletBody Body { get; set; } | 76 | public override BulletBody BSBody { get; set; } |
77 | public override BulletShape BSShape { get; set; } | ||
77 | public override BSLinkset Linkset { get; set; } | 78 | public override BSLinkset Linkset { get; set; } |
78 | 79 | ||
79 | private int _subscribedEventsMs = 0; | 80 | private int _subscribedEventsMs = 0; |
@@ -92,6 +93,7 @@ public class BSCharacter : BSPhysObject | |||
92 | _localID = localID; | 93 | _localID = localID; |
93 | _avName = avName; | 94 | _avName = avName; |
94 | Scene = parent_scene; | 95 | Scene = parent_scene; |
96 | _physicsActorType = (int)ActorTypes.Agent; | ||
95 | _position = pos; | 97 | _position = pos; |
96 | _size = size; | 98 | _size = size; |
97 | _flying = isFlying; | 99 | _flying = isFlying; |
@@ -128,9 +130,9 @@ public class BSCharacter : BSPhysObject | |||
128 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# | 130 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# |
129 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); | 131 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); |
130 | 132 | ||
131 | Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); | 133 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); |
132 | // avatars get all collisions no matter what (makes walking on ground and such work) | 134 | // avatars get all collisions no matter what (makes walking on ground and such work) |
133 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 135 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
134 | }); | 136 | }); |
135 | 137 | ||
136 | return; | 138 | return; |
@@ -440,7 +442,7 @@ public class BSCharacter : BSPhysObject | |||
440 | Scene.TaintedObject("BSCharacter.AddForce", delegate() | 442 | Scene.TaintedObject("BSCharacter.AddForce", delegate() |
441 | { | 443 | { |
442 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); | 444 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); |
443 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); | 445 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); |
444 | }); | 446 | }); |
445 | } | 447 | } |
446 | else | 448 | else |
@@ -465,7 +467,7 @@ public class BSCharacter : BSPhysObject | |||
465 | 467 | ||
466 | Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() | 468 | Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() |
467 | { | 469 | { |
468 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 470 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
469 | }); | 471 | }); |
470 | } | 472 | } |
471 | } | 473 | } |