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authorRobert Adams2012-09-26 09:25:56 -0700
committerRobert Adams2012-09-27 22:01:47 -0700
commit4589bc84a32366c6aae68b67f1fc7a2ee08be86d (patch)
treee635ab006f40e85eeb7b49870c04e6b2ca572dee /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
parentBulletSim: btGhostObjects working to make 'volume detect' work. (diff)
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BulletSim: Terrain sets proper collision flags on creation.
Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION. Might reconsider this and, alternatively, have dynamic objects force activation. Clean up use of DetailLog().
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 3458477..4f83adc 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -121,8 +121,8 @@ public abstract class BSPhysObject : PhysicsActor
121 // if someone has subscribed for collision events.... 121 // if someone has subscribed for collision events....
122 if (SubscribedEvents()) { 122 if (SubscribedEvents()) {
123 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); 123 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
124 DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", 124 // DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
125 LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth); 125 // LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
126 126
127 ret = true; 127 ret = true;
128 } 128 }
@@ -151,7 +151,7 @@ public abstract class BSPhysObject : PhysicsActor
151 PhysicsScene.ObjectsWithNoMoreCollisions.Add(this); 151 PhysicsScene.ObjectsWithNoMoreCollisions.Add(this);
152 } 152 }
153 153
154 DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); 154 // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
155 base.SendCollisionUpdate(CollisionCollection); 155 base.SendCollisionUpdate(CollisionCollection);
156 156
157 // The collisionCollection structure is passed around in the simulator. 157 // The collisionCollection structure is passed around in the simulator.
@@ -163,7 +163,7 @@ public abstract class BSPhysObject : PhysicsActor
163 // Subscribe for collision events. 163 // Subscribe for collision events.
164 // Parameter is the millisecond rate the caller wishes collision events to occur. 164 // Parameter is the millisecond rate the caller wishes collision events to occur.
165 public override void SubscribeEvents(int ms) { 165 public override void SubscribeEvents(int ms) {
166 DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); 166 // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
167 SubscribedEventsMs = ms; 167 SubscribedEventsMs = ms;
168 if (ms > 0) 168 if (ms > 0)
169 { 169 {
@@ -182,7 +182,7 @@ public abstract class BSPhysObject : PhysicsActor
182 } 182 }
183 } 183 }
184 public override void UnSubscribeEvents() { 184 public override void UnSubscribeEvents() {
185 DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); 185 // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
186 SubscribedEventsMs = 0; 186 SubscribedEventsMs = 0;
187 PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() 187 PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
188 { 188 {