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authorRobert Adams2012-12-27 16:05:11 -0800
committerRobert Adams2012-12-27 22:12:27 -0800
commit7a5f598399c7373bd146061b478e6d04cb204879 (patch)
treeca14b47c2ffcb6f8717aa481830e79497bedb584 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
parentAdd check to always push terse updates for presences that have new velocities... (diff)
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BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from individual sub-classes and up to parent BSPhysObject class.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs37
1 files changed, 36 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 4bed535..73b5764 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -182,9 +182,40 @@ public abstract class BSPhysObject : PhysicsActor
182 protected long CollidingStep { get; set; } 182 protected long CollidingStep { get; set; }
183 // The simulation step that last had a collision with the ground 183 // The simulation step that last had a collision with the ground
184 protected long CollidingGroundStep { get; set; } 184 protected long CollidingGroundStep { get; set; }
185 // The simulation step that last collided with an object
186 protected long CollidingObjectStep { get; set; }
185 // The collision flags we think are set in Bullet 187 // The collision flags we think are set in Bullet
186 protected CollisionFlags CurrentCollisionFlags { get; set; } 188 protected CollisionFlags CurrentCollisionFlags { get; set; }
187 189
190 public override bool IsColliding {
191 get { return (CollidingStep == PhysicsScene.SimulationStep); }
192 set {
193 if (value)
194 CollidingStep = PhysicsScene.SimulationStep;
195 else
196 CollidingStep = 0;
197 }
198 }
199 public override bool CollidingGround {
200 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
201 set
202 {
203 if (value)
204 CollidingGroundStep = PhysicsScene.SimulationStep;
205 else
206 CollidingGroundStep = 0;
207 }
208 }
209 public override bool CollidingObj {
210 get { return (CollidingObjectStep == PhysicsScene.SimulationStep); }
211 set {
212 if (value)
213 CollidingObjectStep = PhysicsScene.SimulationStep;
214 else
215 CollidingObjectStep = 0;
216 }
217 }
218
188 // The collisions that have been collected this tick 219 // The collisions that have been collected this tick
189 protected CollisionEventUpdate CollisionCollection; 220 protected CollisionEventUpdate CollisionCollection;
190 221
@@ -196,12 +227,16 @@ public abstract class BSPhysObject : PhysicsActor
196 { 227 {
197 bool ret = false; 228 bool ret = false;
198 229
199 // The following lines make IsColliding() and IsCollidingGround() work 230 // The following lines make IsColliding(), CollidingGround() and CollidingObj work
200 CollidingStep = PhysicsScene.SimulationStep; 231 CollidingStep = PhysicsScene.SimulationStep;
201 if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) 232 if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
202 { 233 {
203 CollidingGroundStep = PhysicsScene.SimulationStep; 234 CollidingGroundStep = PhysicsScene.SimulationStep;
204 } 235 }
236 else
237 {
238 CollidingObjectStep = PhysicsScene.SimulationStep;
239 }
205 240
206 // prims in the same linkset cannot collide with each other 241 // prims in the same linkset cannot collide with each other
207 if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) 242 if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))