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author | Robert Adams | 2013-01-17 14:47:35 -0800 |
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committer | Robert Adams | 2013-01-17 14:47:35 -0800 |
commit | 75f710f1e70a3c9d3459d549eb4334a445aca834 (patch) | |
tree | c41b93551f101cfd10ea39567f10b759bbf3f355 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |
parent | Add utility function to clamp a vector to a maximum magnitude. (diff) | |
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BulletSim: Add one function that all actors who act on the physical
can use to know if the object is currently active.
Code cleaning including use of Util.ClampV function.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 10 |
1 files changed, 8 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 821f470..bac0427 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -139,6 +139,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
139 | public abstract bool IsStatic { get; } | 139 | public abstract bool IsStatic { get; } |
140 | public abstract bool IsSelected { get; } | 140 | public abstract bool IsSelected { get; } |
141 | 141 | ||
142 | // It can be confusing for an actor to know if it should move or update an object | ||
143 | // depeneding on the setting of 'selected', 'physical, ... | ||
144 | // This flag is the true test -- if true, the object is being acted on in the physical world | ||
145 | public abstract bool IsPhysicallyActive { get; } | ||
146 | |||
142 | // Materialness | 147 | // Materialness |
143 | public MaterialAttributes.Material Material { get; private set; } | 148 | public MaterialAttributes.Material Material { get; private set; } |
144 | public override void SetMaterial(int material) | 149 | public override void SetMaterial(int material) |
@@ -302,8 +307,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
302 | public virtual bool SendCollisions() | 307 | public virtual bool SendCollisions() |
303 | { | 308 | { |
304 | bool ret = true; | 309 | bool ret = true; |
310 | |||
305 | // If the 'no collision' call, force it to happen right now so quick collision_end | 311 | // If the 'no collision' call, force it to happen right now so quick collision_end |
306 | bool force = (CollisionCollection.Count == 0); | 312 | bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0); |
307 | 313 | ||
308 | // throttle the collisions to the number of milliseconds specified in the subscription | 314 | // throttle the collisions to the number of milliseconds specified in the subscription |
309 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) | 315 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) |
@@ -318,7 +324,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
318 | ret = false; | 324 | ret = false; |
319 | } | 325 | } |
320 | 326 | ||
321 | // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); | 327 | DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); |
322 | base.SendCollisionUpdate(CollisionCollection); | 328 | base.SendCollisionUpdate(CollisionCollection); |
323 | 329 | ||
324 | // Remember the collisions from this tick for some collision specific processing. | 330 | // Remember the collisions from this tick for some collision specific processing. |