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authorRobert Adams2012-10-19 10:48:45 -0700
committerRobert Adams2012-10-19 10:52:31 -0700
commitf422b9b388fe67c61e610c79efabd5e07512884b (patch)
tree7ad1c226e8541742164e83cf18e8baf595061367 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
parentBulletSim: change nonimal physics frame rate to 55 to give same numbers as ODE. (diff)
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BulletSim: reorder avatar collision checking to eliminate double collision_end.
Various tweekings to avatar shape/mass/inertia/etc. Remove change from avatar radius to diameter. But still the avatar sinks. Collision_end now happens immediately rather than at the next subscription time.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs4
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index b8ef338..202052d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -156,9 +156,11 @@ public abstract class BSPhysObject : PhysicsActor
156 public virtual bool SendCollisions() 156 public virtual bool SendCollisions()
157 { 157 {
158 bool ret = true; 158 bool ret = true;
159 // If the 'no collision' call, force it to happen right now so quick collision_end
160 bool force = CollisionCollection.Count == 0;
159 161
160 // throttle the collisions to the number of milliseconds specified in the subscription 162 // throttle the collisions to the number of milliseconds specified in the subscription
161 if (PhysicsScene.SimulationNowTime >= NextCollisionOkTime) 163 if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
162 { 164 {
163 NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs; 165 NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs;
164 166