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author | Justin Clark-Casey (justincc) | 2013-03-06 21:37:53 +0000 |
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committer | Justin Clark-Casey (justincc) | 2013-03-06 21:37:53 +0000 |
commit | 8960418e7d51a0f861e7b4cb800f007d76862c9c (patch) | |
tree | b0dba5bc7b0dd8a2a0e662fd0ee5690c30e07054 /OpenSim/Region/Physics | |
parent | Fix bug in osGetPrimitiveParams() so that it works for prims with the same ow... (diff) | |
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Add regression test for presence crossing between regions on the same simulator.
Unlike a much earlier commented out version of this test, this is done in synchronous mode.
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs index c4b9117..0816b7b 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs | |||
@@ -102,6 +102,8 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
102 | 102 | ||
103 | public override float Simulate(float timeStep) | 103 | public override float Simulate(float timeStep) |
104 | { | 104 | { |
105 | // Console.WriteLine("Simulating"); | ||
106 | |||
105 | float fps = 0; | 107 | float fps = 0; |
106 | for (int i = 0; i < _actors.Count; ++i) | 108 | for (int i = 0; i < _actors.Count; ++i) |
107 | { | 109 | { |
@@ -109,8 +111,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
109 | Vector3 actorPosition = actor.Position; | 111 | Vector3 actorPosition = actor.Position; |
110 | Vector3 actorVelocity = actor.Velocity; | 112 | Vector3 actorVelocity = actor.Velocity; |
111 | 113 | ||
112 | actorPosition.X += actor.Velocity.X*timeStep; | 114 | // Console.WriteLine( |
113 | actorPosition.Y += actor.Velocity.Y*timeStep; | 115 | // "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity); |
116 | |||
117 | actorPosition.X += actor.Velocity.X * timeStep; | ||
118 | actorPosition.Y += actor.Velocity.Y * timeStep; | ||
114 | 119 | ||
115 | if (actor.Position.Y < 0) | 120 | if (actor.Position.Y < 0) |
116 | { | 121 | { |