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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs13
1 files changed, 6 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 9e1206a..2a5397e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -200,7 +200,9 @@ public sealed class BSCharacter : BSPhysObject
200 } 200 }
201 // I want the physics engine to make an avatar capsule 201 // I want the physics engine to make an avatar capsule
202 public override ShapeData.PhysicsShapeType PreferredPhysicalShape 202 public override ShapeData.PhysicsShapeType PreferredPhysicalShape
203 { get { return ShapeData.PhysicsShapeType.SHAPE_AVATAR; } } 203 {
204 get {return ShapeData.PhysicsShapeType.SHAPE_AVATAR; }
205 }
204 206
205 public override bool Grabbed { 207 public override bool Grabbed {
206 set { _grabbed = value; } 208 set { _grabbed = value; }
@@ -238,6 +240,7 @@ public sealed class BSCharacter : BSPhysObject
238 } 240 }
239 public override OMV.Vector3 Position { 241 public override OMV.Vector3 Position {
240 get { 242 get {
243 // Don't refetch the position because this function is called a zillion times
241 // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID); 244 // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID);
242 return _position; 245 return _position;
243 } 246 }
@@ -304,15 +307,11 @@ public sealed class BSCharacter : BSPhysObject
304 { 307 {
305 // The new position value must be pushed into the physics engine but we can't 308 // The new position value must be pushed into the physics engine but we can't
306 // just assign to "Position" because of potential call loops. 309 // just assign to "Position" because of potential call loops.
307 BSScene.TaintCallback sanityOperation = delegate() 310 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
308 { 311 {
309 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); 312 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
310 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 313 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
311 }; 314 });
312 if (inTaintTime)
313 sanityOperation();
314 else
315 PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", sanityOperation);
316 ret = true; 315 ret = true;
317 } 316 }
318 return ret; 317 return ret;