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path: root/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs8
1 files changed, 6 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index d49a578..4f48cfb 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -248,7 +248,7 @@ public class BSCharacter : PhysicsActor
248 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); 248 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
249 Scene.TaintedObject("BSCharacter.SetForce", delegate() 249 Scene.TaintedObject("BSCharacter.SetForce", delegate()
250 { 250 {
251 DetailLog("{0},setForce,taint,force={1}", LocalID, _force); 251 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
252 BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force); 252 BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force);
253 }); 253 });
254 } 254 }
@@ -275,7 +275,7 @@ public class BSCharacter : PhysicsActor
275 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); 275 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
276 _scene.TaintedObject("BSCharacter.setVelocity", delegate() 276 _scene.TaintedObject("BSCharacter.setVelocity", delegate()
277 { 277 {
278 DetailLog("{0},setVelocity,taint,vel={1}", LocalID, _velocity); 278 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
279 BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); 279 BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity);
280 }); 280 });
281 } 281 }
@@ -487,6 +487,10 @@ public class BSCharacter : PhysicsActor
487 _rotationalVelocity = entprop.RotationalVelocity; 487 _rotationalVelocity = entprop.RotationalVelocity;
488 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. 488 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
489 // base.RequestPhysicsterseUpdate(); 489 // base.RequestPhysicsterseUpdate();
490
491 DetailLog("{0},BSCharacter.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
492 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
493 entprop.Acceleration, entprop.RotationalVelocity);
490 } 494 }
491 495
492 // Called by the scene when a collision with this object is reported 496 // Called by the scene when a collision with this object is reported