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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs8
1 files changed, 6 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 6a9fe50..3458477 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -123,6 +123,7 @@ public abstract class BSPhysObject : PhysicsActor
123 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); 123 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
124 DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", 124 DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
125 LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth); 125 LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
126
126 ret = true; 127 ret = true;
127 } 128 }
128 return ret; 129 return ret;
@@ -145,7 +146,10 @@ public abstract class BSPhysObject : PhysicsActor
145 // We are called if we previously had collisions. If there are no collisions 146 // We are called if we previously had collisions. If there are no collisions
146 // this time, send up one last empty event so OpenSim can sense collision end. 147 // this time, send up one last empty event so OpenSim can sense collision end.
147 if (CollisionCollection.Count == 0) 148 if (CollisionCollection.Count == 0)
149 {
150 // If I have no collisions this time, remove me from the list of objects with collisions.
148 PhysicsScene.ObjectsWithNoMoreCollisions.Add(this); 151 PhysicsScene.ObjectsWithNoMoreCollisions.Add(this);
152 }
149 153
150 DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); 154 DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
151 base.SendCollisionUpdate(CollisionCollection); 155 base.SendCollisionUpdate(CollisionCollection);
@@ -159,7 +163,7 @@ public abstract class BSPhysObject : PhysicsActor
159 // Subscribe for collision events. 163 // Subscribe for collision events.
160 // Parameter is the millisecond rate the caller wishes collision events to occur. 164 // Parameter is the millisecond rate the caller wishes collision events to occur.
161 public override void SubscribeEvents(int ms) { 165 public override void SubscribeEvents(int ms) {
162 DetailLog("{0},BSScene.SubscribeEvents,subscribing,ms={1}", BSScene.DetailLogZero, ms); 166 DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
163 SubscribedEventsMs = ms; 167 SubscribedEventsMs = ms;
164 if (ms > 0) 168 if (ms > 0)
165 { 169 {
@@ -178,7 +182,7 @@ public abstract class BSPhysObject : PhysicsActor
178 } 182 }
179 } 183 }
180 public override void UnSubscribeEvents() { 184 public override void UnSubscribeEvents() {
181 DetailLog("{0},BSScene.UnSubscribeEvents,unsubscribing", BSScene.DetailLogZero); 185 DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
182 SubscribedEventsMs = 0; 186 SubscribedEventsMs = 0;
183 PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() 187 PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
184 { 188 {