diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 76da42d..87c7b1b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -589,6 +589,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
589 | { | 589 | { |
590 | if (localID <= TerrainManager.HighestTerrainID) | 590 | if (localID <= TerrainManager.HighestTerrainID) |
591 | { | 591 | { |
592 | DetailLog("{0},BSScene.SendCollision,collideWithTerrain,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
592 | return; // don't send collisions to the terrain | 593 | return; // don't send collisions to the terrain |
593 | } | 594 | } |
594 | 595 | ||
@@ -596,6 +597,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
596 | if (!PhysObjects.TryGetValue(localID, out collider)) | 597 | if (!PhysObjects.TryGetValue(localID, out collider)) |
597 | { | 598 | { |
598 | // If the object that is colliding cannot be found, just ignore the collision. | 599 | // If the object that is colliding cannot be found, just ignore the collision. |
600 | DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
599 | return; | 601 | return; |
600 | } | 602 | } |
601 | 603 | ||
@@ -604,7 +606,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
604 | BSPhysObject collidee = null; | 606 | BSPhysObject collidee = null; |
605 | PhysObjects.TryGetValue(collidingWith, out collidee); | 607 | PhysObjects.TryGetValue(collidingWith, out collidee); |
606 | 608 | ||
607 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | 609 | DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); |
608 | 610 | ||
609 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) | 611 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) |
610 | { | 612 | { |