From 5ffec1cd648bc8dcc333fc528707c09bb8dce27d Mon Sep 17 00:00:00 2001 From: Robert.Adams Date: Fri, 22 Jul 2011 10:22:21 -0700 Subject: Pass collisions and updates in pinned memory (saves marshaling). Fix folding feet by using collision normals. Add constraint specification. --- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index d9e236f..dbd7285 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -185,7 +185,7 @@ public class BSCharacter : PhysicsActor get { return _force; } set { _force = value; - m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); + // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); _scene.TaintedObject(delegate() { BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); @@ -411,8 +411,9 @@ public class BSCharacter : PhysicsActor _collidingGroundStep = _scene.SimulationStep; } + // throttle collisions to the rate specified in the subscription if (_subscribedEventsMs == 0) return; // don't want collisions - int nowTime = Util.EnvironmentTickCount(); + int nowTime = _scene.SimulationNowTime; if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; _lastCollisionTime = nowTime; -- cgit v1.1