586 lines
22 KiB
C#
586 lines
22 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSCharacter : BSPhysObject
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[BULLETS CHAR]";
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public BSScene Scene { get; private set; }
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private String _avName;
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// private bool _stopped;
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private Vector3 _size;
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private Vector3 _scale;
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private PrimitiveBaseShape _pbs;
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private uint _localID = 0;
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private bool _grabbed;
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private bool _selected;
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private Vector3 _position;
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private float _mass;
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public float _density;
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public float _avatarVolume;
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private Vector3 _force;
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private Vector3 _velocity;
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private Vector3 _torque;
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private float _collisionScore;
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private Vector3 _acceleration;
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private Quaternion _orientation;
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private int _physicsActorType;
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private bool _isPhysical;
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private bool _flying;
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private bool _setAlwaysRun;
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private bool _throttleUpdates;
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private bool _isColliding;
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private long _collidingStep;
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private bool _collidingGround;
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private long _collidingGroundStep;
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private bool _collidingObj;
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private bool _floatOnWater;
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private Vector3 _rotationalVelocity;
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private bool _kinematic;
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private float _buoyancy;
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public override BulletBody Body { get; set; }
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public override BSLinkset Linkset { get; set; }
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private int _subscribedEventsMs = 0;
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private int _nextCollisionOkTime = 0;
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private Vector3 _PIDTarget;
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private bool _usePID;
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private float _PIDTau;
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private bool _useHoverPID;
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private float _PIDHoverHeight;
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private PIDHoverType _PIDHoverType;
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private float _PIDHoverTao;
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public BSCharacter(uint localID, String avName, BSScene parent_scene, Vector3 pos, Vector3 size, bool isFlying)
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{
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_localID = localID;
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_avName = avName;
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Scene = parent_scene;
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_position = pos;
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_size = size;
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_flying = isFlying;
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_orientation = Quaternion.Identity;
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_velocity = Vector3.Zero;
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_buoyancy = ComputeBuoyancyFromFlying(isFlying);
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// The dimensions of the avatar capsule are kept in the scale.
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// Physics creates a unit capsule which is scaled by the physics engine.
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_scale = new Vector3(Scene.Params.avatarCapsuleRadius, Scene.Params.avatarCapsuleRadius, size.Z);
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_density = Scene.Params.avatarDensity;
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ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale
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Linkset = new BSLinkset(Scene, this);
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ShapeData shapeData = new ShapeData();
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shapeData.ID = _localID;
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shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR;
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shapeData.Position = _position;
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shapeData.Rotation = _orientation;
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shapeData.Velocity = _velocity;
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shapeData.Scale = _scale;
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shapeData.Mass = _mass;
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shapeData.Buoyancy = _buoyancy;
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shapeData.Static = ShapeData.numericFalse;
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shapeData.Friction = Scene.Params.avatarFriction;
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shapeData.Restitution = Scene.Params.avatarRestitution;
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// do actual create at taint time
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Scene.TaintedObject("BSCharacter.create", delegate()
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{
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DetailLog("{0},BSCharacter.create", _localID);
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BulletSimAPI.CreateObject(Scene.WorldID, shapeData);
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// Set the buoyancy for flying. This will be refactored when all the settings happen in C#
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BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy);
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Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID));
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// avatars get all collisions no matter what (makes walking on ground and such work)
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BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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});
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return;
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}
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// called when this character is being destroyed and the resources should be released
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public override void Destroy()
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{
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DetailLog("{0},BSCharacter.Destroy", LocalID);
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Scene.TaintedObject("BSCharacter.destroy", delegate()
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{
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BulletSimAPI.DestroyObject(Scene.WorldID, _localID);
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});
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}
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public override void RequestPhysicsterseUpdate()
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{
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base.RequestPhysicsterseUpdate();
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}
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// No one calls this method so I don't know what it could possibly mean
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public override bool Stopped {
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get { return false; }
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}
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public override Vector3 Size {
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get
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{
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// Avatar capsule size is kept in the scale parameter.
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return new Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z);
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}
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set {
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// When an avatar's size is set, only the height is changed
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// and that really only depends on the radius.
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_size = value;
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_scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y);
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// TODO: something has to be done with the avatar's vertical position
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ComputeAvatarVolumeAndMass();
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Scene.TaintedObject("BSCharacter.setSize", delegate()
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{
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BulletSimAPI.SetObjectScaleMass(Scene.WorldID, LocalID, _scale, _mass, true);
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});
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}
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}
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public override PrimitiveBaseShape Shape {
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set { _pbs = value;
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}
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}
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public override uint LocalID {
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set { _localID = value;
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}
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get { return _localID; }
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}
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public override bool Grabbed {
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set { _grabbed = value;
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}
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}
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public override bool Selected {
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set { _selected = value;
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}
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}
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public override void CrossingFailure() { return; }
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public override void link(PhysicsActor obj) { return; }
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public override void delink() { return; }
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public override void LockAngularMotion(Vector3 axis) { return; }
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public override Vector3 Position {
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get {
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// _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID);
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return _position;
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}
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set {
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_position = value;
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PositionSanityCheck();
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Scene.TaintedObject("BSCharacter.setPosition", delegate()
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{
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DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation);
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});
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}
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}
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// Check that the current position is sane and, if not, modify the position to make it so.
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// Check for being below terrain and being out of bounds.
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// Returns 'true' of the position was made sane by some action.
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private bool PositionSanityCheck()
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{
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bool ret = false;
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// If below the ground, move the avatar up
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float terrainHeight = Scene.TerrainManager.GetTerrainHeightAtXYZ(_position);
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if (Position.Z < terrainHeight)
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{
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DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
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_position.Z = terrainHeight + 2.0f;
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ret = true;
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}
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// TODO: check for out of bounds
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return ret;
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}
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// A version of the sanity check that also makes sure a new position value is
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// pushed back to the physics engine. This routine would be used by anyone
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// who is not already pushing the value.
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private bool PositionSanityCheck2()
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{
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bool ret = false;
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if (PositionSanityCheck())
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{
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// The new position value must be pushed into the physics engine but we can't
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// just assign to "Position" because of potential call loops.
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Scene.TaintedObject("BSCharacter.PositionSanityCheck", delegate()
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{
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DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation);
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});
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ret = true;
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}
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return ret;
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}
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public override float Mass {
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get {
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return _mass;
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}
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}
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// used when we only want this prim's mass and not the linkset thing
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public override float MassRaw { get {return _mass; } }
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public override Vector3 Force {
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get { return _force; }
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set {
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_force = value;
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// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
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Scene.TaintedObject("BSCharacter.SetForce", delegate()
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{
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DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
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BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force);
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});
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}
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}
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public override int VehicleType {
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get { return 0; }
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set { return; }
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}
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public override void VehicleFloatParam(int param, float value) { }
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public override void VehicleVectorParam(int param, Vector3 value) {}
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public override void VehicleRotationParam(int param, Quaternion rotation) { }
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public override void VehicleFlags(int param, bool remove) { }
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// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
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public override void SetVolumeDetect(int param) { return; }
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public override Vector3 GeometricCenter { get { return Vector3.Zero; } }
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public override Vector3 CenterOfMass { get { return Vector3.Zero; } }
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public override Vector3 Velocity {
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get { return _velocity; }
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set {
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_velocity = value;
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// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
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Scene.TaintedObject("BSCharacter.setVelocity", delegate()
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{
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DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
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BulletSimAPI.SetObjectVelocity(Scene.WorldID, _localID, _velocity);
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});
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}
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}
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public override Vector3 Torque {
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get { return _torque; }
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set { _torque = value;
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}
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}
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public override float CollisionScore {
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get { return _collisionScore; }
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set { _collisionScore = value;
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}
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}
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public override Vector3 Acceleration {
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get { return _acceleration; }
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set { _acceleration = value; }
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}
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public override Quaternion Orientation {
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get { return _orientation; }
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set {
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_orientation = value;
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// m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
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Scene.TaintedObject("BSCharacter.setOrientation", delegate()
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{
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// _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID);
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BulletSimAPI.SetObjectTranslation(Scene.WorldID, _localID, _position, _orientation);
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});
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}
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}
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public override int PhysicsActorType {
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get { return _physicsActorType; }
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set { _physicsActorType = value;
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}
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}
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public override bool IsPhysical {
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get { return _isPhysical; }
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set { _isPhysical = value;
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}
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}
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public override bool Flying {
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get { return _flying; }
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set {
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_flying = value;
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// simulate flying by changing the effect of gravity
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this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
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}
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}
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// Flying is implimented by changing the avatar's buoyancy.
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// Would this be done better with a vehicle type?
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private float ComputeBuoyancyFromFlying(bool ifFlying) {
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return ifFlying ? 1f : 0f;
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}
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public override bool
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SetAlwaysRun {
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get { return _setAlwaysRun; }
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set { _setAlwaysRun = value; }
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}
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public override bool ThrottleUpdates {
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get { return _throttleUpdates; }
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set { _throttleUpdates = value; }
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}
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public override bool IsColliding {
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get { return (_collidingStep == Scene.SimulationStep); }
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set { _isColliding = value; }
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}
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public override bool CollidingGround {
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get { return (_collidingGroundStep == Scene.SimulationStep); }
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set { _collidingGround = value; }
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}
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public override bool CollidingObj {
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get { return _collidingObj; }
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set { _collidingObj = value; }
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}
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public override bool FloatOnWater {
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set { _floatOnWater = value; }
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}
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public override Vector3 RotationalVelocity {
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get { return _rotationalVelocity; }
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set { _rotationalVelocity = value; }
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}
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public override bool Kinematic {
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get { return _kinematic; }
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set { _kinematic = value; }
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}
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// neg=fall quickly, 0=1g, 1=0g, pos=float up
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public override float Buoyancy {
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get { return _buoyancy; }
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set { _buoyancy = value;
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Scene.TaintedObject("BSCharacter.setBuoyancy", delegate()
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{
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DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
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BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy);
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});
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}
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}
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// Used for MoveTo
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public override Vector3 PIDTarget {
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set { _PIDTarget = value; }
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}
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public override bool PIDActive {
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set { _usePID = value; }
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}
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public override float PIDTau {
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set { _PIDTau = value; }
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}
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// Used for llSetHoverHeight and maybe vehicle height
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// Hover Height will override MoveTo target's Z
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public override bool PIDHoverActive {
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set { _useHoverPID = value; }
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}
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public override float PIDHoverHeight {
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set { _PIDHoverHeight = value; }
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}
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public override PIDHoverType PIDHoverType {
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set { _PIDHoverType = value; }
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}
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public override float PIDHoverTau {
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set { _PIDHoverTao = value; }
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}
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// For RotLookAt
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public override Quaternion APIDTarget { set { return; } }
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public override bool APIDActive { set { return; } }
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public override float APIDStrength { set { return; } }
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public override float APIDDamping { set { return; } }
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public override void AddForce(Vector3 force, bool pushforce) {
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if (force.IsFinite())
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{
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_force.X += force.X;
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_force.Y += force.Y;
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_force.Z += force.Z;
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// m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
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Scene.TaintedObject("BSCharacter.AddForce", delegate()
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{
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DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
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BulletSimAPI.AddObjectForce2(Body.Ptr, _force);
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});
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}
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else
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{
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m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader);
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}
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//m_lastUpdateSent = false;
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}
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public override void AddAngularForce(Vector3 force, bool pushforce) {
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}
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public override void SetMomentum(Vector3 momentum) {
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}
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// Turn on collision events at a rate no faster than one every the given milliseconds
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public override void SubscribeEvents(int ms) {
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_subscribedEventsMs = ms;
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if (ms > 0)
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{
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// make sure first collision happens
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_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
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Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate()
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{
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BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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});
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}
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}
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public override void ZeroMotion()
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{
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return;
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}
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// Stop collision events
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public override void UnSubscribeEvents() {
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_subscribedEventsMs = 0;
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// Avatars get all their collision events
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// Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate()
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// {
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// BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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// });
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}
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// Return 'true' if someone has subscribed to events
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public override bool SubscribedEvents() {
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return (_subscribedEventsMs > 0);
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}
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// set _avatarVolume and _mass based on capsule size, _density and _scale
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private void ComputeAvatarVolumeAndMass()
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{
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_avatarVolume = (float)(
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Math.PI
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* _scale.X
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* _scale.Y // the area of capsule cylinder
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* _scale.Z // times height of capsule cylinder
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+ 1.33333333f
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* Math.PI
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* _scale.X
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* Math.Min(_scale.X, _scale.Y)
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* _scale.Y // plus the volume of the capsule end caps
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);
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_mass = _density * _avatarVolume;
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}
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// The physics engine says that properties have updated. Update same and inform
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// the world that things have changed.
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public override void UpdateProperties(EntityProperties entprop)
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{
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_position = entprop.Position;
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_orientation = entprop.Rotation;
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_velocity = entprop.Velocity;
|
|
_acceleration = entprop.Acceleration;
|
|
_rotationalVelocity = entprop.RotationalVelocity;
|
|
// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
|
|
// base.RequestPhysicsterseUpdate();
|
|
|
|
// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
|
|
PositionSanityCheck2();
|
|
|
|
float heightHere = Scene.TerrainManager.GetTerrainHeightAtXYZ(_position); // only for debug
|
|
DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}",
|
|
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere);
|
|
}
|
|
|
|
// Called by the scene when a collision with this object is reported
|
|
// The collision, if it should be reported to the character, is placed in a collection
|
|
// that will later be sent to the simulator when SendCollisions() is called.
|
|
CollisionEventUpdate collisionCollection = null;
|
|
public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
|
|
{
|
|
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
|
|
|
|
// The following makes IsColliding() and IsCollidingGround() work
|
|
_collidingStep = Scene.SimulationStep;
|
|
if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
|
|
{
|
|
_collidingGroundStep = Scene.SimulationStep;
|
|
}
|
|
// DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith);
|
|
|
|
// throttle collisions to the rate specified in the subscription
|
|
if (_subscribedEventsMs != 0) {
|
|
int nowTime = Scene.SimulationNowTime;
|
|
if (nowTime >= _nextCollisionOkTime) {
|
|
_nextCollisionOkTime = nowTime + _subscribedEventsMs;
|
|
|
|
if (collisionCollection == null)
|
|
collisionCollection = new CollisionEventUpdate();
|
|
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void SendCollisions()
|
|
{
|
|
/*
|
|
if (collisionCollection != null && collisionCollection.Count > 0)
|
|
{
|
|
base.SendCollisionUpdate(collisionCollection);
|
|
collisionCollection = null;
|
|
}
|
|
*/
|
|
// Kludge to make a collision call even if there are no collisions.
|
|
// This causes the avatar animation to get updated.
|
|
if (collisionCollection == null)
|
|
collisionCollection = new CollisionEventUpdate();
|
|
base.SendCollisionUpdate(collisionCollection);
|
|
// If there were any collisions in the collection, make sure we don't use the
|
|
// same instance next time.
|
|
if (collisionCollection.Count > 0)
|
|
collisionCollection = null;
|
|
// End kludge
|
|
}
|
|
|
|
// Invoke the detailed logger and output something if it's enabled.
|
|
private void DetailLog(string msg, params Object[] args)
|
|
{
|
|
Scene.PhysicsLogging.Write(msg, args);
|
|
}
|
|
}
|
|
}
|