BulletSim: fix avatar bobbing or jiggling while stationary flying.

Various comments and debugging message mods.
This commit is contained in:
Robert Adams
2013-02-08 15:25:57 -08:00
parent d92eb80373
commit 1b55a9d81e
6 changed files with 34 additions and 19 deletions

View File

@@ -77,13 +77,14 @@ public class ExtendedPhysics : INonSharedRegionModule
m_log.ErrorFormat("{0} Initialization error: {0}", LogHeader, e);
}
m_log.ErrorFormat("{0} module {1} enabled", LogHeader, (Enabled ? "is" : "is not"));
m_log.InfoFormat("{0} module {1} enabled", LogHeader, (Enabled ? "is" : "is not"));
}
public void Close()
{
if (BaseScene != null)
{
BaseScene.EventManager.OnObjectAddedToScene -= EventManager_OnObjectAddedToScene;
BaseScene.EventManager.OnSceneObjectPartUpdated -= EventManager_OnSceneObjectPartUpdated;
BaseScene = null;
}
@@ -120,13 +121,20 @@ public class ExtendedPhysics : INonSharedRegionModule
Comms.RegisterScriptInvocations(this);
// When an object is modified, we might need to update its extended physics parameters
BaseScene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene;
BaseScene.EventManager.OnSceneObjectPartUpdated += EventManager_OnSceneObjectPartUpdated;
}
public Type ReplaceableInterface { get { return null; } }
#endregion // INonSharedRegionModule
private void EventManager_OnObjectAddedToScene(SceneObjectGroup obj)
{
throw new NotImplementedException();
}
// Event generated when some property of a prim changes.
private void EventManager_OnSceneObjectPartUpdated(SceneObjectPart sop, bool isFullUpdate)
{