BulletSim: Terrain sets proper collision flags on creation.

Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION.
    Might reconsider this and, alternatively, have dynamic objects force activation.
Clean up use of DetailLog().
This commit is contained in:
Robert Adams
2012-09-26 09:25:56 -07:00
parent 735d89e369
commit 4589bc84a3
4 changed files with 56 additions and 52 deletions

View File

@@ -121,8 +121,8 @@ public abstract class BSPhysObject : PhysicsActor
// if someone has subscribed for collision events....
if (SubscribedEvents()) {
CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
// DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
// LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
ret = true;
}
@@ -151,7 +151,7 @@ public abstract class BSPhysObject : PhysicsActor
PhysicsScene.ObjectsWithNoMoreCollisions.Add(this);
}
DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
// DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
base.SendCollisionUpdate(CollisionCollection);
// The collisionCollection structure is passed around in the simulator.
@@ -163,7 +163,7 @@ public abstract class BSPhysObject : PhysicsActor
// Subscribe for collision events.
// Parameter is the millisecond rate the caller wishes collision events to occur.
public override void SubscribeEvents(int ms) {
DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
// DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
SubscribedEventsMs = ms;
if (ms > 0)
{
@@ -182,7 +182,7 @@ public abstract class BSPhysObject : PhysicsActor
}
}
public override void UnSubscribeEvents() {
DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
SubscribedEventsMs = 0;
PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
{