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author | UbitUmarov | 2015-10-22 17:34:28 +0100 |
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committer | UbitUmarov | 2015-10-22 17:34:28 +0100 |
commit | 7cb6ecb9f54415fd723d7b7c85a65eb131aab077 (patch) | |
tree | 2e20d030a8c20faed8bfbe7e3196a7598eba4607 /OpenSim/Region/Framework | |
parent | rename terrain for opensim and respective configuration flag that a future c... (diff) | |
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Make physics engines finish internal representation of loaded prims before starting simulation so it does start for all at same time. Currently only in use by ubOde
Diffstat (limited to 'OpenSim/Region/Framework')
-rwxr-xr-x | OpenSim/Region/Framework/Scenes/Scene.cs | 4 | ||||
-rwxr-xr-x | OpenSim/Region/Framework/Scenes/SceneGraph.cs | 6 |
2 files changed, 8 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index c61a23d..dddc31a 100755 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -1523,8 +1523,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1523 | m_heartbeatThread = null; | 1523 | m_heartbeatThread = null; |
1524 | } | 1524 | } |
1525 | 1525 | ||
1526 | // m_sceneGraph.PreparePhysicsSimulation(); | 1526 | // tell physics to finish building actor |
1527 | 1527 | m_sceneGraph.ProcessPhysicsPreSimulation(); | |
1528 | 1528 | ||
1529 | m_heartbeatThread | 1529 | m_heartbeatThread |
1530 | = WorkManager.StartThread( | 1530 | = WorkManager.StartThread( |
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 0a22bb3..0879cce 100755 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -222,6 +222,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
222 | return PhysicsScene.Simulate((float)elapsed); | 222 | return PhysicsScene.Simulate((float)elapsed); |
223 | } | 223 | } |
224 | 224 | ||
225 | protected internal void ProcessPhysicsPreSimulation() | ||
226 | { | ||
227 | if(PhysicsScene != null) | ||
228 | PhysicsScene.ProcessPreSimulation(); | ||
229 | } | ||
230 | |||
225 | protected internal void UpdateScenePresenceMovement() | 231 | protected internal void UpdateScenePresenceMovement() |
226 | { | 232 | { |
227 | ForEachScenePresence(delegate(ScenePresence presence) | 233 | ForEachScenePresence(delegate(ScenePresence presence) |