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authorUbitUmarov2015-10-22 17:34:28 +0100
committerUbitUmarov2015-10-22 17:34:28 +0100
commit7cb6ecb9f54415fd723d7b7c85a65eb131aab077 (patch)
tree2e20d030a8c20faed8bfbe7e3196a7598eba4607 /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-xOpenSim/Region/Framework/Scenes/Scene.cs4
-rwxr-xr-xOpenSim/Region/Framework/Scenes/SceneGraph.cs6
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)