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author | Robert Adams | 2013-03-28 10:56:21 -0700 |
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committer | Robert Adams | 2013-03-28 10:59:18 -0700 |
commit | 6a9630d2bdc27ed702936f4c44e6978f728a9ef0 (patch) | |
tree | 0f5a4a00d4108d3e1015fb9a36a0bbb456545668 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | BulletSim: tweaks to terrain boundry computation. No functional changes. (diff) | |
download | opensim-SC-6a9630d2bdc27ed702936f4c44e6978f728a9ef0.zip opensim-SC-6a9630d2bdc27ed702936f4c44e6978f728a9ef0.tar.gz opensim-SC-6a9630d2bdc27ed702936f4c44e6978f728a9ef0.tar.bz2 opensim-SC-6a9630d2bdc27ed702936f4c44e6978f728a9ef0.tar.xz |
BulletSim: fix race condition when creating very large mega-regions.
The symptom was exceptions while creating physical terrain.
Reduce default terrain mesh magnification to 2 from 3 because the
higher resolution uses a lot of memory and doesn't solve the terrain
smoothness for vehicles.
Added comments here and there and improved some debugging log messages.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e208d3a..90c2d9c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -479,7 +479,7 @@ public sealed class BSCharacter : BSPhysObject | |||
479 | // The character is out of the known/simulated area. | 479 | // The character is out of the known/simulated area. |
480 | // Force the avatar position to be within known. ScenePresence will use the position | 480 | // Force the avatar position to be within known. ScenePresence will use the position |
481 | // plus the velocity to decide if the avatar is moving out of the region. | 481 | // plus the velocity to decide if the avatar is moving out of the region. |
482 | RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); | 482 | RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); |
483 | DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); | 483 | DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); |
484 | return true; | 484 | return true; |
485 | } | 485 | } |
@@ -898,7 +898,7 @@ public sealed class BSCharacter : BSPhysObject | |||
898 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. | 898 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
899 | if (PositionSanityCheck(true)) | 899 | if (PositionSanityCheck(true)) |
900 | { | 900 | { |
901 | DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position); | 901 | DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position); |
902 | entprop.Position = _position; | 902 | entprop.Position = _position; |
903 | } | 903 | } |
904 | 904 | ||