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authorRobert Adams2012-12-16 21:18:32 -0800
committerRobert Adams2012-12-16 21:19:13 -0800
commit2b8efa24dd816fda23fe3aed5822af1d50febf5d (patch)
tree287352bc66cf34ce25ee86a59099af43d2d23cb4 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
parentBulletSim: add even more to the TODO list. (diff)
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BulletSim: add parameter to UpdateProperties call into the linkset so changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs9
1 files changed, 6 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 6539b43..92a5f2f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -214,7 +214,7 @@ public abstract class BSPhysObject : PhysicsActor
214 { 214 {
215 bool ret = true; 215 bool ret = true;
216 // If the 'no collision' call, force it to happen right now so quick collision_end 216 // If the 'no collision' call, force it to happen right now so quick collision_end
217 bool force = CollisionCollection.Count == 0; 217 bool force = (CollisionCollection.Count == 0);
218 218
219 // throttle the collisions to the number of milliseconds specified in the subscription 219 // throttle the collisions to the number of milliseconds specified in the subscription
220 if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) 220 if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
@@ -232,8 +232,10 @@ public abstract class BSPhysObject : PhysicsActor
232 // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); 232 // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
233 base.SendCollisionUpdate(CollisionCollection); 233 base.SendCollisionUpdate(CollisionCollection);
234 234
235 // The collisionCollection structure is passed around in the simulator. 235 // The CollisionCollection instance is passed around in the simulator.
236 // Make sure we don't have a handle to that one and that a new one is used for next time. 236 // Make sure we don't have a handle to that one and that a new one is used for next time.
237 // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
238 // a race condition is created for the other users of this instance.
237 CollisionCollection = new CollisionEventUpdate(); 239 CollisionCollection = new CollisionEventUpdate();
238 } 240 }
239 return ret; 241 return ret;
@@ -251,7 +253,8 @@ public abstract class BSPhysObject : PhysicsActor
251 253
252 PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() 254 PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
253 { 255 {
254 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 256 if (PhysBody.HasPhysicalBody)
257 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
255 }); 258 });
256 } 259 }
257 else 260 else