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author | Teravus Ovares | 2008-02-17 20:40:21 +0000 |
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committer | Teravus Ovares | 2008-02-17 20:40:21 +0000 |
commit | c2d7beb6173b32b48a3a0b4be47fec9997089329 (patch) | |
tree | 635b5ceae47cc0c9a885b0e1f9b23b7855a6bcbf /OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |
parent | * Various ODE Cleanups (diff) | |
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* Last bit of cleanup now. As long as you keep physical prim off, you should have a reasonably stable experience with ODE again.
* Physical prim at the simulator edge still seems to have the occasional issue.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 24 |
1 files changed, 13 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 312fd9c..50087a5 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -1073,22 +1073,24 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1073 | } | 1073 | } |
1074 | private void changevelocity(float timestep) | 1074 | private void changevelocity(float timestep) |
1075 | { | 1075 | { |
1076 | while (ode.lockquery()) | 1076 | lock (ode) |
1077 | { | ||
1078 | } | ||
1079 | ode.dlock(_parent_scene.world); | ||
1080 | |||
1081 | System.Threading.Thread.Sleep(20); | ||
1082 | if (IsPhysical) | ||
1083 | { | 1077 | { |
1084 | if (Body != (IntPtr)0) | 1078 | while (ode.lockquery()) |
1085 | { | 1079 | { |
1086 | d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); | ||
1087 | } | 1080 | } |
1088 | } | 1081 | ode.dlock(_parent_scene.world); |
1089 | 1082 | ||
1090 | ode.dunlock(_parent_scene.world); | 1083 | System.Threading.Thread.Sleep(20); |
1084 | if (IsPhysical) | ||
1085 | { | ||
1086 | if (Body != (IntPtr)0) | ||
1087 | { | ||
1088 | d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); | ||
1089 | } | ||
1090 | } | ||
1091 | 1091 | ||
1092 | ode.dunlock(_parent_scene.world); | ||
1093 | } | ||
1092 | //resetCollisionAccounting(); | 1094 | //resetCollisionAccounting(); |
1093 | m_taintVelocity = PhysicsVector.Zero; | 1095 | m_taintVelocity = PhysicsVector.Zero; |
1094 | } | 1096 | } |