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authorJustin Clark-Casey (justincc)2011-10-27 02:05:59 +0100
committerJustin Clark-Casey (justincc)2011-10-27 02:05:59 +0100
commit820242bc49d9a0ed558a72fda2f7bbb85b716b5f (patch)
tree179eca9de94ddb5f592f3dab75d544f4cd9cabe0 /OpenSim/Region/Physics
parentRestart the event queue worker threads that I accidentally disabled earlier t... (diff)
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Fix a bug I introduced yesterday in ODE physics where prim scripts would only receive the very first collision.
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs2
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs23
2 files changed, 24 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 362f997..49f60f8 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -76,6 +76,8 @@ namespace OpenSim.Region.Physics.Manager
76 /// </summary> 76 /// </summary>
77 public int Count { get { return m_objCollisionList.Count; } } 77 public int Count { get { return m_objCollisionList.Count; } }
78 78
79 public bool CollisionsOnPreviousFrame { get; private set; }
80
79 public Dictionary<uint, ContactPoint> m_objCollisionList; 81 public Dictionary<uint, ContactPoint> m_objCollisionList;
80 82
81 public CollisionEventUpdate(Dictionary<uint, ContactPoint> objCollisionList) 83 public CollisionEventUpdate(Dictionary<uint, ContactPoint> objCollisionList)
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 0363885..ea6af3a 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -193,6 +193,15 @@ namespace OpenSim.Region.Physics.OdePlugin
193 private int m_eventsubscription; 193 private int m_eventsubscription;
194 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); 194 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
195 195
196 /// <summary>
197 /// Signal whether there were collisions on the previous frame, so we know if we need to send the
198 /// empty CollisionEventsThisFrame to the prim so that it can detect the end of a collision.
199 /// </summary>
200 /// <remarks>
201 /// This is probably a temporary measure, pending storing this information consistently in CollisionEventUpdate itself.
202 /// </remarks>
203 private bool m_collisionsOnPreviousFrame;
204
196 private IntPtr m_linkJoint = IntPtr.Zero; 205 private IntPtr m_linkJoint = IntPtr.Zero;
197 206
198 internal volatile bool childPrim; 207 internal volatile bool childPrim;
@@ -3025,8 +3034,20 @@ Console.WriteLine(" JointCreateFixed");
3025 3034
3026 public void SendCollisions() 3035 public void SendCollisions()
3027 { 3036 {
3028 if (CollisionEventsThisFrame.Count > 0) 3037 if (m_collisionsOnPreviousFrame || CollisionEventsThisFrame.Count > 0)
3038 {
3029 base.SendCollisionUpdate(CollisionEventsThisFrame); 3039 base.SendCollisionUpdate(CollisionEventsThisFrame);
3040
3041 if (CollisionEventsThisFrame.Count > 0)
3042 {
3043 m_collisionsOnPreviousFrame = true;
3044 CollisionEventsThisFrame.Clear();
3045 }
3046 else
3047 {
3048 m_collisionsOnPreviousFrame = false;
3049 }
3050 }
3030 } 3051 }
3031 3052
3032 public override bool SubscribedEvents() 3053 public override bool SubscribedEvents()