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author | Robert Adams | 2015-08-24 06:39:06 -0700 |
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committer | Robert Adams | 2015-08-24 06:39:06 -0700 |
commit | 9a490ad2b979552c04ef0bf0d881e8b9643bebba (patch) | |
tree | 13114282d6c7a84734802621e58f76b99355e949 /OpenSim | |
parent | BulletSim: delay adding a scene presence to the list of presences (diff) | |
download | opensim-SC-9a490ad2b979552c04ef0bf0d881e8b9643bebba.zip opensim-SC-9a490ad2b979552c04ef0bf0d881e8b9643bebba.tar.gz opensim-SC-9a490ad2b979552c04ef0bf0d881e8b9643bebba.tar.bz2 opensim-SC-9a490ad2b979552c04ef0bf0d881e8b9643bebba.tar.xz |
Revert "BulletSim: delay adding a scene presence to the list of presences"
Remove these changes until the region crossing problems can be figured out.
This reverts commit 062ec0efbda0e4ca6df5541039569e023d0d0e79.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 13 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 12 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 27 |
3 files changed, 19 insertions, 33 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index cfcccac..9c3f160 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -75,10 +75,9 @@ public sealed class BSCharacter : BSPhysObject | |||
75 | // Avatars are always complete (in the physics engine sense) | 75 | // Avatars are always complete (in the physics engine sense) |
76 | public override bool IsIncomplete { get { return false; } } | 76 | public override bool IsIncomplete { get { return false; } } |
77 | 77 | ||
78 | // 'activate' is called with this character after all initialization is complete | ||
79 | public BSCharacter( | 78 | public BSCharacter( |
80 | uint localID, String avName, BSScene parent_scene, | 79 | uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, bool isFlying) |
81 | OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, bool isFlying, Action<BSCharacter> activate) | 80 | |
82 | : base(parent_scene, localID, avName, "BSCharacter") | 81 | : base(parent_scene, localID, avName, "BSCharacter") |
83 | { | 82 | { |
84 | _physicsActorType = (int)ActorTypes.Agent; | 83 | _physicsActorType = (int)ActorTypes.Agent; |
@@ -125,9 +124,6 @@ public sealed class BSCharacter : BSPhysObject | |||
125 | SetPhysicalProperties(); | 124 | SetPhysicalProperties(); |
126 | 125 | ||
127 | IsInitialized = true; | 126 | IsInitialized = true; |
128 | |||
129 | if (activate != null) | ||
130 | activate(this); | ||
131 | }); | 127 | }); |
132 | return; | 128 | return; |
133 | } | 129 | } |
@@ -476,13 +472,12 @@ public sealed class BSCharacter : BSPhysObject | |||
476 | } | 472 | } |
477 | } | 473 | } |
478 | 474 | ||
479 | // Force the setting of velocity. Called at taint time. | ||
480 | // Exists so that setting force by anyone can be overridden by a subcless. | ||
481 | public override OMV.Vector3 ForceVelocity { | 475 | public override OMV.Vector3 ForceVelocity { |
482 | get { return RawVelocity; } | 476 | get { return RawVelocity; } |
483 | set { | 477 | set { |
484 | PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity"); | 478 | PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity"); |
485 | DetailLog("{0},BSCharacter.setForceVelocity,call,vel={1}", LocalID, value); | 479 | // Util.PrintCallStack(); |
480 | DetailLog("{0}: set ForceVelocity = {1}", LocalID, value); | ||
486 | 481 | ||
487 | RawVelocity = value; | 482 | RawVelocity = value; |
488 | PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); | 483 | PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 4669d91..90da7a6 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -72,11 +72,6 @@ public abstract class BSPhysObject : PhysicsActor | |||
72 | } | 72 | } |
73 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) | 73 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) |
74 | { | 74 | { |
75 | InitializePhysObject(parentScene, localID, name, typeName); | ||
76 | } | ||
77 | |||
78 | protected void InitializePhysObject(BSScene parentScene, uint localID, string name, string typeName) | ||
79 | { | ||
80 | IsInitialized = false; | 75 | IsInitialized = false; |
81 | 76 | ||
82 | PhysScene = parentScene; | 77 | PhysScene = parentScene; |
@@ -124,8 +119,6 @@ public abstract class BSPhysObject : PhysicsActor | |||
124 | // Tell the object to clean up. | 119 | // Tell the object to clean up. |
125 | public virtual void Destroy() | 120 | public virtual void Destroy() |
126 | { | 121 | { |
127 | SubscribedEventsMs = 0; | ||
128 | |||
129 | PhysicalActors.Enable(false); | 122 | PhysicalActors.Enable(false); |
130 | PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate() | 123 | PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate() |
131 | { | 124 | { |
@@ -462,7 +455,6 @@ public abstract class BSPhysObject : PhysicsActor | |||
462 | // Return 'true' if a collision was processed and should be sent up. | 455 | // Return 'true' if a collision was processed and should be sent up. |
463 | // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. | 456 | // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. |
464 | // Called at taint time from within the Step() function | 457 | // Called at taint time from within the Step() function |
465 | // Both 'CollisionLock' and 'PhysObjects' are locked when this is called by 'SendCollisions'. | ||
466 | public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); | 458 | public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); |
467 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, | 459 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, |
468 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 460 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
@@ -520,7 +512,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
520 | 512 | ||
521 | // If no collisions this call but there were collisions last call, force the collision | 513 | // If no collisions this call but there were collisions last call, force the collision |
522 | // event to be happen right now so quick collision_end. | 514 | // event to be happen right now so quick collision_end. |
523 | bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); | 515 | bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); |
524 | 516 | ||
525 | // throttle the collisions to the number of milliseconds specified in the subscription | 517 | // throttle the collisions to the number of milliseconds specified in the subscription |
526 | if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime)) | 518 | if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime)) |
@@ -553,7 +545,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
553 | // Subscribe for collision events. | 545 | // Subscribe for collision events. |
554 | // Parameter is the millisecond rate the caller wishes collision events to occur. | 546 | // Parameter is the millisecond rate the caller wishes collision events to occur. |
555 | public override void SubscribeEvents(int ms) { | 547 | public override void SubscribeEvents(int ms) { |
556 | DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); | 548 | // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); |
557 | SubscribedEventsMs = ms; | 549 | SubscribedEventsMs = ms; |
558 | if (ms > 0) | 550 | if (ms > 0) |
559 | { | 551 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 2a8a6a5..8a19944 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -477,19 +477,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
477 | 477 | ||
478 | if (!m_initialized) return null; | 478 | if (!m_initialized) return null; |
479 | 479 | ||
480 | BSCharacter actor = new BSCharacter(localID, avName, this, position, velocity, size, isFlying, | 480 | BSCharacter actor = new BSCharacter(localID, avName, this, position, velocity, size, isFlying); |
481 | (aa) => | 481 | lock (PhysObjects) |
482 | { | 482 | PhysObjects.Add(localID, actor); |
483 | // While the actor exists, don't add it to the active avatar lists until completely initialized | 483 | |
484 | lock (PhysObjects) | 484 | // TODO: Remove kludge someday. |
485 | PhysObjects.Add(localID, aa); | 485 | // We must generate a collision for avatars whether they collide or not. |
486 | // This is required by OpenSim to update avatar animations, etc. | ||
487 | lock (AvatarsInSceneLock) | ||
488 | AvatarsInScene.Add(actor); | ||
486 | 489 | ||
487 | // TODO: Remove kludge someday. | ||
488 | // We must generate a collision for avatars whether they collide or not. | ||
489 | // This is required by OpenSim to update avatar animations, etc. | ||
490 | lock (AvatarsInSceneLock) | ||
491 | AvatarsInScene.Add(aa); | ||
492 | }); | ||
493 | return actor; | 490 | return actor; |
494 | } | 491 | } |
495 | 492 | ||
@@ -833,8 +830,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
833 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) | 830 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) |
834 | { | 831 | { |
835 | // If a collision was 'good', remember to send it to the simulator | 832 | // If a collision was 'good', remember to send it to the simulator |
836 | // Note that 'CollisionLock' was locked before the call to 'SendCollsions' | 833 | lock (CollisionLock) |
837 | ObjectsWithCollisions.Add(collider); | 834 | { |
835 | ObjectsWithCollisions.Add(collider); | ||
836 | } | ||
838 | } | 837 | } |
839 | } | 838 | } |
840 | 839 | ||