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authorJustin Clark-Casey (justincc)2011-11-21 19:30:21 +0000
committerJustin Clark-Casey (justincc)2011-11-21 19:31:29 +0000
commit3becda919e0cb82e29742c50923f1b72c1a02241 (patch)
tree22ff3bd37b114da1b8f80a7f4c4e836ca9a4d7c7 /OpenSim
parentWhen changing avatar size in ODE, remove the old actor from the name and acto... (diff)
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move geom/actor map maintenance into DestroyODEStructures()/AvatarGeomAndBodyCreation().
This saves us having to do it separately when a character capsule size is changed
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs17
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdeScene.cs2
2 files changed, 9 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index efe3b7e..0f1a897 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -655,6 +655,9 @@ namespace OpenSim.Region.Physics.OdePlugin
655 // 655 //
656 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); 656 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
657 //standupStraight(); 657 //standupStraight();
658
659 _parent_scene.geom_name_map[Shell] = Name;
660 _parent_scene.actor_name_map[Shell] = this;
658 } 661 }
659 662
660 /// <summary> 663 /// <summary>
@@ -896,7 +899,7 @@ namespace OpenSim.Region.Physics.OdePlugin
896 899
897 if (!localPos.IsFinite()) 900 if (!localPos.IsFinite())
898 { 901 {
899 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); 902 m_log.WarnFormat("[PHYSICS]: Avatar Position of {0} is non-finite!", Name);
900 903
901 defects.Add(this); 904 defects.Add(this);
902 // _parent_scene.RemoveCharacter(this); 905 // _parent_scene.RemoveCharacter(this);
@@ -1059,9 +1062,10 @@ namespace OpenSim.Region.Physics.OdePlugin
1059 { 1062 {
1060 bad = true; 1063 bad = true;
1061 _parent_scene.BadCharacter(this); 1064 _parent_scene.BadCharacter(this);
1065 DestroyOdeStructures();
1062 newPos = new d.Vector3(_position.X, _position.Y, _position.Z); 1066 newPos = new d.Vector3(_position.X, _position.Y, _position.Z);
1063 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem! 1067 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1064 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", Name, m_uuid); 1068 m_log.WarnFormat("[ODE CHARACTER]: Avatar Null reference for Avatar {0}, physical actor {1}", Name, m_uuid);
1065 } 1069 }
1066 1070
1067 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) 1071 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
@@ -1164,6 +1168,9 @@ namespace OpenSim.Region.Physics.OdePlugin
1164 if (Shell != IntPtr.Zero) 1168 if (Shell != IntPtr.Zero)
1165 { 1169 {
1166 d.GeomDestroy(Shell); 1170 d.GeomDestroy(Shell);
1171 _parent_scene.geom_name_map.Remove(Shell);
1172 _parent_scene.actor_name_map.Remove(Shell);
1173
1167 Shell = IntPtr.Zero; 1174 Shell = IntPtr.Zero;
1168 } 1175 }
1169 } 1176 }
@@ -1296,9 +1303,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1296 1303
1297 m_pidControllerActive = true; 1304 m_pidControllerActive = true;
1298 1305
1299 _parent_scene.geom_name_map.Remove(Shell);
1300 _parent_scene.actor_name_map.Remove(Shell);
1301
1302 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate() 1306 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1303 DestroyOdeStructures(); 1307 DestroyOdeStructures();
1304 1308
@@ -1313,9 +1317,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1313 // As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't 1317 // As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't
1314 // appear to stall initial region crossings when done here. Being done for consistency. 1318 // appear to stall initial region crossings when done here. Being done for consistency.
1315// Velocity = Vector3.Zero; 1319// Velocity = Vector3.Zero;
1316
1317 _parent_scene.geom_name_map[Shell] = Name;
1318 _parent_scene.actor_name_map[Shell] = this;
1319 } 1320 }
1320 else 1321 else
1321 { 1322 {
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index d5c3250..05455dc 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -1716,8 +1716,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1716 if (!_characters.Contains(chr)) 1716 if (!_characters.Contains(chr))
1717 { 1717 {
1718 _characters.Add(chr); 1718 _characters.Add(chr);
1719 geom_name_map[chr.Shell] = Name;
1720 actor_name_map[chr.Shell] = chr;
1721 1719
1722 if (chr.bad) 1720 if (chr.bad)
1723 m_log.ErrorFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid); 1721 m_log.ErrorFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);