diff options
Diffstat (limited to '')
7 files changed, 41 insertions, 29 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index c0d65be..bde4557 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | |||
@@ -71,8 +71,7 @@ public class BSActorAvatarMove : BSActor | |||
71 | public override void Dispose() | 71 | public override void Dispose() |
72 | { | 72 | { |
73 | base.SetEnabled(false); | 73 | base.SetEnabled(false); |
74 | // Now that turned off, remove any state we have in the scene. | 74 | DeactivateAvatarMove(); |
75 | Refresh(); | ||
76 | } | 75 | } |
77 | 76 | ||
78 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | 77 | // Called when physical parameters (properties set in Bullet) need to be re-applied. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs index 8a79809..e54c27b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs | |||
@@ -58,6 +58,7 @@ public class BSActorHover : BSActor | |||
58 | public override void Dispose() | 58 | public override void Dispose() |
59 | { | 59 | { |
60 | Enabled = false; | 60 | Enabled = false; |
61 | DeactivateHover(); | ||
61 | } | 62 | } |
62 | 63 | ||
63 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | 64 | // Called when physical parameters (properties set in Bullet) need to be re-applied. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index 48cab64..3b3c161 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs | |||
@@ -36,7 +36,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
36 | { | 36 | { |
37 | public class BSActorLockAxis : BSActor | 37 | public class BSActorLockAxis : BSActor |
38 | { | 38 | { |
39 | BSConstraint LockAxisConstraint = null; | 39 | private BSConstraint LockAxisConstraint = null; |
40 | private bool HaveRegisteredForBeforeStepCallback = false; | ||
41 | |||
40 | // The lock access flags (which axises were locked) when the contraint was built. | 42 | // The lock access flags (which axises were locked) when the contraint was built. |
41 | // Used to see if locking has changed since when the constraint was built. | 43 | // Used to see if locking has changed since when the constraint was built. |
42 | OMV.Vector3 LockAxisLinearFlags; | 44 | OMV.Vector3 LockAxisLinearFlags; |
@@ -47,9 +49,7 @@ public class BSActorLockAxis : BSActor | |||
47 | { | 49 | { |
48 | m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); | 50 | m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); |
49 | LockAxisConstraint = null; | 51 | LockAxisConstraint = null; |
50 | 52 | HaveRegisteredForBeforeStepCallback = false; | |
51 | // we place our constraint just before the simulation step to make sure the linkset is complete | ||
52 | m_physicsScene.BeforeStep += PhysicsScene_BeforeStep; | ||
53 | } | 53 | } |
54 | 54 | ||
55 | // BSActor.isActive | 55 | // BSActor.isActive |
@@ -62,7 +62,8 @@ public class BSActorLockAxis : BSActor | |||
62 | // BSActor.Dispose() | 62 | // BSActor.Dispose() |
63 | public override void Dispose() | 63 | public override void Dispose() |
64 | { | 64 | { |
65 | m_physicsScene.BeforeStep -= PhysicsScene_BeforeStep; | 65 | Enabled = false; |
66 | UnRegisterForBeforeStepCallback(); | ||
66 | RemoveAxisLockConstraint(); | 67 | RemoveAxisLockConstraint(); |
67 | } | 68 | } |
68 | 69 | ||
@@ -74,37 +75,26 @@ public class BSActorLockAxis : BSActor | |||
74 | // Since the axis logging is done with a constraint, Refresh() time is good for | 75 | // Since the axis logging is done with a constraint, Refresh() time is good for |
75 | // changing parameters but this needs to wait until the prim/linkset is physically | 76 | // changing parameters but this needs to wait until the prim/linkset is physically |
76 | // constructed. Therefore, the constraint itself is placed at pre-step time. | 77 | // constructed. Therefore, the constraint itself is placed at pre-step time. |
77 | /* | 78 | |
78 | m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedLinear={1},lockedAngular={2},enabled={3},pActive={4}", | ||
79 | m_controllingPrim.LocalID, | ||
80 | m_controllingPrim.LockedLinearAxis, | ||
81 | m_controllingPrim.LockedAngularAxis, | ||
82 | Enabled, m_controllingPrim.IsPhysicallyActive); | ||
83 | // If all the axis are free, we don't need to exist | 79 | // If all the axis are free, we don't need to exist |
80 | // Refresh() only turns off. Enabling is done by InitializeAxisActor() | ||
81 | // whenever parameters are changed. | ||
82 | // This leaves 'enable' free to turn off an actor when it is not wanted to run. | ||
84 | if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree | 83 | if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree |
85 | && m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree) | 84 | && m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree) |
86 | { | 85 | { |
87 | Enabled = false; | 86 | Enabled = false; |
88 | } | 87 | } |
89 | 88 | ||
90 | // If the object is physically active, add the axis locking constraint | ||
91 | if (isActive) | 89 | if (isActive) |
92 | { | 90 | { |
93 | // Check to see if the locking parameters have changed | 91 | RegisterForBeforeStepCallback(); |
94 | if (m_controllingPrim.LockedLinearAxis != this.LockAxisLinearFlags | ||
95 | || m_controllingPrim.LockedAngularAxis != this.LockAxisAngularFlags) | ||
96 | { | ||
97 | // The locking has changed. Remove the old constraint and build a new one | ||
98 | RemoveAxisLockConstraint(); | ||
99 | } | ||
100 | |||
101 | AddAxisLockConstraint(); | ||
102 | } | 92 | } |
103 | else | 93 | else |
104 | { | 94 | { |
105 | RemoveAxisLockConstraint(); | 95 | RemoveDependencies(); |
96 | UnRegisterForBeforeStepCallback(); | ||
106 | } | 97 | } |
107 | */ | ||
108 | } | 98 | } |
109 | 99 | ||
110 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | 100 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). |
@@ -114,7 +104,24 @@ public class BSActorLockAxis : BSActor | |||
114 | public override void RemoveDependencies() | 104 | public override void RemoveDependencies() |
115 | { | 105 | { |
116 | RemoveAxisLockConstraint(); | 106 | RemoveAxisLockConstraint(); |
117 | // The pre-step action will restore the constraint of needed | 107 | } |
108 | |||
109 | private void RegisterForBeforeStepCallback() | ||
110 | { | ||
111 | if (!HaveRegisteredForBeforeStepCallback) | ||
112 | { | ||
113 | m_physicsScene.BeforeStep += PhysicsScene_BeforeStep; | ||
114 | HaveRegisteredForBeforeStepCallback = true; | ||
115 | } | ||
116 | } | ||
117 | |||
118 | private void UnRegisterForBeforeStepCallback() | ||
119 | { | ||
120 | if (HaveRegisteredForBeforeStepCallback) | ||
121 | { | ||
122 | m_physicsScene.BeforeStep -= PhysicsScene_BeforeStep; | ||
123 | HaveRegisteredForBeforeStepCallback = false; | ||
124 | } | ||
118 | } | 125 | } |
119 | 126 | ||
120 | private void PhysicsScene_BeforeStep(float timestep) | 127 | private void PhysicsScene_BeforeStep(float timestep) |
@@ -145,6 +152,7 @@ public class BSActorLockAxis : BSActor | |||
145 | } | 152 | } |
146 | } | 153 | } |
147 | 154 | ||
155 | // Note that this relies on being called at TaintTime | ||
148 | private void AddAxisLockConstraint() | 156 | private void AddAxisLockConstraint() |
149 | { | 157 | { |
150 | if (LockAxisConstraint == null) | 158 | if (LockAxisConstraint == null) |
@@ -192,11 +200,14 @@ public class BSActorLockAxis : BSActor | |||
192 | axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); | 200 | axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); |
193 | 201 | ||
194 | axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); | 202 | axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); |
203 | |||
204 | RegisterForBeforeStepCallback(); | ||
195 | } | 205 | } |
196 | } | 206 | } |
197 | 207 | ||
198 | private void RemoveAxisLockConstraint() | 208 | private void RemoveAxisLockConstraint() |
199 | { | 209 | { |
210 | UnRegisterForBeforeStepCallback(); | ||
200 | if (LockAxisConstraint != null) | 211 | if (LockAxisConstraint != null) |
201 | { | 212 | { |
202 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); | 213 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs index bdf4bc0..1145006 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs | |||
@@ -59,6 +59,7 @@ public class BSActorMoveToTarget : BSActor | |||
59 | public override void Dispose() | 59 | public override void Dispose() |
60 | { | 60 | { |
61 | Enabled = false; | 61 | Enabled = false; |
62 | DeactivateMoveToTarget(); | ||
62 | } | 63 | } |
63 | 64 | ||
64 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | 65 | // Called when physical parameters (properties set in Bullet) need to be re-applied. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs index 96fa0b6..4e81363 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs | |||
@@ -58,6 +58,7 @@ public class BSActorSetForce : BSActor | |||
58 | public override void Dispose() | 58 | public override void Dispose() |
59 | { | 59 | { |
60 | Enabled = false; | 60 | Enabled = false; |
61 | DeactivateSetForce(); | ||
61 | } | 62 | } |
62 | 63 | ||
63 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | 64 | // Called when physical parameters (properties set in Bullet) need to be re-applied. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs index 65098e1..79e1d38 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs | |||
@@ -58,6 +58,7 @@ public class BSActorSetTorque : BSActor | |||
58 | public override void Dispose() | 58 | public override void Dispose() |
59 | { | 59 | { |
60 | Enabled = false; | 60 | Enabled = false; |
61 | DeactivateSetTorque(); | ||
61 | } | 62 | } |
62 | 63 | ||
63 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | 64 | // Called when physical parameters (properties set in Bullet) need to be re-applied. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index e0ccc50..7f45e2c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | |||
@@ -32,12 +32,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
32 | { | 32 | { |
33 | public class BSActorCollection | 33 | public class BSActorCollection |
34 | { | 34 | { |
35 | private BSScene m_physicsScene { get; set; } | ||
36 | private Dictionary<string, BSActor> m_actors; | 35 | private Dictionary<string, BSActor> m_actors; |
37 | 36 | ||
38 | public BSActorCollection(BSScene physicsScene) | 37 | public BSActorCollection() |
39 | { | 38 | { |
40 | m_physicsScene = physicsScene; | ||
41 | m_actors = new Dictionary<string, BSActor>(); | 39 | m_actors = new Dictionary<string, BSActor>(); |
42 | } | 40 | } |
43 | public void Add(string name, BSActor actor) | 41 | public void Add(string name, BSActor actor) |