From 9a490ad2b979552c04ef0bf0d881e8b9643bebba Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 24 Aug 2015 06:39:06 -0700 Subject: 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. --- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 13 ++++--------- 1 file changed, 4 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs') 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 // Avatars are always complete (in the physics engine sense) public override bool IsIncomplete { get { return false; } } - // 'activate' is called with this character after all initialization is complete public BSCharacter( - uint localID, String avName, BSScene parent_scene, - OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, bool isFlying, Action activate) + uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, bool isFlying) + : base(parent_scene, localID, avName, "BSCharacter") { _physicsActorType = (int)ActorTypes.Agent; @@ -125,9 +124,6 @@ public sealed class BSCharacter : BSPhysObject SetPhysicalProperties(); IsInitialized = true; - - if (activate != null) - activate(this); }); return; } @@ -476,13 +472,12 @@ public sealed class BSCharacter : BSPhysObject } } - // Force the setting of velocity. Called at taint time. - // Exists so that setting force by anyone can be overridden by a subcless. public override OMV.Vector3 ForceVelocity { get { return RawVelocity; } set { PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity"); - DetailLog("{0},BSCharacter.setForceVelocity,call,vel={1}", LocalID, value); +// Util.PrintCallStack(); + DetailLog("{0}: set ForceVelocity = {1}", LocalID, value); RawVelocity = value; PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); -- cgit v1.1