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authorMelanie2011-10-30 10:16:25 +0000
committerMelanie2011-10-30 10:16:25 +0000
commit083b28de8c45589a43ce6ceed4dbfb70c698f2d0 (patch)
treefc494b5d401bf2190e8c2d9ee027021f330d6285 /OpenSim/Region/Framework/Scenes/SceneGraph.cs
parentFix the offline message module to revert core changes and restore avn (diff)
parentAdd missing max_listens_per_region to [LL_Functions] config section in OpenSi... (diff)
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Merge branch 'master' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneGraph.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs38
1 files changed, 16 insertions, 22 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a4080ca..a6178e7 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -93,8 +93,6 @@ namespace OpenSim.Region.Framework.Scenes
93 protected int m_activeScripts = 0; 93 protected int m_activeScripts = 0;
94 protected int m_scriptLPS = 0; 94 protected int m_scriptLPS = 0;
95 95
96 protected internal object m_syncRoot = new object();
97
98 protected internal PhysicsScene _PhyScene; 96 protected internal PhysicsScene _PhyScene;
99 97
100 /// <summary> 98 /// <summary>
@@ -201,26 +199,22 @@ namespace OpenSim.Region.Framework.Scenes
201 /// <returns></returns> 199 /// <returns></returns>
202 protected internal float UpdatePhysics(double elapsed) 200 protected internal float UpdatePhysics(double elapsed)
203 { 201 {
204 lock (m_syncRoot) 202 // Here is where the Scene calls the PhysicsScene. This is a one-way
205 { 203 // interaction; the PhysicsScene cannot access the calling Scene directly.
206 // Here is where the Scene calls the PhysicsScene. This is a one-way 204 // But with joints, we want a PhysicsActor to be able to influence a
207 // interaction; the PhysicsScene cannot access the calling Scene directly. 205 // non-physics SceneObjectPart. In particular, a PhysicsActor that is connected
208 // But with joints, we want a PhysicsActor to be able to influence a 206 // with a joint should be able to move the SceneObjectPart which is the visual
209 // non-physics SceneObjectPart. In particular, a PhysicsActor that is connected 207 // representation of that joint (for editing and serialization purposes).
210 // with a joint should be able to move the SceneObjectPart which is the visual 208 // However the PhysicsActor normally cannot directly influence anything outside
211 // representation of that joint (for editing and serialization purposes). 209 // of the PhysicsScene, and the non-physical SceneObjectPart which represents
212 // However the PhysicsActor normally cannot directly influence anything outside 210 // the joint in the Scene does not exist in the PhysicsScene.
213 // of the PhysicsScene, and the non-physical SceneObjectPart which represents 211 //
214 // the joint in the Scene does not exist in the PhysicsScene. 212 // To solve this, we have an event in the PhysicsScene that is fired when a joint
215 // 213 // has changed position (because one of its associated PhysicsActors has changed
216 // To solve this, we have an event in the PhysicsScene that is fired when a joint 214 // position).
217 // has changed position (because one of its associated PhysicsActors has changed 215 //
218 // position). 216 // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate().
219 // 217 return _PhyScene.Simulate((float)elapsed);
220 // Therefore, JointMoved and JointDeactivated events will be fired as a result of the following Simulate().
221
222 return _PhyScene.Simulate((float)elapsed);
223 }
224 } 218 }
225 219
226 protected internal void UpdateScenePresenceMovement() 220 protected internal void UpdateScenePresenceMovement()