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authorRobert Adams2015-08-24 06:39:06 -0700
committerRobert Adams2015-08-24 06:39:06 -0700
commit9a490ad2b979552c04ef0bf0d881e8b9643bebba (patch)
tree13114282d6c7a84734802621e58f76b99355e949 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
parentBulletSim: delay adding a scene presence to the list of presences (diff)
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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 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs12
1 files changed, 2 insertions, 10 deletions
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 {