diff options
author | Justin Clark-Casey (justincc) | 2011-11-22 21:51:00 +0000 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2011-11-22 21:51:00 +0000 |
commit | daf99f8c0ac874971c829b18a2372be1c4ee9541 (patch) | |
tree | 71268ae25d4ef8ad59612eeacb6db105addfe28f /OpenSim/Region/Physics/OdePlugin | |
parent | Improve the error messages returned if the HelloNeighbour call fails. (diff) | |
download | opensim-SC_OLD-daf99f8c0ac874971c829b18a2372be1c4ee9541.zip opensim-SC_OLD-daf99f8c0ac874971c829b18a2372be1c4ee9541.tar.gz opensim-SC_OLD-daf99f8c0ac874971c829b18a2372be1c4ee9541.tar.bz2 opensim-SC_OLD-daf99f8c0ac874971c829b18a2372be1c4ee9541.tar.xz |
slightly simplify OdeScene.Simulate() by removing bool processtaints, since we can inspect count of taint lists instead.
also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 234 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 1 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 34 |
3 files changed, 128 insertions, 141 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index cfe64f2..489a23a 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | |||
@@ -542,123 +542,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
542 | } | 542 | } |
543 | 543 | ||
544 | /// <summary> | 544 | /// <summary> |
545 | /// This creates the Avatar's physical Surrogate in ODE at the position supplied | ||
546 | /// </summary> | ||
547 | /// <remarks> | ||
548 | /// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access | ||
549 | /// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only | ||
550 | /// place that is safe to call this routine AvatarGeomAndBodyCreation. | ||
551 | /// </remarks> | ||
552 | /// <param name="npositionX"></param> | ||
553 | /// <param name="npositionY"></param> | ||
554 | /// <param name="npositionZ"></param> | ||
555 | /// <param name="tensor"></param> | ||
556 | private void CreateOdeStructures(float npositionX, float npositionY, float npositionZ, float tensor) | ||
557 | { | ||
558 | int dAMotorEuler = 1; | ||
559 | // _parent_scene.waitForSpaceUnlock(_parent_scene.space); | ||
560 | if (CAPSULE_LENGTH <= 0) | ||
561 | { | ||
562 | m_log.Warn("[ODE CHARACTER]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
563 | CAPSULE_LENGTH = 0.01f; | ||
564 | } | ||
565 | |||
566 | if (CAPSULE_RADIUS <= 0) | ||
567 | { | ||
568 | m_log.Warn("[ODE CHARACTER]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
569 | CAPSULE_RADIUS = 0.01f; | ||
570 | } | ||
571 | |||
572 | Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
573 | |||
574 | d.GeomSetCategoryBits(Shell, (int)m_collisionCategories); | ||
575 | d.GeomSetCollideBits(Shell, (int)m_collisionFlags); | ||
576 | |||
577 | d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
578 | Body = d.BodyCreate(_parent_scene.world); | ||
579 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); | ||
580 | |||
581 | _position.X = npositionX; | ||
582 | _position.Y = npositionY; | ||
583 | _position.Z = npositionZ; | ||
584 | |||
585 | m_taintPosition = _position; | ||
586 | |||
587 | d.BodySetMass(Body, ref ShellMass); | ||
588 | d.Matrix3 m_caprot; | ||
589 | // 90 Stand up on the cap of the capped cyllinder | ||
590 | if (_parent_scene.IsAvCapsuleTilted) | ||
591 | { | ||
592 | d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2)); | ||
593 | } | ||
594 | else | ||
595 | { | ||
596 | d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2)); | ||
597 | } | ||
598 | |||
599 | d.GeomSetRotation(Shell, ref m_caprot); | ||
600 | d.BodySetRotation(Body, ref m_caprot); | ||
601 | |||
602 | d.GeomSetBody(Shell, Body); | ||
603 | |||
604 | // The purpose of the AMotor here is to keep the avatar's physical | ||
605 | // surrogate from rotating while moving | ||
606 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
607 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
608 | d.JointSetAMotorMode(Amotor, dAMotorEuler); | ||
609 | d.JointSetAMotorNumAxes(Amotor, 3); | ||
610 | d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0); | ||
611 | d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0); | ||
612 | d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1); | ||
613 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
614 | d.JointSetAMotorAngle(Amotor, 1, 0); | ||
615 | d.JointSetAMotorAngle(Amotor, 2, 0); | ||
616 | |||
617 | // These lowstops and high stops are effectively (no wiggle room) | ||
618 | if (_parent_scene.IsAvCapsuleTilted) | ||
619 | { | ||
620 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f); | ||
621 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f); | ||
622 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f); | ||
623 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f); | ||
624 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f); | ||
625 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f); | ||
626 | } | ||
627 | else | ||
628 | { | ||
629 | #region Documentation of capsule motor LowStop and HighStop parameters | ||
630 | // Intentionally introduce some tilt into the capsule by setting | ||
631 | // the motor stops to small epsilon values. This small tilt prevents | ||
632 | // the capsule from falling into the terrain; a straight-up capsule | ||
633 | // (with -0..0 motor stops) falls into the terrain for reasons yet | ||
634 | // to be comprehended in their entirety. | ||
635 | #endregion | ||
636 | AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero); | ||
637 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f); | ||
638 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f); | ||
639 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f); | ||
640 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced | ||
641 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop | ||
642 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop | ||
643 | } | ||
644 | |||
645 | // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the | ||
646 | // capped cyllinder will fall over | ||
647 | d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); | ||
648 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor); | ||
649 | |||
650 | //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); | ||
651 | //d.QfromR( | ||
652 | //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068, | ||
653 | // | ||
654 | //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); | ||
655 | //standupStraight(); | ||
656 | |||
657 | _parent_scene.geom_name_map[Shell] = Name; | ||
658 | _parent_scene.actor_name_map[Shell] = this; | ||
659 | } | ||
660 | |||
661 | /// <summary> | ||
662 | /// Uses the capped cyllinder volume formula to calculate the avatar's mass. | 545 | /// Uses the capped cyllinder volume formula to calculate the avatar's mass. |
663 | /// This may be used in calculations in the scene/scenepresence | 546 | /// This may be used in calculations in the scene/scenepresence |
664 | /// </summary> | 547 | /// </summary> |
@@ -1126,6 +1009,123 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1126 | } | 1009 | } |
1127 | 1010 | ||
1128 | /// <summary> | 1011 | /// <summary> |
1012 | /// This creates the Avatar's physical Surrogate in ODE at the position supplied | ||
1013 | /// </summary> | ||
1014 | /// <remarks> | ||
1015 | /// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access | ||
1016 | /// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only | ||
1017 | /// place that is safe to call this routine AvatarGeomAndBodyCreation. | ||
1018 | /// </remarks> | ||
1019 | /// <param name="npositionX"></param> | ||
1020 | /// <param name="npositionY"></param> | ||
1021 | /// <param name="npositionZ"></param> | ||
1022 | /// <param name="tensor"></param> | ||
1023 | private void CreateOdeStructures(float npositionX, float npositionY, float npositionZ, float tensor) | ||
1024 | { | ||
1025 | int dAMotorEuler = 1; | ||
1026 | // _parent_scene.waitForSpaceUnlock(_parent_scene.space); | ||
1027 | if (CAPSULE_LENGTH <= 0) | ||
1028 | { | ||
1029 | m_log.Warn("[ODE CHARACTER]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
1030 | CAPSULE_LENGTH = 0.01f; | ||
1031 | } | ||
1032 | |||
1033 | if (CAPSULE_RADIUS <= 0) | ||
1034 | { | ||
1035 | m_log.Warn("[ODE CHARACTER]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
1036 | CAPSULE_RADIUS = 0.01f; | ||
1037 | } | ||
1038 | |||
1039 | Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
1040 | |||
1041 | d.GeomSetCategoryBits(Shell, (int)m_collisionCategories); | ||
1042 | d.GeomSetCollideBits(Shell, (int)m_collisionFlags); | ||
1043 | |||
1044 | d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
1045 | Body = d.BodyCreate(_parent_scene.world); | ||
1046 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); | ||
1047 | |||
1048 | _position.X = npositionX; | ||
1049 | _position.Y = npositionY; | ||
1050 | _position.Z = npositionZ; | ||
1051 | |||
1052 | m_taintPosition = _position; | ||
1053 | |||
1054 | d.BodySetMass(Body, ref ShellMass); | ||
1055 | d.Matrix3 m_caprot; | ||
1056 | // 90 Stand up on the cap of the capped cyllinder | ||
1057 | if (_parent_scene.IsAvCapsuleTilted) | ||
1058 | { | ||
1059 | d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2)); | ||
1060 | } | ||
1061 | else | ||
1062 | { | ||
1063 | d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2)); | ||
1064 | } | ||
1065 | |||
1066 | d.GeomSetRotation(Shell, ref m_caprot); | ||
1067 | d.BodySetRotation(Body, ref m_caprot); | ||
1068 | |||
1069 | d.GeomSetBody(Shell, Body); | ||
1070 | |||
1071 | // The purpose of the AMotor here is to keep the avatar's physical | ||
1072 | // surrogate from rotating while moving | ||
1073 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
1074 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
1075 | d.JointSetAMotorMode(Amotor, dAMotorEuler); | ||
1076 | d.JointSetAMotorNumAxes(Amotor, 3); | ||
1077 | d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0); | ||
1078 | d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0); | ||
1079 | d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1); | ||
1080 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
1081 | d.JointSetAMotorAngle(Amotor, 1, 0); | ||
1082 | d.JointSetAMotorAngle(Amotor, 2, 0); | ||
1083 | |||
1084 | // These lowstops and high stops are effectively (no wiggle room) | ||
1085 | if (_parent_scene.IsAvCapsuleTilted) | ||
1086 | { | ||
1087 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f); | ||
1088 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f); | ||
1089 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f); | ||
1090 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f); | ||
1091 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f); | ||
1092 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f); | ||
1093 | } | ||
1094 | else | ||
1095 | { | ||
1096 | #region Documentation of capsule motor LowStop and HighStop parameters | ||
1097 | // Intentionally introduce some tilt into the capsule by setting | ||
1098 | // the motor stops to small epsilon values. This small tilt prevents | ||
1099 | // the capsule from falling into the terrain; a straight-up capsule | ||
1100 | // (with -0..0 motor stops) falls into the terrain for reasons yet | ||
1101 | // to be comprehended in their entirety. | ||
1102 | #endregion | ||
1103 | AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero); | ||
1104 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f); | ||
1105 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f); | ||
1106 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f); | ||
1107 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced | ||
1108 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop | ||
1109 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop | ||
1110 | } | ||
1111 | |||
1112 | // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the | ||
1113 | // capped cyllinder will fall over | ||
1114 | d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); | ||
1115 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor); | ||
1116 | |||
1117 | //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); | ||
1118 | //d.QfromR( | ||
1119 | //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068, | ||
1120 | // | ||
1121 | //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); | ||
1122 | //standupStraight(); | ||
1123 | |||
1124 | _parent_scene.geom_name_map[Shell] = Name; | ||
1125 | _parent_scene.actor_name_map[Shell] = this; | ||
1126 | } | ||
1127 | |||
1128 | /// <summary> | ||
1129 | /// Cleanup the things we use in the scene. | 1129 | /// Cleanup the things we use in the scene. |
1130 | /// </summary> | 1130 | /// </summary> |
1131 | internal void Destroy() | 1131 | internal void Destroy() |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index fec4693..94e6185 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -272,7 +272,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
272 | 272 | ||
273 | m_taintadd = true; | 273 | m_taintadd = true; |
274 | _parent_scene.AddPhysicsActorTaint(this); | 274 | _parent_scene.AddPhysicsActorTaint(this); |
275 | // don't do .add() here; old geoms get recycled with the same hash | ||
276 | } | 275 | } |
277 | 276 | ||
278 | public override int PhysicsActorType | 277 | public override int PhysicsActorType |
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index e219535..72e9ca0 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |||
@@ -2160,7 +2160,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2160 | 2160 | ||
2161 | p.setPrimForRemoval(); | 2161 | p.setPrimForRemoval(); |
2162 | AddPhysicsActorTaint(prim); | 2162 | AddPhysicsActorTaint(prim); |
2163 | //RemovePrimThreadLocked(p); | ||
2164 | } | 2163 | } |
2165 | } | 2164 | } |
2166 | } | 2165 | } |
@@ -2607,15 +2606,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2607 | 2606 | ||
2608 | /// <summary> | 2607 | /// <summary> |
2609 | /// Called after our prim properties are set Scale, position etc. | 2608 | /// Called after our prim properties are set Scale, position etc. |
2609 | /// </summary> | ||
2610 | /// <remarks> | ||
2610 | /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex | 2611 | /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex |
2611 | /// This assures us that we have no race conditions | 2612 | /// This assures us that we have no race conditions |
2612 | /// </summary> | 2613 | /// </remarks> |
2613 | /// <param name="prim"></param> | 2614 | /// <param name="actor"></param> |
2614 | public override void AddPhysicsActorTaint(PhysicsActor prim) | 2615 | public override void AddPhysicsActorTaint(PhysicsActor actor) |
2615 | { | 2616 | { |
2616 | if (prim is OdePrim) | 2617 | if (actor is OdePrim) |
2617 | { | 2618 | { |
2618 | OdePrim taintedprim = ((OdePrim) prim); | 2619 | OdePrim taintedprim = ((OdePrim)actor); |
2619 | lock (_taintedPrimLock) | 2620 | lock (_taintedPrimLock) |
2620 | { | 2621 | { |
2621 | if (!(_taintedPrimH.Contains(taintedprim))) | 2622 | if (!(_taintedPrimH.Contains(taintedprim))) |
@@ -2627,11 +2628,10 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
2627 | _taintedPrimL.Add(taintedprim); // List for ordered readout | 2628 | _taintedPrimL.Add(taintedprim); // List for ordered readout |
2628 | } | 2629 | } |
2629 | } | 2630 | } |
2630 | return; | ||
2631 | } | 2631 | } |
2632 | else if (prim is OdeCharacter) | 2632 | else if (actor is OdeCharacter) |
2633 | { | 2633 | { |
2634 | OdeCharacter taintedchar = ((OdeCharacter)prim); | 2634 | OdeCharacter taintedchar = ((OdeCharacter)actor); |
2635 | lock (_taintedActors) | 2635 | lock (_taintedActors) |
2636 | { | 2636 | { |
2637 | if (!(_taintedActors.Contains(taintedchar))) | 2637 | if (!(_taintedActors.Contains(taintedchar))) |
@@ -2734,29 +2734,18 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
2734 | { | 2734 | { |
2735 | try | 2735 | try |
2736 | { | 2736 | { |
2737 | // Insert, remove Characters | ||
2738 | bool processedtaints = false; | ||
2739 | |||
2740 | lock (_taintedActors) | 2737 | lock (_taintedActors) |
2741 | { | 2738 | { |
2742 | if (_taintedActors.Count > 0) | 2739 | if (_taintedActors.Count > 0) |
2743 | { | 2740 | { |
2744 | foreach (OdeCharacter character in _taintedActors) | 2741 | foreach (OdeCharacter character in _taintedActors) |
2745 | { | ||
2746 | character.ProcessTaints(); | 2742 | character.ProcessTaints(); |
2747 | 2743 | ||
2748 | processedtaints = true; | 2744 | if (_taintedActors.Count > 0) |
2749 | //character.m_collisionscore = 0; | ||
2750 | } | ||
2751 | |||
2752 | if (processedtaints) | ||
2753 | _taintedActors.Clear(); | 2745 | _taintedActors.Clear(); |
2754 | } | 2746 | } |
2755 | } | 2747 | } |
2756 | 2748 | ||
2757 | // Modify other objects in the scene. | ||
2758 | processedtaints = false; | ||
2759 | |||
2760 | lock (_taintedPrimLock) | 2749 | lock (_taintedPrimLock) |
2761 | { | 2750 | { |
2762 | foreach (OdePrim prim in _taintedPrimL) | 2751 | foreach (OdePrim prim in _taintedPrimL) |
@@ -2772,7 +2761,6 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
2772 | prim.ProcessTaints(); | 2761 | prim.ProcessTaints(); |
2773 | } | 2762 | } |
2774 | 2763 | ||
2775 | processedtaints = true; | ||
2776 | prim.m_collisionscore = 0; | 2764 | prim.m_collisionscore = 0; |
2777 | 2765 | ||
2778 | // This loop can block up the Heartbeat for a very long time on large regions. | 2766 | // This loop can block up the Heartbeat for a very long time on large regions. |
@@ -2785,7 +2773,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
2785 | if (SupportsNINJAJoints) | 2773 | if (SupportsNINJAJoints) |
2786 | SimulatePendingNINJAJoints(); | 2774 | SimulatePendingNINJAJoints(); |
2787 | 2775 | ||
2788 | if (processedtaints) | 2776 | if (_taintedPrimL.Count > 0) |
2789 | { | 2777 | { |
2790 | //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); | 2778 | //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); |
2791 | _taintedPrimH.Clear(); | 2779 | _taintedPrimH.Clear(); |