diff options
author | Teravus Ovares | 2007-11-20 04:38:08 +0000 |
---|---|---|
committer | Teravus Ovares | 2007-11-20 04:38:08 +0000 |
commit | 5a71d03b7ac1de0b599f651c62bf1e33a3d1745d (patch) | |
tree | dd85b6f7d5fb5069fd281a70dd79e6daf267a1bd /OpenSim/Region/Physics | |
parent | POS physics. tweaking stair-climbing which broke with my last change (diff) | |
download | opensim-SC_OLD-5a71d03b7ac1de0b599f651c62bf1e33a3d1745d.zip opensim-SC_OLD-5a71d03b7ac1de0b599f651c62bf1e33a3d1745d.tar.gz opensim-SC_OLD-5a71d03b7ac1de0b599f651c62bf1e33a3d1745d.tar.bz2 opensim-SC_OLD-5a71d03b7ac1de0b599f651c62bf1e33a3d1745d.tar.xz |
*Huge* structural changes in ODE/OdePrim to get all of the calls in threadlocked code. ODEPrim was almost completely re-written.
Copy/Space test needed.
Diffstat (limited to 'OpenSim/Region/Physics')
6 files changed, 365 insertions, 312 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs index 2582097..a7f7877 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | |||
@@ -114,7 +114,10 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
114 | { | 114 | { |
115 | return null; | 115 | return null; |
116 | } | 116 | } |
117 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
118 | { | ||
117 | 119 | ||
120 | } | ||
118 | public override void Simulate(float timeStep) | 121 | public override void Simulate(float timeStep) |
119 | { | 122 | { |
120 | foreach (BasicActor actor in _actors) | 123 | foreach (BasicActor actor in _actors) |
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index f78e99e..8890f97 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs | |||
@@ -511,7 +511,10 @@ namespace OpenSim.Region.Physics.BulletXPlugin | |||
511 | GC.Collect(); | 511 | GC.Collect(); |
512 | } | 512 | } |
513 | } | 513 | } |
514 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
515 | { | ||
514 | 516 | ||
517 | } | ||
515 | public override void Simulate(float timeStep) | 518 | public override void Simulate(float timeStep) |
516 | { | 519 | { |
517 | lock (BulletXLock) | 520 | lock (BulletXLock) |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 6f19e72..651992c 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs | |||
@@ -51,6 +51,7 @@ namespace OpenSim.Region.Physics.Manager | |||
51 | PhysicsVector size, Quaternion rotation); //To be removed | 51 | PhysicsVector size, Quaternion rotation); //To be removed |
52 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, | 52 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, |
53 | PhysicsVector size, Quaternion rotation, bool isPhysical); | 53 | PhysicsVector size, Quaternion rotation, bool isPhysical); |
54 | public abstract void AddPhysicsActorTaint(PhysicsActor prim); | ||
54 | 55 | ||
55 | public abstract void Simulate(float timeStep); | 56 | public abstract void Simulate(float timeStep); |
56 | 57 | ||
@@ -104,7 +105,10 @@ namespace OpenSim.Region.Physics.Manager | |||
104 | MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size); | 105 | MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size); |
105 | return PhysicsActor.Null; | 106 | return PhysicsActor.Null; |
106 | } | 107 | } |
108 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
109 | { | ||
107 | 110 | ||
111 | } | ||
108 | public override void Simulate(float timeStep) | 112 | public override void Simulate(float timeStep) |
109 | { | 113 | { |
110 | m_workIndicator = (m_workIndicator + 1)%10; | 114 | m_workIndicator = (m_workIndicator + 1)%10; |
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index e1dc9f8..84ff60c 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -85,6 +85,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
85 | private List<OdeCharacter> _characters = new List<OdeCharacter>(); | 85 | private List<OdeCharacter> _characters = new List<OdeCharacter>(); |
86 | private List<OdePrim> _prims = new List<OdePrim>(); | 86 | private List<OdePrim> _prims = new List<OdePrim>(); |
87 | private List<OdePrim> _activeprims = new List<OdePrim>(); | 87 | private List<OdePrim> _activeprims = new List<OdePrim>(); |
88 | private List<OdePrim> _taintedPrim = new List<OdePrim>(); | ||
88 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); | 89 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); |
89 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); | 90 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); |
90 | private d.ContactGeom[] contacts = new d.ContactGeom[30]; | 91 | private d.ContactGeom[] contacts = new d.ContactGeom[30]; |
@@ -326,13 +327,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
326 | chr.CollidingGround = false; | 327 | chr.CollidingGround = false; |
327 | chr.CollidingObj = false; | 328 | chr.CollidingObj = false; |
328 | d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); | 329 | d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); |
329 | foreach (OdeCharacter ch2 in _characters) | 330 | |
330 | /// should be a separate space -- lots of avatars will be N**2 slow | ||
331 | { | ||
332 | |||
333 | |||
334 | //d.SpaceCollide2(chr.Shell, ch2.Shell, IntPtr.Zero, nearCallback); | ||
335 | } | ||
336 | 331 | ||
337 | } | 332 | } |
338 | // If the sim is running slow this frame, | 333 | // If the sim is running slow this frame, |
@@ -345,20 +340,20 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
345 | if (d.BodyIsEnabled(chr.Body)) | 340 | if (d.BodyIsEnabled(chr.Body)) |
346 | { | 341 | { |
347 | d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback); | 342 | d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback); |
348 | foreach (OdePrim ch2 in _prims) | 343 | //foreach (OdePrim ch2 in _prims) |
349 | /// should be a separate space -- lots of avatars will be N**2 slow | 344 | /// should be a separate space -- lots of avatars will be N**2 slow |
350 | { | 345 | //{ |
351 | if (ch2.IsPhysical && d.BodyIsEnabled(ch2.Body)) | 346 | //if (ch2.IsPhysical && d.BodyIsEnabled(ch2.Body)) |
352 | { | 347 | //{ |
353 | // Only test prim that are 0.03 meters away in one direction. | 348 | // Only test prim that are 0.03 meters away in one direction. |
354 | // This should be Optimized! | 349 | // This should be Optimized! |
355 | 350 | ||
356 | if ((Math.Abs(ch2.Position.X - chr.Position.X) < 0.03) || (Math.Abs(ch2.Position.Y - chr.Position.Y) < 0.03) || (Math.Abs(ch2.Position.X - chr.Position.X) < 0.03)) | 351 | //if ((Math.Abs(ch2.Position.X - chr.Position.X) < 0.03) || (Math.Abs(ch2.Position.Y - chr.Position.Y) < 0.03) || (Math.Abs(ch2.Position.X - chr.Position.X) < 0.03)) |
357 | { | 352 | //{ |
358 | d.SpaceCollide2(chr.prim_geom, ch2.prim_geom, IntPtr.Zero, nearCallback); | 353 | //d.SpaceCollide2(chr.prim_geom, ch2.prim_geom, IntPtr.Zero, nearCallback); |
359 | } | 354 | //} |
360 | } | 355 | //} |
361 | } | 356 | //} |
362 | } | 357 | } |
363 | } | 358 | } |
364 | } | 359 | } |
@@ -404,60 +399,70 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
404 | { | 399 | { |
405 | lock (OdeLock) | 400 | lock (OdeLock) |
406 | { | 401 | { |
407 | if (prim.IsPhysical) | 402 | OdePrim p = (OdePrim) prim; |
408 | { | 403 | |
409 | OdePrim p; | 404 | p.setPrimForRemoval(); |
410 | p = (OdePrim) prim; | 405 | AddPhysicsActorTaint(prim); |
411 | p.disableBody(); | 406 | |
412 | } | 407 | } |
413 | // we don't want to remove the main space | 408 | } |
414 | if (((OdePrim)prim).m_targetSpace != space && ((OdePrim)prim).IsPhysical == false) | 409 | } |
410 | public void RemovePrimThreadLocked(OdePrim prim) | ||
411 | { | ||
412 | lock (OdeLock) | ||
413 | { | ||
414 | |||
415 | if (prim.IsPhysical) | ||
416 | { | ||
417 | prim.disableBody(); | ||
418 | } | ||
419 | // we don't want to remove the main space | ||
420 | if (prim.m_targetSpace != space && prim.IsPhysical == false) | ||
421 | { | ||
422 | // If the geometry is in the targetspace, remove it from the target space | ||
423 | if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom)) | ||
415 | { | 424 | { |
416 | // If the geometry is in the targetspace, remove it from the target space | 425 | if (!(prim.m_targetSpace.Equals(null))) |
417 | if (d.SpaceQuery(((OdePrim)prim).m_targetSpace, ((OdePrim)prim).prim_geom)) | ||
418 | { | 426 | { |
419 | if (!(((OdePrim)prim).m_targetSpace.Equals(null))) | 427 | if (d.GeomIsSpace(prim.m_targetSpace)) |
428 | { | ||
429 | d.SpaceRemove(prim.m_targetSpace, prim.prim_geom); | ||
430 | } | ||
431 | else | ||
420 | { | 432 | { |
421 | if (d.GeomIsSpace(((OdePrim)prim).m_targetSpace)) | 433 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'removeprim from scene':" + ((OdePrim)prim).m_targetSpace.ToString()); |
422 | { | ||
423 | d.SpaceRemove(((OdePrim)prim).m_targetSpace, ((OdePrim)prim).prim_geom); | ||
424 | } | ||
425 | else | ||
426 | { | ||
427 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'removeprim from scene':" + ((OdePrim)prim).m_targetSpace.ToString()); | ||
428 | } | ||
429 | } | 434 | } |
430 | } | 435 | } |
436 | } | ||
437 | |||
431 | 438 | ||
432 | |||
433 | 439 | ||
434 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore | 440 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore |
435 | if (d.SpaceGetNumGeoms(((OdePrim)prim).m_targetSpace) == 0) | 441 | if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) |
442 | { | ||
443 | if (!(prim.m_targetSpace.Equals(null))) | ||
436 | { | 444 | { |
437 | if (!(((OdePrim)prim).m_targetSpace.Equals(null))) | 445 | if (d.GeomIsSpace(prim.m_targetSpace)) |
438 | { | 446 | { |
439 | if (d.GeomIsSpace(((OdePrim)prim).m_targetSpace)) | 447 | d.SpaceRemove(space, prim.m_targetSpace); |
440 | { | 448 | // free up memory used by the space. |
441 | d.SpaceRemove(space, ((OdePrim)prim).m_targetSpace); | 449 | d.SpaceDestroy(prim.m_targetSpace); |
442 | // free up memory used by the space. | 450 | int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position); |
443 | d.SpaceDestroy(((OdePrim)prim).m_targetSpace); | 451 | resetSpaceArrayItemToZero(xyspace[0], xyspace[1]); |
444 | int[] xyspace = calculateSpaceArrayItemFromPos(((OdePrim)prim).Position); | 452 | } |
445 | resetSpaceArrayItemToZero(xyspace[0],xyspace[1]); | 453 | else |
446 | } | 454 | { |
447 | else | 455 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'removeprim from scene':" + ((OdePrim)prim).m_targetSpace.ToString()); |
448 | { | ||
449 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'removeprim from scene':" + ((OdePrim)prim).m_targetSpace.ToString()); | ||
450 | } | ||
451 | } | 456 | } |
452 | } | 457 | } |
453 | } | 458 | } |
454 | |||
455 | d.GeomDestroy(((OdePrim)prim).prim_geom); | ||
456 | |||
457 | _prims.Remove((OdePrim)prim); | ||
458 | |||
459 | } | 459 | } |
460 | |||
461 | d.GeomDestroy(prim.prim_geom); | ||
462 | |||
463 | _prims.Remove(prim); | ||
460 | } | 464 | } |
465 | |||
461 | } | 466 | } |
462 | public void resetSpaceArrayItemToZero(IntPtr space) | 467 | public void resetSpaceArrayItemToZero(IntPtr space) |
463 | { | 468 | { |
@@ -654,8 +659,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
654 | lock (OdeLock) | 659 | lock (OdeLock) |
655 | { | 660 | { |
656 | newPrim = new OdePrim(name, this, targetspace, pos, siz, rot, mesh, pbs, isphysical); | 661 | newPrim = new OdePrim(name, this, targetspace, pos, siz, rot, mesh, pbs, isphysical); |
662 | |||
663 | _prims.Add(newPrim); | ||
657 | } | 664 | } |
658 | _prims.Add(newPrim); | ||
659 | 665 | ||
660 | return newPrim; | 666 | return newPrim; |
661 | } | 667 | } |
@@ -761,20 +767,23 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
761 | return result; | 767 | return result; |
762 | } | 768 | } |
763 | 769 | ||
770 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
771 | { | ||
772 | if (prim is OdePrim) | ||
773 | { | ||
774 | OdePrim taintedprim = ((OdePrim)prim); | ||
775 | if (!(_taintedPrim.Contains(taintedprim))) | ||
776 | _taintedPrim.Add(taintedprim); | ||
777 | |||
778 | } | ||
779 | } | ||
764 | 780 | ||
765 | public override void Simulate(float timeStep) | 781 | public override void Simulate(float timeStep) |
766 | { | 782 | { |
767 | 783 | ||
768 | step_time += timeStep; | 784 | step_time += timeStep; |
769 | lock (OdeLock) | ||
770 | { | ||
771 | if (_characters.Count > 0 && RENDER_FLAG) | ||
772 | { | ||
773 | Console.WriteLine("RENDER: frame"); | ||
774 | } | ||
775 | |||
776 | |||
777 | 785 | ||
786 | |||
778 | // If We're loaded down by something else, | 787 | // If We're loaded down by something else, |
779 | // or debugging with the Visual Studio project on pause | 788 | // or debugging with the Visual Studio project on pause |
780 | // skip a few frames to catch up gracefully. | 789 | // skip a few frames to catch up gracefully. |
@@ -792,7 +801,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
792 | { | 801 | { |
793 | m_physicsiterations = 10; | 802 | m_physicsiterations = 10; |
794 | } | 803 | } |
795 | 804 | lock (OdeLock) | |
805 | { | ||
796 | // Process 10 frames if the sim is running normal.. | 806 | // Process 10 frames if the sim is running normal.. |
797 | // process 5 frames if the sim is running slow | 807 | // process 5 frames if the sim is running slow |
798 | d.WorldSetQuickStepNumIterations(world, m_physicsiterations); | 808 | d.WorldSetQuickStepNumIterations(world, m_physicsiterations); |
@@ -823,38 +833,23 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
823 | foreach (OdeCharacter actor in _characters) | 833 | foreach (OdeCharacter actor in _characters) |
824 | { | 834 | { |
825 | actor.UpdatePositionAndVelocity(); | 835 | actor.UpdatePositionAndVelocity(); |
826 | if (RENDER_FLAG) | 836 | |
837 | } | ||
838 | bool processedtaints = false; | ||
839 | foreach (OdePrim prim in _taintedPrim) | ||
840 | { | ||
841 | prim.ProcessTaints(timeStep); | ||
842 | if (prim.m_taintremove) | ||
827 | { | 843 | { |
828 | /// debugging code | 844 | RemovePrimThreadLocked(prim); |
829 | float Zoff = -33.0f; | ||
830 | d.Matrix3 temp = d.BodyGetRotation(actor.Body); | ||
831 | //Console.WriteLine("RENDER: cylinder; " + // shape | ||
832 | //OdeCharacter.CAPSULE_RADIUS + ", " + OdeCharacter.CAPSULE_LENGTH + //size | ||
833 | //"; 0, 1, 0; " + // color | ||
834 | //(actor.Position.X - 128.0f) + ", " + (actor.Position.Y - 128.0f) + ", " + | ||
835 | //(actor.Position.Z + Zoff) + "; " + // position | ||
836 | //temp.M00 + "," + temp.M10 + "," + temp.M20 + ", " + // rotation | ||
837 | //temp.M01 + "," + temp.M11 + "," + temp.M21 + ", " + | ||
838 | //temp.M02 + "," + temp.M12 + "," + temp.M22); | ||
839 | d.Vector3 caphead; | ||
840 | //d.BodyGetRelPointPos(actor.Body, 0, 0, OdeCharacter.CAPSULE_LENGTH*.5f, out caphead); | ||
841 | d.Vector3 capfoot; | ||
842 | //d.BodyGetRelPointPos(actor.Body, 0, 0, -OdeCharacter.CAPSULE_LENGTH*.5f, out capfoot); | ||
843 | //Console.WriteLine("RENDER: sphere; " + OdeCharacter.CAPSULE_RADIUS + // shape, size | ||
844 | //"; 1, 0, 1; " + //color | ||
845 | //(caphead.X - 128.0f) + ", " + (caphead.Y - 128.0f) + ", " + (caphead.Z + Zoff) + | ||
846 | //"; " + // position | ||
847 | ///"1,0,0, 0,1,0, 0,0,1"); // rotation | ||
848 | // Console.WriteLine("RENDER: sphere; " + OdeCharacter.CAPSULE_RADIUS + // shape, size | ||
849 | //"; 1, 0, 0; " + //color | ||
850 | //(capfoot.X - 128.0f) + ", " + (capfoot.Y - 128.0f) + ", " + (capfoot.Z + Zoff) + | ||
851 | //"; " + // position | ||
852 | //"1,0,0, 0,1,0, 0,0,1"); // rotation | ||
853 | } | 845 | } |
846 | processedtaints = true; | ||
854 | } | 847 | } |
848 | if (processedtaints) | ||
849 | _taintedPrim = new List<OdePrim>(); | ||
850 | |||
855 | if (timeStep < 0.2f) | 851 | if (timeStep < 0.2f) |
856 | { | 852 | { |
857 | OdePrim outofBoundsPrim = null; | ||
858 | foreach (OdePrim actor in _activeprims) | 853 | foreach (OdePrim actor in _activeprims) |
859 | { | 854 | { |
860 | if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag)) | 855 | if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag)) |
@@ -1410,6 +1405,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1410 | private PhysicsVector _size; | 1405 | private PhysicsVector _size; |
1411 | private PhysicsVector _acceleration; | 1406 | private PhysicsVector _acceleration; |
1412 | private Quaternion _orientation; | 1407 | private Quaternion _orientation; |
1408 | private PhysicsVector m_taintposition; | ||
1409 | private PhysicsVector m_taintsize; | ||
1410 | private Quaternion m_taintrot; | ||
1411 | private bool m_taintshape = false; | ||
1412 | private bool m_taintPhysics = false; | ||
1413 | public bool m_taintremove = false; | ||
1413 | 1414 | ||
1414 | private IMesh _mesh; | 1415 | private IMesh _mesh; |
1415 | private PrimitiveBaseShape _pbs; | 1416 | private PrimitiveBaseShape _pbs; |
@@ -1441,30 +1442,33 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1441 | 1442 | ||
1442 | _velocity = new PhysicsVector(); | 1443 | _velocity = new PhysicsVector(); |
1443 | _position = pos; | 1444 | _position = pos; |
1444 | 1445 | m_taintposition = pos; | |
1445 | //if (_position.X > 257) | 1446 | if (_position.X > 257) |
1446 | //{ | 1447 | { |
1447 | // _position.X = 257; | 1448 | _position.X = 257; |
1448 | //} | 1449 | } |
1449 | //if (_position.X < 0) | 1450 | if (_position.X < 0) |
1450 | //{ | 1451 | { |
1451 | // _position.X = 0; | 1452 | _position.X = 0; |
1452 | //} | 1453 | } |
1453 | //if (_position.Y > 257) | 1454 | if (_position.Y > 257) |
1454 | //{ | 1455 | { |
1455 | // _position.Y = 257; | 1456 | _position.Y = 257; |
1456 | // } | 1457 | } |
1457 | //if (_position.Y < 0) | 1458 | if (_position.Y < 0) |
1458 | //{ | 1459 | { |
1459 | // _position.Y = 0; | 1460 | _position.Y = 0; |
1460 | //} | 1461 | } |
1461 | 1462 | ||
1462 | _size = size; | 1463 | _size = size; |
1464 | m_taintsize = _size; | ||
1463 | _acceleration = new PhysicsVector(); | 1465 | _acceleration = new PhysicsVector(); |
1464 | m_rotationalVelocity = PhysicsVector.Zero; | 1466 | m_rotationalVelocity = PhysicsVector.Zero; |
1465 | _orientation = rotation; | 1467 | _orientation = rotation; |
1468 | m_taintrot = _orientation; | ||
1466 | _mesh = mesh; | 1469 | _mesh = mesh; |
1467 | _pbs = pbs; | 1470 | _pbs = pbs; |
1471 | |||
1468 | _parent_scene = parent_scene; | 1472 | _parent_scene = parent_scene; |
1469 | m_targetSpace = targetSpace; | 1473 | m_targetSpace = targetSpace; |
1470 | 1474 | ||
@@ -1585,39 +1589,237 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1585 | enableBody(); | 1589 | enableBody(); |
1586 | } | 1590 | } |
1587 | } | 1591 | } |
1592 | public void ProcessTaints(float timestep) | ||
1593 | { | ||
1594 | if (m_taintposition != _position) | ||
1595 | Move(timestep); | ||
1588 | 1596 | ||
1589 | public override bool IsPhysical | 1597 | if (m_taintrot != _orientation) |
1598 | rotate(timestep); | ||
1599 | // | ||
1600 | |||
1601 | if (m_taintPhysics != m_isphysical) | ||
1602 | changePhysicsStatus(timestep); | ||
1603 | // | ||
1604 | |||
1605 | if (m_taintsize != _size) | ||
1606 | changesize(timestep); | ||
1607 | // | ||
1608 | |||
1609 | if (m_taintshape) | ||
1610 | changeshape(timestep); | ||
1611 | // | ||
1612 | |||
1613 | } | ||
1614 | public void Move(float timestep) | ||
1590 | { | 1615 | { |
1591 | get { return m_isphysical; } | 1616 | if (m_isphysical) |
1592 | set { | 1617 | { |
1593 | 1618 | // This is a fallback.. May no longer be necessary. | |
1594 | lock (OdeScene.OdeLock) | 1619 | if (Body == (IntPtr)0) |
1620 | enableBody(); | ||
1621 | //Prim auto disable after 20 frames, | ||
1622 | ///if you move it, re-enable the prim manually. | ||
1623 | d.BodyEnable(Body); | ||
1624 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
1625 | } | ||
1626 | else | ||
1627 | { | ||
1628 | string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
1629 | int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
1630 | if (primScenAvatarIn == "0") | ||
1595 | { | 1631 | { |
1596 | if (m_isphysical == value) | 1632 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Prim " + m_primName + " in space with no prim: " + primScenAvatarIn + ". Expected to be at: " + m_targetSpace.ToString() + " . Arr:': " + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); |
1597 | { | 1633 | } |
1598 | // If the object is already what the user checked | 1634 | else |
1599 | 1635 | { | |
1600 | return; | 1636 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Prim " + m_primName + " in Prim space with prim: " + primScenAvatarIn + ". Expected to be at: " + m_targetSpace.ToString() + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); |
1601 | } | 1637 | } |
1602 | if (value == true) | 1638 | m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); |
1603 | { | 1639 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
1604 | if (Body == (IntPtr)0) | 1640 | d.SpaceAdd(m_targetSpace, prim_geom); |
1605 | { | 1641 | } |
1606 | enableBody(); | ||
1607 | } | ||
1608 | 1642 | ||
1609 | } | 1643 | m_taintposition = _position; |
1610 | else if (value == false) | 1644 | } |
1611 | { | 1645 | public void rotate(float timestep) |
1612 | if (Body != (IntPtr)0) | 1646 | { |
1613 | { | 1647 | |
1614 | disableBody(); | 1648 | d.Quaternion myrot = new d.Quaternion(); |
1615 | } | 1649 | myrot.W = _orientation.w; |
1616 | } | 1650 | myrot.X = _orientation.x; |
1617 | m_isphysical = value; | 1651 | myrot.Y = _orientation.y; |
1652 | myrot.Z = _orientation.z; | ||
1653 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1654 | if (m_isphysical && Body != (IntPtr)0) | ||
1655 | { | ||
1656 | d.BodySetQuaternion(Body, ref myrot); | ||
1657 | } | ||
1658 | |||
1659 | m_taintrot = _orientation; | ||
1660 | } | ||
1661 | public void changePhysicsStatus(float timestap) | ||
1662 | { | ||
1663 | if (m_isphysical == true) | ||
1664 | { | ||
1665 | if (Body == (IntPtr)0) | ||
1666 | { | ||
1667 | enableBody(); | ||
1618 | } | 1668 | } |
1619 | 1669 | ||
1620 | } | 1670 | } |
1671 | else | ||
1672 | { | ||
1673 | if (Body != (IntPtr)0) | ||
1674 | { | ||
1675 | disableBody(); | ||
1676 | } | ||
1677 | } | ||
1678 | |||
1679 | |||
1680 | m_taintPhysics = m_isphysical; | ||
1681 | } | ||
1682 | public void changesize(float timestamp) | ||
1683 | { | ||
1684 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
1685 | |||
1686 | // Cleanup of old prim geometry | ||
1687 | if (_mesh != null) | ||
1688 | { | ||
1689 | // Cleanup meshing here | ||
1690 | } | ||
1691 | //kill body to rebuild | ||
1692 | if (IsPhysical && Body != (IntPtr)0) | ||
1693 | { | ||
1694 | disableBody(); | ||
1695 | } | ||
1696 | if (d.SpaceQuery(m_targetSpace, prim_geom)) | ||
1697 | { | ||
1698 | d.SpaceRemove(m_targetSpace, prim_geom); | ||
1699 | } | ||
1700 | d.GeomDestroy(prim_geom); | ||
1701 | |||
1702 | // we don't need to do space calculation because the client sends a position update also. | ||
1703 | |||
1704 | // Construction of new prim | ||
1705 | if (this._parent_scene.needsMeshing(_pbs)) | ||
1706 | { | ||
1707 | |||
1708 | |||
1709 | // Don't need to re-enable body.. it's done in SetMesh | ||
1710 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); | ||
1711 | // createmesh returns null when it's a shape that isn't a cube. | ||
1712 | if (mesh != null) | ||
1713 | { | ||
1714 | setMesh(_parent_scene, mesh); | ||
1715 | } | ||
1716 | else | ||
1717 | { | ||
1718 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
1719 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1720 | d.Quaternion myrot = new d.Quaternion(); | ||
1721 | myrot.W = _orientation.w; | ||
1722 | myrot.X = _orientation.x; | ||
1723 | myrot.Y = _orientation.y; | ||
1724 | myrot.Z = _orientation.z; | ||
1725 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1726 | |||
1727 | |||
1728 | } | ||
1729 | } | ||
1730 | else | ||
1731 | { | ||
1732 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
1733 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1734 | d.Quaternion myrot = new d.Quaternion(); | ||
1735 | myrot.W = _orientation.w; | ||
1736 | myrot.X = _orientation.x; | ||
1737 | myrot.Y = _orientation.y; | ||
1738 | myrot.Z = _orientation.z; | ||
1739 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1740 | |||
1741 | |||
1742 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
1743 | if (IsPhysical && Body == (IntPtr)0) | ||
1744 | { | ||
1745 | // Re creates body on size. | ||
1746 | // EnableBody also does setMass() | ||
1747 | enableBody(); | ||
1748 | d.BodyEnable(Body); | ||
1749 | } | ||
1750 | |||
1751 | } | ||
1752 | |||
1753 | |||
1754 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
1755 | |||
1756 | |||
1757 | m_taintsize = _size; | ||
1758 | } | ||
1759 | public void changeshape(float timestamp) | ||
1760 | { | ||
1761 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
1762 | |||
1763 | // Cleanup of old prim geometry and Bodies | ||
1764 | if (IsPhysical && Body != (IntPtr)0) | ||
1765 | { | ||
1766 | disableBody(); | ||
1767 | } | ||
1768 | d.GeomDestroy(prim_geom); | ||
1769 | if (_mesh != null) | ||
1770 | { | ||
1771 | |||
1772 | d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
1773 | |||
1774 | } | ||
1775 | |||
1776 | // Construction of new prim | ||
1777 | if (this._parent_scene.needsMeshing(_pbs)) | ||
1778 | { | ||
1779 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); | ||
1780 | if (mesh != null) | ||
1781 | { | ||
1782 | setMesh(_parent_scene, mesh); | ||
1783 | } | ||
1784 | else | ||
1785 | { | ||
1786 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
1787 | } | ||
1788 | } | ||
1789 | else | ||
1790 | { | ||
1791 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
1792 | } | ||
1793 | if (IsPhysical && Body == (IntPtr)0) | ||
1794 | { | ||
1795 | //re-create new body | ||
1796 | enableBody(); | ||
1797 | } | ||
1798 | else | ||
1799 | { | ||
1800 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1801 | d.Quaternion myrot = new d.Quaternion(); | ||
1802 | myrot.W = _orientation.w; | ||
1803 | myrot.X = _orientation.x; | ||
1804 | myrot.Y = _orientation.y; | ||
1805 | myrot.Z = _orientation.z; | ||
1806 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1807 | } | ||
1808 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
1809 | |||
1810 | |||
1811 | |||
1812 | |||
1813 | m_taintshape = false; | ||
1814 | } | ||
1815 | public override bool IsPhysical | ||
1816 | { | ||
1817 | get { return m_isphysical; } | ||
1818 | set{ m_isphysical = value;} | ||
1819 | } | ||
1820 | public void setPrimForRemoval() | ||
1821 | { | ||
1822 | m_taintremove = true; | ||
1621 | } | 1823 | } |
1622 | 1824 | ||
1623 | public override bool Flying | 1825 | public override bool Flying |
@@ -1656,36 +1858,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1656 | set | 1858 | set |
1657 | { | 1859 | { |
1658 | _position = value; | 1860 | _position = value; |
1659 | lock (OdeScene.OdeLock) | 1861 | |
1660 | { | ||
1661 | if (m_isphysical) | ||
1662 | { | ||
1663 | // This is a fallback.. May no longer be necessary. | ||
1664 | if (Body == (IntPtr)0) | ||
1665 | enableBody(); | ||
1666 | //Prim auto disable after 20 frames, | ||
1667 | ///if you move it, re-enable the prim manually. | ||
1668 | d.BodyEnable(Body); | ||
1669 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
1670 | } | ||
1671 | else | ||
1672 | { | ||
1673 | string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
1674 | int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
1675 | if (primScenAvatarIn == "0") | ||
1676 | { | ||
1677 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Prim " + m_primName + " in space with no prim: " + primScenAvatarIn + ". Expected to be at: " + m_targetSpace.ToString() + " . Arr:': " + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | ||
1678 | } | ||
1679 | else | ||
1680 | { | ||
1681 | OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Prim " + m_primName + " in Prim space with prim: " + primScenAvatarIn + ". Expected to be at: " + m_targetSpace.ToString() + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); | ||
1682 | } | ||
1683 | m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); | ||
1684 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1685 | d.SpaceAdd(m_targetSpace, prim_geom); | ||
1686 | } | ||
1687 | |||
1688 | } | ||
1689 | } | 1862 | } |
1690 | } | 1863 | } |
1691 | 1864 | ||
@@ -1695,78 +1868,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1695 | set | 1868 | set |
1696 | { | 1869 | { |
1697 | _size = value; | 1870 | _size = value; |
1698 | lock (OdeScene.OdeLock) | 1871 | |
1699 | { | ||
1700 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
1701 | |||
1702 | // Cleanup of old prim geometry | ||
1703 | if (_mesh != null) | ||
1704 | { | ||
1705 | // Cleanup meshing here | ||
1706 | } | ||
1707 | //kill body to rebuild | ||
1708 | if (IsPhysical && Body != (IntPtr)0) | ||
1709 | { | ||
1710 | disableBody(); | ||
1711 | } | ||
1712 | if (d.SpaceQuery(m_targetSpace,prim_geom)) { | ||
1713 | d.SpaceRemove(m_targetSpace,prim_geom); | ||
1714 | } | ||
1715 | d.GeomDestroy(prim_geom); | ||
1716 | |||
1717 | // we don't need to do space calculation because the client sends a position update also. | ||
1718 | |||
1719 | // Construction of new prim | ||
1720 | if (this._parent_scene.needsMeshing(_pbs)) | ||
1721 | { | ||
1722 | |||
1723 | |||
1724 | // Don't need to re-enable body.. it's done in SetMesh | ||
1725 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); | ||
1726 | // createmesh returns null when it's a shape that isn't a cube. | ||
1727 | if (mesh != null) | ||
1728 | { | ||
1729 | setMesh(_parent_scene, mesh); | ||
1730 | } | ||
1731 | else | ||
1732 | { | ||
1733 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
1734 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1735 | d.Quaternion myrot = new d.Quaternion(); | ||
1736 | myrot.W = _orientation.w; | ||
1737 | myrot.X = _orientation.x; | ||
1738 | myrot.Y = _orientation.y; | ||
1739 | myrot.Z = _orientation.z; | ||
1740 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1741 | |||
1742 | |||
1743 | } | ||
1744 | } else { | ||
1745 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
1746 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1747 | d.Quaternion myrot = new d.Quaternion(); | ||
1748 | myrot.W = _orientation.w; | ||
1749 | myrot.X = _orientation.x; | ||
1750 | myrot.Y = _orientation.y; | ||
1751 | myrot.Z = _orientation.z; | ||
1752 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1753 | |||
1754 | |||
1755 | //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
1756 | if (IsPhysical && Body == (IntPtr)0) | ||
1757 | { | ||
1758 | // Re creates body on size. | ||
1759 | // EnableBody also does setMass() | ||
1760 | enableBody(); | ||
1761 | d.BodyEnable(Body); | ||
1762 | } | ||
1763 | |||
1764 | } | ||
1765 | |||
1766 | |||
1767 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
1768 | |||
1769 | } | ||
1770 | } | 1872 | } |
1771 | } | 1873 | } |
1772 | 1874 | ||
@@ -1775,58 +1877,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1775 | set | 1877 | set |
1776 | { | 1878 | { |
1777 | _pbs = value; | 1879 | _pbs = value; |
1778 | lock (OdeScene.OdeLock) | 1880 | |
1779 | { | ||
1780 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
1781 | |||
1782 | // Cleanup of old prim geometry and Bodies | ||
1783 | if (IsPhysical && Body != (IntPtr)0) | ||
1784 | { | ||
1785 | disableBody(); | ||
1786 | } | ||
1787 | d.GeomDestroy(prim_geom); | ||
1788 | if (_mesh != null) | ||
1789 | { | ||
1790 | |||
1791 | d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); | ||
1792 | |||
1793 | } | ||
1794 | |||
1795 | // Construction of new prim | ||
1796 | if (this._parent_scene.needsMeshing(_pbs)) | ||
1797 | { | ||
1798 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size); | ||
1799 | if (mesh != null) | ||
1800 | { | ||
1801 | setMesh(_parent_scene, mesh); | ||
1802 | } | ||
1803 | else | ||
1804 | { | ||
1805 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
1806 | } | ||
1807 | } else { | ||
1808 | prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z); | ||
1809 | } | ||
1810 | if (IsPhysical && Body == (IntPtr)0) | ||
1811 | { | ||
1812 | //re-create new body | ||
1813 | enableBody(); | ||
1814 | } | ||
1815 | else | ||
1816 | { | ||
1817 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1818 | d.Quaternion myrot = new d.Quaternion(); | ||
1819 | myrot.W = _orientation.w; | ||
1820 | myrot.X = _orientation.x; | ||
1821 | myrot.Y = _orientation.y; | ||
1822 | myrot.Z = _orientation.z; | ||
1823 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1824 | } | ||
1825 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
1826 | |||
1827 | |||
1828 | |||
1829 | } | ||
1830 | } | 1881 | } |
1831 | } | 1882 | } |
1832 | 1883 | ||
@@ -1856,19 +1907,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1856 | set | 1907 | set |
1857 | { | 1908 | { |
1858 | _orientation = value; | 1909 | _orientation = value; |
1859 | lock (OdeScene.OdeLock) | 1910 | |
1860 | { | ||
1861 | d.Quaternion myrot = new d.Quaternion(); | ||
1862 | myrot.W = _orientation.w; | ||
1863 | myrot.X = _orientation.x; | ||
1864 | myrot.Y = _orientation.y; | ||
1865 | myrot.Z = _orientation.z; | ||
1866 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1867 | if (m_isphysical && Body != (IntPtr)0) | ||
1868 | { | ||
1869 | d.BodySetQuaternion(Body, ref myrot); | ||
1870 | } | ||
1871 | } | ||
1872 | } | 1911 | } |
1873 | } | 1912 | } |
1874 | 1913 | ||
@@ -1886,10 +1925,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1886 | public override void AddForce(PhysicsVector force) | 1925 | public override void AddForce(PhysicsVector force) |
1887 | { | 1926 | { |
1888 | } | 1927 | } |
1889 | public void Move(float timestep) | 1928 | |
1890 | { | ||
1891 | |||
1892 | } | ||
1893 | public override PhysicsVector RotationalVelocity | 1929 | public override PhysicsVector RotationalVelocity |
1894 | { | 1930 | { |
1895 | get{ return m_rotationalVelocity;} | 1931 | get{ return m_rotationalVelocity;} |
@@ -1928,18 +1964,19 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1928 | 1964 | ||
1929 | 1965 | ||
1930 | 1966 | ||
1931 | IsPhysical = false; | 1967 | //IsPhysical = false; |
1968 | base.RaiseOutOfBounds(_position); | ||
1932 | _velocity.X = 0; | 1969 | _velocity.X = 0; |
1933 | _velocity.Y = 0; | 1970 | _velocity.Y = 0; |
1934 | _velocity.Z = 0; | 1971 | _velocity.Z = 0; |
1935 | m_rotationalVelocity.X = 0; | 1972 | m_rotationalVelocity.X = 0; |
1936 | m_rotationalVelocity.Y = 0; | 1973 | m_rotationalVelocity.Y = 0; |
1937 | m_rotationalVelocity.Z = 0; | 1974 | m_rotationalVelocity.Z = 0; |
1938 | //base.RequestPhysicsterseUpdate(); | 1975 | base.RequestPhysicsterseUpdate(); |
1939 | m_throttleUpdates = false; | 1976 | m_throttleUpdates = false; |
1940 | throttleCounter = 0; | 1977 | throttleCounter = 0; |
1941 | _zeroFlag = true; | 1978 | _zeroFlag = true; |
1942 | outofBounds = true; | 1979 | //outofBounds = true; |
1943 | } | 1980 | } |
1944 | 1981 | ||
1945 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | 1982 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) |
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs index cc1d16b..15b3415 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | |||
@@ -163,7 +163,10 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
163 | } | 163 | } |
164 | return false; | 164 | return false; |
165 | } | 165 | } |
166 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
167 | { | ||
166 | 168 | ||
169 | } | ||
167 | public override void Simulate(float timeStep) | 170 | public override void Simulate(float timeStep) |
168 | { | 171 | { |
169 | foreach (POSCharacter character in _characters) | 172 | foreach (POSCharacter character in _characters) |
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs index 8956f1a..799a7d4 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | |||
@@ -135,7 +135,10 @@ namespace OpenSim.Region.Physics.PhysXPlugin | |||
135 | { | 135 | { |
136 | return AddPrim(position, size, rotation); | 136 | return AddPrim(position, size, rotation); |
137 | } | 137 | } |
138 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
139 | { | ||
138 | 140 | ||
141 | } | ||
139 | public override void Simulate(float timeStep) | 142 | public override void Simulate(float timeStep) |
140 | { | 143 | { |
141 | try | 144 | try |