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/BSPhysObject.cs | 12 ++---------- 1 file changed, 2 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs') 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 } protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) { - InitializePhysObject(parentScene, localID, name, typeName); - } - - protected void InitializePhysObject(BSScene parentScene, uint localID, string name, string typeName) - { IsInitialized = false; PhysScene = parentScene; @@ -124,8 +119,6 @@ public abstract class BSPhysObject : PhysicsActor // Tell the object to clean up. public virtual void Destroy() { - SubscribedEventsMs = 0; - PhysicalActors.Enable(false); PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate() { @@ -462,7 +455,6 @@ public abstract class BSPhysObject : PhysicsActor // Return 'true' if a collision was processed and should be sent up. // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. // Called at taint time from within the Step() function - // Both 'CollisionLock' and 'PhysObjects' are locked when this is called by 'SendCollisions'. public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); public virtual bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) @@ -520,7 +512,7 @@ public abstract class BSPhysObject : PhysicsActor // If no collisions this call but there were collisions last call, force the collision // event to be happen right now so quick collision_end. - bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); + bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); // throttle the collisions to the number of milliseconds specified in the subscription if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime)) @@ -553,7 +545,7 @@ public abstract class BSPhysObject : PhysicsActor // Subscribe for collision events. // Parameter is the millisecond rate the caller wishes collision events to occur. public override void SubscribeEvents(int ms) { - DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); + // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); SubscribedEventsMs = ms; if (ms > 0) { -- cgit v1.1