From a7a1b8b7e9269b446e3396a35153b00942c1e35b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 7 Apr 2013 14:05:35 -0700 Subject: BulletSim: clean up actor code so routines use the same coding pattern. Fix a few enabling problems. --- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 22 ++--- .../Region/Physics/BulletSPlugin/BSActorHover.cs | 6 +- .../Physics/BulletSPlugin/BSActorLockAxis.cs | 105 ++++++++++----------- .../Physics/BulletSPlugin/BSActorMoveToTarget.cs | 12 +-- .../Physics/BulletSPlugin/BSActorSetForce.cs | 2 +- .../Physics/BulletSPlugin/BSActorSetTorque.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | 49 +++++++--- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 3 + .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 35 +++---- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 22 ++--- 10 files changed, 137 insertions(+), 123 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 634a898..8416740 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -67,14 +67,6 @@ public class BSActorAvatarMove : BSActor { m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh", m_controllingPrim.LocalID); - // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) - if (m_controllingPrim.RawForce == OMV.Vector3.Zero) - { - m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh,notAvatarMove,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); - return; - } - // If the object is physically active, add the hoverer prestep action if (isActive) { @@ -95,14 +87,19 @@ public class BSActorAvatarMove : BSActor // Nothing to do for the hoverer since it is all software at pre-step action time. } + // Usually called when target velocity changes to set the current velocity and the target + // into the movement motor. public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime) { m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate() { - m_velocityMotor.Reset(); - m_velocityMotor.SetTarget(targ); - m_velocityMotor.SetCurrent(vel); - m_velocityMotor.Enabled = true; + if (m_velocityMotor != null) + { + m_velocityMotor.Reset(); + m_velocityMotor.SetTarget(targ); + m_velocityMotor.SetCurrent(vel); + m_velocityMotor.Enabled = true; + } }); } @@ -119,6 +116,7 @@ public class BSActorAvatarMove : BSActor 1f // efficiency ); // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. + SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); m_physicsScene.BeforeStep += Mover; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs index 8dd3700..e8310df 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs @@ -67,12 +67,10 @@ public class BSActorHover : BSActor { m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID); - // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) + // If not active any more, turn me off if (!m_controllingPrim.HoverActive) { - m_physicsScene.DetailLog("{0},BSActorHover,refresh,notHovering,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); - return; + SetEnabled(false); } // If the object is physically active, add the hoverer prestep action diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index c40a499..09ee32b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs @@ -36,7 +36,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin { public class BSActorLockAxis : BSActor { - bool TryExperimentalLockAxisCode = true; BSConstraint LockAxisConstraint = null; public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) @@ -69,18 +68,13 @@ public class BSActorLockAxis : BSActor // If all the axis are free, we don't need to exist if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) { - m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,allAxisFree,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); - return; + Enabled = false; } + // If the object is physically active, add the axis locking constraint - if (Enabled - && m_controllingPrim.IsPhysicallyActive - && TryExperimentalLockAxisCode - && m_controllingPrim.LockedAxis != m_controllingPrim.LockedAxisFree) + if (isActive) { - if (LockAxisConstraint == null) - AddAxisLockConstraint(); + AddAxisLockConstraint(); } else { @@ -108,58 +102,61 @@ public class BSActorLockAxis : BSActor private void AddAxisLockConstraint() { - // Lock that axis by creating a 6DOF constraint that has one end in the world and - // the other in the object. - // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 - // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 + if (LockAxisConstraint == null) + { + // Lock that axis by creating a 6DOF constraint that has one end in the world and + // the other in the object. + // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 + // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 - // Remove any existing axis constraint (just to be sure) - RemoveAxisLockConstraint(); + // Remove any existing axis constraint (just to be sure) + RemoveAxisLockConstraint(); - BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody, - OMV.Vector3.Zero, OMV.Quaternion.Identity, - false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); - LockAxisConstraint = axisConstrainer; - m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); + BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody, + OMV.Vector3.Zero, OMV.Quaternion.Identity, + false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); + LockAxisConstraint = axisConstrainer; + m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); - // The constraint is tied to the world and oriented to the prim. + // The constraint is tied to the world and oriented to the prim. - // Free to move linearly in the region - OMV.Vector3 linearLow = OMV.Vector3.Zero; - OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize; - axisConstrainer.SetLinearLimits(linearLow, linearHigh); + // Free to move linearly in the region + OMV.Vector3 linearLow = OMV.Vector3.Zero; + OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize; + axisConstrainer.SetLinearLimits(linearLow, linearHigh); - // Angular with some axis locked - float fPI = (float)Math.PI; - OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI); - OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI); - if (m_controllingPrim.LockedAxis.X != 1f) - { - angularLow.X = 0f; - angularHigh.X = 0f; - } - if (m_controllingPrim.LockedAxis.Y != 1f) - { - angularLow.Y = 0f; - angularHigh.Y = 0f; - } - if (m_controllingPrim.LockedAxis.Z != 1f) - { - angularLow.Z = 0f; - angularHigh.Z = 0f; - } - if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh)) - { - m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID); - } + // Angular with some axis locked + float fPI = (float)Math.PI; + OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI); + OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI); + if (m_controllingPrim.LockedAxis.X != 1f) + { + angularLow.X = 0f; + angularHigh.X = 0f; + } + if (m_controllingPrim.LockedAxis.Y != 1f) + { + angularLow.Y = 0f; + angularHigh.Y = 0f; + } + if (m_controllingPrim.LockedAxis.Z != 1f) + { + angularLow.Z = 0f; + angularHigh.Z = 0f; + } + if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh)) + { + m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID); + } - m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", - m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh); + m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", + m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh); - // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. - axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); + // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. + axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); - axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); + axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); + } } private void RemoveAxisLockConstraint() diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs index 3517ef2..16c2b14 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs @@ -67,15 +67,12 @@ public class BSActorMoveToTarget : BSActor { m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh", m_controllingPrim.LocalID); - // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) - if (!m_controllingPrim.HoverActive) + // If not active any more... + if (!m_controllingPrim.MoveToTargetActive) { - m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh,notMoveToTarget,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); - return; + Enabled = false; } - // If the object is physically active, add the hoverer prestep action if (isActive) { ActivateMoveToTarget(); @@ -92,7 +89,7 @@ public class BSActorMoveToTarget : BSActor // BSActor.RemoveBodyDependencies() public override void RemoveBodyDependencies() { - // Nothing to do for the hoverer since it is all software at pre-step action time. + // Nothing to do for the moveToTarget since it is all software at pre-step action time. } // If a hover motor has not been created, create one and start the hovering. @@ -144,7 +141,6 @@ public class BSActorMoveToTarget : BSActor m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}", m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass); m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; - m_targetMotor.Enabled = false; } else { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs index d942490..3ad138d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs @@ -71,7 +71,7 @@ public class BSActorSetForce : BSActor if (m_controllingPrim.RawForce == OMV.Vector3.Zero) { m_physicsScene.DetailLog("{0},BSActorSetForce,refresh,notSetForce,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + Enabled = false; return; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs index e0f719f..159a3a8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs @@ -70,8 +70,8 @@ public class BSActorSetTorque : BSActor // If not active any more, get rid of me (shouldn't ever happen, but just to be safe) if (m_controllingPrim.RawTorque == OMV.Vector3.Zero) { - m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,removing={1}", m_controllingPrim.LocalID, ActorName); - m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); + m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,disabling={1}", m_controllingPrim.LocalID, ActorName); + Enabled = false; return; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index fb4d452..12a8817 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs @@ -42,24 +42,36 @@ public class BSActorCollection } public void Add(string name, BSActor actor) { - m_actors[name] = actor; + lock (m_actors) + { + if (!m_actors.ContainsKey(name)) + { + m_actors[name] = actor; + } + } } public bool RemoveAndRelease(string name) { bool ret = false; - if (m_actors.ContainsKey(name)) + lock (m_actors) { - BSActor beingRemoved = m_actors[name]; - beingRemoved.Dispose(); - m_actors.Remove(name); - ret = true; + if (m_actors.ContainsKey(name)) + { + BSActor beingRemoved = m_actors[name]; + m_actors.Remove(name); + beingRemoved.Dispose(); + ret = true; + } } return ret; } public void Clear() { - Release(); - m_actors.Clear(); + lock (m_actors) + { + Release(); + m_actors.Clear(); + } } public void Dispose() { @@ -69,15 +81,22 @@ public class BSActorCollection { return m_actors.ContainsKey(name); } + public bool TryGetActor(string actorName, out BSActor theActor) + { + return m_actors.TryGetValue(actorName, out theActor); + } public void ForEachActor(Action act) { - foreach (KeyValuePair kvp in m_actors) - act(kvp.Value); + lock (m_actors) + { + foreach (KeyValuePair kvp in m_actors) + act(kvp.Value); + } } public void Enable(bool enabl) { - ForEachActor(a => a.Enable(enabl)); + ForEachActor(a => a.SetEnabled(enabl)); } public void Release() { @@ -106,7 +125,7 @@ public abstract class BSActor { protected BSScene m_physicsScene { get; private set; } protected BSPhysObject m_controllingPrim { get; private set; } - protected bool Enabled { get; set; } + public virtual bool Enabled { get; set; } public string ActorName { get; private set; } public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName) @@ -122,8 +141,10 @@ public abstract class BSActor { get { return Enabled; } } - // Turn the actor on an off. - public virtual void Enable(bool setEnabled) + + // Turn the actor on an off. Only used by ActorCollection to set all enabled/disabled. + // Anyone else should assign true/false to 'Enabled'. + public void SetEnabled(bool setEnabled) { Enabled = setEnabled; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 09c9b16..a0d58d3 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -160,6 +160,9 @@ public sealed class BSCharacter : BSPhysObject // Make so capsule does not fall over PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); + // The avatar mover sets some parameters. + PhysicalActors.Refresh(); + PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 644bc7e..64bf395 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -282,30 +282,31 @@ public abstract class BSPhysObject : PhysicsActor // 'actors' act on the physical object to change or constrain its motion. These can range from // hovering to complex vehicle motion. + // May be called at non-taint time as this just adds the actor to the action list and the real + // work is done during the simulation step. + // Note that, if the actor is already in the list and we are disabling same, the actor is just left + // in the list disabled. public delegate BSActor CreateActor(); - public void CreateRemoveActor(bool createRemove, string actorName, bool inTaintTime, CreateActor creator) + public void EnableActor(bool enableActor, string actorName, CreateActor creator) { - if (createRemove) + lock (PhysicalActors) { - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate() + BSActor theActor; + if (PhysicalActors.TryGetActor(actorName, out theActor)) { - if (!PhysicalActors.HasActor(actorName)) - { - DetailLog("{0},BSPrim.CreateRemoveActor,taint,registerActor,a={1}", LocalID, actorName); - PhysicalActors.Add(actorName, creator()); - } - }); - } - else - { - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate() + // The actor already exists so just turn it on or off + theActor.Enabled = enableActor; + } + else { - if (PhysicalActors.HasActor(actorName)) + // The actor does not exist. If it should, create it. + if (enableActor) { - DetailLog("{0},BSPrim.CreateRemoveActor,taint,unregisterActor,a={1}", LocalID, actorName); - PhysicalActors.RemoveAndRelease(actorName); + theActor = creator(); + PhysicalActors.Add(actorName, theActor); + theActor.Enabled = true; } - }); + } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 71fea59..16c7a90 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -95,6 +95,7 @@ public class BSPrim : BSPhysObject _isPhysical = pisPhysical; _isVolumeDetect = false; + // We keep a handle to the vehicle actor so we can set vehicle parameters later. VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName); PhysicalActors.Add(VehicleActorName, VehicleActor); @@ -264,7 +265,7 @@ public class BSPrim : BSPhysObject if (axis.Z != 1) locking.Z = 0f; LockedAxis = locking; - CreateRemoveActor(LockedAxis != LockedAxisFree /* creatActor */, LockedAxisActorName, false /* inTaintTime */, delegate() + EnableActor(LockedAxis != LockedAxisFree, LockedAxisActorName, delegate() { return new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName); }); @@ -501,7 +502,7 @@ public class BSPrim : BSPhysObject get { return RawForce; } set { RawForce = value; - CreateRemoveActor(RawForce == OMV.Vector3.Zero, SetForceActorName, false /* inTaintTime */, delegate() + EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate() { return new BSActorSetForce(PhysicsScene, this, SetForceActorName); }); @@ -510,14 +511,13 @@ public class BSPrim : BSPhysObject public override int VehicleType { get { - return (int)VehicleActor.Type; // if we are a vehicle, return that type + return (int)VehicleActor.Type; } set { Vehicle type = (Vehicle)value; PhysicsScene.TaintedObject("setVehicleType", delegate() { - // Done at taint time so we're sure the physics engine is not using the variables // Vehicle code changes the parameters for this vehicle type. VehicleActor.ProcessTypeChange(type); ActivateIfPhysical(false); @@ -669,11 +669,11 @@ public class BSPrim : BSPhysObject get { return RawTorque; } set { RawTorque = value; - CreateRemoveActor(RawTorque == OMV.Vector3.Zero, SetTorqueActorName, false /* inTaintTime */, delegate() + EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate() { return new BSActorSetTorque(PhysicsScene, this, SetTorqueActorName); }); - // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); + DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque); } } public override OMV.Vector3 Acceleration { @@ -786,7 +786,6 @@ public class BSPrim : BSPhysObject MakeDynamic(IsStatic); // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) - VehicleActor.Refresh(); PhysicalActors.Refresh(); // Arrange for collision events if the simulator wants them @@ -1037,7 +1036,7 @@ public class BSPrim : BSPhysObject public override bool PIDActive { set { base.MoveToTargetActive = value; - CreateRemoveActor(MoveToTargetActive, MoveToTargetActorName, false /* inTaintTime */, delegate() + EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate() { return new BSActorMoveToTarget(PhysicsScene, this, MoveToTargetActorName); }); @@ -1049,7 +1048,7 @@ public class BSPrim : BSPhysObject public override bool PIDHoverActive { set { base.HoverActive = value; - CreateRemoveActor(HoverActive /* creatActor */, HoverActorName, false /* inTaintTime */, delegate() + EnableActor(HoverActive, HoverActorName, delegate() { return new BSActorHover(PhysicsScene, this, HoverActorName); }); @@ -1458,7 +1457,7 @@ public class BSPrim : BSPhysObject { // Create the correct physical representation for this type of object. // Updates base.PhysBody and base.PhysShape with the new information. - // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. + // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary. PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, null, delegate(BulletBody dBody) { // Called if the current prim body is about to be destroyed. @@ -1472,9 +1471,9 @@ public class BSPrim : BSPhysObject return; } + // Called at taint-time protected virtual void RemoveBodyDependencies() { - VehicleActor.RemoveBodyDependencies(); PhysicalActors.RemoveBodyDependencies(); } @@ -1482,6 +1481,7 @@ public class BSPrim : BSPhysObject // the world that things have changed. public override void UpdateProperties(EntityProperties entprop) { + // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. TriggerPreUpdatePropertyAction(ref entprop); // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG -- cgit v1.1