From f3c5a5b745eb134d3dbd63012df3e5f5e964e71c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 29 Jul 2011 01:18:42 +0100 Subject: fix extremely minor Ode bug where the _taintedPrimL list would always be cleared on every OdeScene.Simulate() even if it was already empty. --- OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index c436fca..cd2b156 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -2719,14 +2719,15 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); { if (prim.m_taintremove) { - //Console.WriteLine("Simulate calls RemovePrimThreadLocked"); +// Console.WriteLine("Simulate calls RemovePrimThreadLocked for {0}", prim.Name); RemovePrimThreadLocked(prim); } else { - //Console.WriteLine("Simulate calls ProcessTaints"); +// Console.WriteLine("Simulate calls ProcessTaints for {0}", prim.Name); prim.ProcessTaints(timeStep); } + processedtaints = true; prim.m_collisionscore = 0; @@ -2741,9 +2742,11 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); SimulatePendingNINJAJoints(); if (processedtaints) + { //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); _taintedPrimH.Clear(); _taintedPrimL.Clear(); + } } // Move characters @@ -2839,7 +2842,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); { if (actor.bad) m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); - + actor.UpdatePositionAndVelocity(); } } @@ -3096,6 +3099,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); DoJointErrorMessage(joint, "joint could not yet be created; still pending"); } } + foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints) { //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams); @@ -3108,6 +3112,13 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); } } + /// + /// Simulate the joint proxies of a NINJA actor. + /// + /// + /// Called as part of the Simulate() loop if NINJA physics is active. Must only be called from there. + /// + /// protected void SimulateActorPendingJoints(OdePrim actor) { // If an actor moved, move its joint proxy objects as well. -- cgit v1.1