diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 9d41b1532a..c436fcaa31 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -2738,7 +2738,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); } if (SupportsNINJAJoints) - SimulateNINJAJoints(); + SimulatePendingNINJAJoints(); if (processedtaints) //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); @@ -2839,6 +2839,7 @@ 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(); } } @@ -2852,6 +2853,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); { RemoveCharacter(chr); } + _badCharacter.Clear(); } } @@ -2867,30 +2869,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); actor.UpdatePositionAndVelocity(); if (SupportsNINJAJoints) - { - // If an actor moved, move its joint proxy objects as well. - // There seems to be an event PhysicsActor.OnPositionUpdate that could be used - // for this purpose but it is never called! So we just do the joint - // movement code here. - - if (actor.SOPName != null && - joints_connecting_actor.ContainsKey(actor.SOPName) && - joints_connecting_actor[actor.SOPName] != null && - joints_connecting_actor[actor.SOPName].Count > 0) - { - foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName]) - { - if (affectedJoint.IsInPhysicsEngine) - { - DoJointMoved(affectedJoint); - } - else - { - DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams); - } - } - } - } + SimulateActorPendingJoints(actor); } } } @@ -2901,7 +2880,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); // Finished with all sim stepping. If requested, dump world state to file for debugging. // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? - if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0)) + if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0)) { string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file @@ -2925,7 +2904,9 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); // If Physics stalls, it takes longer which makes the tick count ms larger. if (latertickcount < 100) + { m_timeDilation = 1.0f; + } else { m_timeDilation = 100f / latertickcount; @@ -2939,12 +2920,12 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); } /// - /// Simulate NINJA joints. + /// Simulate pending NINJA joints. /// /// /// Called by the main Simulate() loop if NINJA joints are active. Should not be called from anywhere else. /// - protected void SimulateNINJAJoints() + protected void SimulatePendingNINJAJoints() { // Create pending joints, if possible @@ -3007,6 +2988,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); } } } + if (allJointBodiesAreReady) { //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams); @@ -3126,6 +3108,32 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); } } + protected void SimulateActorPendingJoints(OdePrim actor) + { + // If an actor moved, move its joint proxy objects as well. + // There seems to be an event PhysicsActor.OnPositionUpdate that could be used + // for this purpose but it is never called! So we just do the joint + // movement code here. + + if (actor.SOPName != null && + joints_connecting_actor.ContainsKey(actor.SOPName) && + joints_connecting_actor[actor.SOPName] != null && + joints_connecting_actor[actor.SOPName].Count > 0) + { + foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName]) + { + if (affectedJoint.IsInPhysicsEngine) + { + DoJointMoved(affectedJoint); + } + else + { + DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams); + } + } + } + } + public override void GetResults() { }