* Make ODECharacter respect the scene's requested collision update time
* Set the Scene collision update time to 500 msprioritization
parent
5f94889044
commit
4ffe936ba8
|
@ -3409,7 +3409,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
scene.AddPhysicsActorTaint(m_physicsActor);
|
scene.AddPhysicsActorTaint(m_physicsActor);
|
||||||
//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
|
//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
|
||||||
m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
|
m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
|
||||||
m_physicsActor.SubscribeEvents(1000);
|
m_physicsActor.SubscribeEvents(500);
|
||||||
m_physicsActor.LocalID = LocalId;
|
m_physicsActor.LocalID = LocalId;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -98,6 +98,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
private bool m_alwaysRun = false;
|
private bool m_alwaysRun = false;
|
||||||
private bool m_hackSentFall = false;
|
private bool m_hackSentFall = false;
|
||||||
private bool m_hackSentFly = false;
|
private bool m_hackSentFly = false;
|
||||||
|
private int m_requestedUpdateFrequency = 0;
|
||||||
private PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0);
|
private PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0);
|
||||||
public uint m_localID = 0;
|
public uint m_localID = 0;
|
||||||
public bool m_returnCollisions = false;
|
public bool m_returnCollisions = false;
|
||||||
|
@ -1184,26 +1185,31 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
|
|
||||||
public override void SubscribeEvents(int ms)
|
public override void SubscribeEvents(int ms)
|
||||||
{
|
{
|
||||||
|
m_requestedUpdateFrequency = ms;
|
||||||
m_eventsubscription = ms;
|
m_eventsubscription = ms;
|
||||||
_parent_scene.addCollisionEventReporting(this);
|
_parent_scene.addCollisionEventReporting(this);
|
||||||
}
|
}
|
||||||
public override void UnSubscribeEvents()
|
public override void UnSubscribeEvents()
|
||||||
{
|
{
|
||||||
_parent_scene.remCollisionEventReporting(this);
|
_parent_scene.remCollisionEventReporting(this);
|
||||||
|
m_requestedUpdateFrequency = 0;
|
||||||
m_eventsubscription = 0;
|
m_eventsubscription = 0;
|
||||||
}
|
}
|
||||||
public void AddCollisionEvent(uint CollidedWith, float depth)
|
public void AddCollisionEvent(uint CollidedWith, float depth)
|
||||||
{
|
{
|
||||||
if (m_eventsubscription > 0)
|
if (m_eventsubscription > 0)
|
||||||
CollisionEventsThisFrame.addCollider(CollidedWith,depth);
|
{
|
||||||
|
CollisionEventsThisFrame.addCollider(CollidedWith, depth);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SendCollisions()
|
public void SendCollisions()
|
||||||
{
|
{
|
||||||
if (m_eventsubscription > 0)
|
if (m_eventsubscription > m_requestedUpdateFrequency)
|
||||||
{
|
{
|
||||||
base.SendCollisionUpdate(CollisionEventsThisFrame);
|
base.SendCollisionUpdate(CollisionEventsThisFrame);
|
||||||
CollisionEventsThisFrame = new CollisionEventUpdate();
|
CollisionEventsThisFrame = new CollisionEventUpdate();
|
||||||
|
m_eventsubscription = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
public override bool SubscribedEvents()
|
public override bool SubscribedEvents()
|
||||||
|
@ -1309,5 +1315,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
internal void AddCollisionFrameTime(int p)
|
||||||
|
{
|
||||||
|
m_eventsubscription += p;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -2928,6 +2928,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
case ActorTypes.Agent:
|
case ActorTypes.Agent:
|
||||||
OdeCharacter cobj = (OdeCharacter)obj;
|
OdeCharacter cobj = (OdeCharacter)obj;
|
||||||
|
cobj.AddCollisionFrameTime(100);
|
||||||
cobj.SendCollisions();
|
cobj.SendCollisions();
|
||||||
break;
|
break;
|
||||||
case ActorTypes.Prim:
|
case ActorTypes.Prim:
|
||||||
|
|
Loading…
Reference in New Issue