* Make ODECharacter respect the scene's requested collision update time

* Set the Scene collision update time to 500 ms
prioritization
Teravus Ovares (Dan Olivares) 2009-10-10 03:53:53 -04:00
parent 5f94889044
commit 4ffe936ba8
3 changed files with 15 additions and 3 deletions

View File

@ -3409,7 +3409,7 @@ namespace OpenSim.Region.Framework.Scenes
scene.AddPhysicsActorTaint(m_physicsActor);
//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
m_physicsActor.SubscribeEvents(1000);
m_physicsActor.SubscribeEvents(500);
m_physicsActor.LocalID = LocalId;
}

View File

@ -98,6 +98,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_alwaysRun = false;
private bool m_hackSentFall = false;
private bool m_hackSentFly = false;
private int m_requestedUpdateFrequency = 0;
private PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0);
public uint m_localID = 0;
public bool m_returnCollisions = false;
@ -1184,26 +1185,31 @@ namespace OpenSim.Region.Physics.OdePlugin
public override void SubscribeEvents(int ms)
{
m_requestedUpdateFrequency = ms;
m_eventsubscription = ms;
_parent_scene.addCollisionEventReporting(this);
}
public override void UnSubscribeEvents()
{
_parent_scene.remCollisionEventReporting(this);
m_requestedUpdateFrequency = 0;
m_eventsubscription = 0;
}
public void AddCollisionEvent(uint CollidedWith, float depth)
{
if (m_eventsubscription > 0)
{
CollisionEventsThisFrame.addCollider(CollidedWith, depth);
}
}
public void SendCollisions()
{
if (m_eventsubscription > 0)
if (m_eventsubscription > m_requestedUpdateFrequency)
{
base.SendCollisionUpdate(CollisionEventsThisFrame);
CollisionEventsThisFrame = new CollisionEventUpdate();
m_eventsubscription = 0;
}
}
public override bool SubscribedEvents()
@ -1309,5 +1315,10 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
internal void AddCollisionFrameTime(int p)
{
m_eventsubscription += p;
}
}
}

View File

@ -2928,6 +2928,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
case ActorTypes.Agent:
OdeCharacter cobj = (OdeCharacter)obj;
cobj.AddCollisionFrameTime(100);
cobj.SendCollisions();
break;
case ActorTypes.Prim: