Merge branch 'master' of ssh://melanie@opensimulator.org/var/git/opensim
commit
5de657cf5d
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@ -908,6 +908,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (PhysicsActor != null)
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{
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m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
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m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
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m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
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m_physicsActor.UnSubscribeEvents();
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m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
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@ -3410,11 +3411,20 @@ namespace OpenSim.Region.Framework.Scenes
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scene.AddPhysicsActorTaint(m_physicsActor);
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//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
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m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
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m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
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m_physicsActor.SubscribeEvents(500);
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m_physicsActor.LocalID = LocalId;
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}
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private void OutOfBoundsCall(PhysicsVector pos)
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{
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bool flying = m_physicsActor.Flying;
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RemoveFromPhysicalScene();
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AddToPhysicalScene(flying);
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}
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// Event called by the physics plugin to tell the avatar about a collision.
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private void PhysicsCollisionUpdate(EventArgs e)
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{
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@ -1105,7 +1105,19 @@ namespace OpenSim.Region.Physics.OdePlugin
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public void UpdatePositionAndVelocity()
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{
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// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
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d.Vector3 vec = d.BodyGetPosition(Body);
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d.Vector3 vec;
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try
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{
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vec = d.BodyGetPosition(Body);
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}
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catch (NullReferenceException)
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{
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vec = new d.Vector3(_position.X, _position.Y, _position.Z);
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base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
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m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar: {0}", m_name);
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}
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// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
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if (vec.X < 0.0f) vec.X = 0.0f;
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@ -1137,7 +1149,16 @@ namespace OpenSim.Region.Physics.OdePlugin
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else
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{
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m_lastUpdateSent = false;
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vec = d.BodyGetLinearVel(Body);
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try
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{
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vec = d.BodyGetLinearVel(Body);
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}
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catch (NullReferenceException)
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{
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vec.X = _velocity.X;
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vec.Y = _velocity.Y;
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vec.Z = _velocity.Z;
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}
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_velocity.X = (vec.X);
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_velocity.Y = (vec.Y);
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