Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
73e3ca670d
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@ -69,7 +69,9 @@ public class BSActorAvatarMove : BSActor
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// BSActor.Dispose()
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// BSActor.Dispose()
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public override void Dispose()
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public override void Dispose()
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{
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{
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Enabled = false;
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base.SetEnabled(false);
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// Now that turned off, remove any state we have in the scene.
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Refresh();
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}
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}
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// Called when physical parameters (properties set in Bullet) need to be re-applied.
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// Called when physical parameters (properties set in Bullet) need to be re-applied.
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@ -181,7 +183,7 @@ public class BSActorAvatarMove : BSActor
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if (m_controllingPrim.IsColliding)
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if (m_controllingPrim.IsColliding)
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{
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{
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// If we are colliding with a stationary object, presume we're standing and don't move around
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// If we are colliding with a stationary object, presume we're standing and don't move around
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if (!m_controllingPrim.ColliderIsMoving)
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if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect)
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{
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{
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m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
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m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
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m_controllingPrim.IsStationary = true;
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m_controllingPrim.IsStationary = true;
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@ -107,6 +107,8 @@ public sealed class BSCharacter : BSPhysObject
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PhysicalActors.Add(AvatarMoveActorName, m_moveActor);
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PhysicalActors.Add(AvatarMoveActorName, m_moveActor);
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SetPhysicalProperties();
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SetPhysicalProperties();
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IsInitialized = true;
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});
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});
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return;
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return;
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}
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}
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@ -114,6 +116,8 @@ public sealed class BSCharacter : BSPhysObject
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// called when this character is being destroyed and the resources should be released
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// called when this character is being destroyed and the resources should be released
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public override void Destroy()
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public override void Destroy()
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{
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{
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IsInitialized = false;
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base.Destroy();
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base.Destroy();
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DetailLog("{0},BSCharacter.Destroy", LocalID);
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DetailLog("{0},BSCharacter.Destroy", LocalID);
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@ -72,6 +72,8 @@ public abstract class BSPhysObject : PhysicsActor
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}
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}
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protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
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protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
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{
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{
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IsInitialized = false;
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PhysScene = parentScene;
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PhysScene = parentScene;
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LocalID = localID;
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LocalID = localID;
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PhysObjectName = name;
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PhysObjectName = name;
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@ -130,6 +132,9 @@ public abstract class BSPhysObject : PhysicsActor
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public string PhysObjectName { get; protected set; }
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public string PhysObjectName { get; protected set; }
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public string TypeName { get; protected set; }
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public string TypeName { get; protected set; }
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// Set to 'true' when the object is completely initialized.
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// This mostly prevents property updates and collisions until the object is completely here.
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public bool IsInitialized { get; protected set; }
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// Return the object mass without calculating it or having side effects
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// Return the object mass without calculating it or having side effects
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public abstract float RawMass { get; }
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public abstract float RawMass { get; }
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@ -352,6 +357,8 @@ public abstract class BSPhysObject : PhysicsActor
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// On a collision, check the collider and remember if the last collider was moving
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// On a collision, check the collider and remember if the last collider was moving
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// Used to modify the standing of avatars (avatars on stationary things stand still)
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// Used to modify the standing of avatars (avatars on stationary things stand still)
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public bool ColliderIsMoving;
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public bool ColliderIsMoving;
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// 'true' if the last collider was a volume detect object
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public bool ColliderIsVolumeDetect;
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// Used by BSCharacter to manage standing (and not slipping)
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// Used by BSCharacter to manage standing (and not slipping)
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public bool IsStationary;
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public bool IsStationary;
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@ -431,6 +438,7 @@ public abstract class BSPhysObject : PhysicsActor
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// For movement tests, remember if we are colliding with an object that is moving.
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// For movement tests, remember if we are colliding with an object that is moving.
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ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false;
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ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false;
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ColliderIsVolumeDetect = collidee != null ? (collidee.IsVolumeDetect) : false;
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// Make a collection of the collisions that happened the last simulation tick.
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// Make a collection of the collisions that happened the last simulation tick.
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// This is different than the collection created for sending up to the simulator as it is cleared every tick.
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// This is different than the collection created for sending up to the simulator as it is cleared every tick.
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@ -110,6 +110,8 @@ public class BSPrim : BSPhysObject
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CreateGeomAndObject(true);
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CreateGeomAndObject(true);
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CurrentCollisionFlags = PhysScene.PE.GetCollisionFlags(PhysBody);
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CurrentCollisionFlags = PhysScene.PE.GetCollisionFlags(PhysBody);
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IsInitialized = true;
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});
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});
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}
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}
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@ -117,6 +119,8 @@ public class BSPrim : BSPhysObject
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public override void Destroy()
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public override void Destroy()
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{
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{
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// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
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// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
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IsInitialized = false;
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base.Destroy();
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base.Destroy();
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// Undo any vehicle properties
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// Undo any vehicle properties
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@ -639,7 +639,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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BSPhysObject pobj;
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BSPhysObject pobj;
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if (PhysObjects.TryGetValue(entprop.ID, out pobj))
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if (PhysObjects.TryGetValue(entprop.ID, out pobj))
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{
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{
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pobj.UpdateProperties(entprop);
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if (pobj.IsInitialized)
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pobj.UpdateProperties(entprop);
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}
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}
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}
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}
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}
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}
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@ -766,10 +767,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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// DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
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// DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
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if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
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if (collider.IsInitialized)
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{
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{
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// If a collision was 'good', remember to send it to the simulator
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if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
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ObjectsWithCollisions.Add(collider);
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{
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// If a collision was 'good', remember to send it to the simulator
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ObjectsWithCollisions.Add(collider);
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}
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}
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}
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return;
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return;
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