BulletSim: add physical object initialized flag so updates and collisions
don't happen until the object is completely initialized. This fixes the problem of doing a teleport while the simulator is running. The destruction of the physical object while the engine is running means that the physics parameter update would overwrite the new position of the newly created avatar.0.7.6-extended
parent
93dffe1777
commit
7c3b71d294
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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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@ -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 +132,8 @@ 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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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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@ -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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@ -639,6 +639,7 @@ 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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if (pobj.IsInitialized)
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pobj.UpdateProperties(entprop);
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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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@ -766,11 +767,14 @@ 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.IsInitialized)
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{
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if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
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if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
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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 a collision was 'good', remember to send it to the simulator
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ObjectsWithCollisions.Add(collider);
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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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}
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}
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