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
Robert Adams 2013-08-14 14:13:08 -07:00
parent 93dffe1777
commit 7c3b71d294
5 changed files with 23 additions and 5 deletions

View File

@ -69,7 +69,9 @@ public class BSActorAvatarMove : BSActor
// BSActor.Dispose() // BSActor.Dispose()
public override void Dispose() public override void Dispose()
{ {
Enabled = false; base.SetEnabled(false);
// Now that turned off, remove any state we have in the scene.
Refresh();
} }
// Called when physical parameters (properties set in Bullet) need to be re-applied. // Called when physical parameters (properties set in Bullet) need to be re-applied.

View File

@ -107,6 +107,8 @@ public sealed class BSCharacter : BSPhysObject
PhysicalActors.Add(AvatarMoveActorName, m_moveActor); PhysicalActors.Add(AvatarMoveActorName, m_moveActor);
SetPhysicalProperties(); SetPhysicalProperties();
IsInitialized = true;
}); });
return; return;
} }
@ -114,6 +116,8 @@ public sealed class BSCharacter : BSPhysObject
// called when this character is being destroyed and the resources should be released // called when this character is being destroyed and the resources should be released
public override void Destroy() public override void Destroy()
{ {
IsInitialized = false;
base.Destroy(); base.Destroy();
DetailLog("{0},BSCharacter.Destroy", LocalID); DetailLog("{0},BSCharacter.Destroy", LocalID);

View File

@ -72,6 +72,8 @@ public abstract class BSPhysObject : PhysicsActor
} }
protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
{ {
IsInitialized = false;
PhysScene = parentScene; PhysScene = parentScene;
LocalID = localID; LocalID = localID;
PhysObjectName = name; PhysObjectName = name;
@ -130,6 +132,8 @@ public abstract class BSPhysObject : PhysicsActor
public string PhysObjectName { get; protected set; } public string PhysObjectName { get; protected set; }
public string TypeName { get; protected set; } public string TypeName { get; protected set; }
// Set to 'true' when the object is completely initialized
public bool IsInitialized { get; protected set; }
// Return the object mass without calculating it or having side effects // Return the object mass without calculating it or having side effects
public abstract float RawMass { get; } public abstract float RawMass { get; }

View File

@ -110,6 +110,8 @@ public class BSPrim : BSPhysObject
CreateGeomAndObject(true); CreateGeomAndObject(true);
CurrentCollisionFlags = PhysScene.PE.GetCollisionFlags(PhysBody); CurrentCollisionFlags = PhysScene.PE.GetCollisionFlags(PhysBody);
IsInitialized = true;
}); });
} }
@ -117,6 +119,8 @@ public class BSPrim : BSPhysObject
public override void Destroy() public override void Destroy()
{ {
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
IsInitialized = false;
base.Destroy(); base.Destroy();
// Undo any vehicle properties // Undo any vehicle properties

View File

@ -639,6 +639,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
BSPhysObject pobj; BSPhysObject pobj;
if (PhysObjects.TryGetValue(entprop.ID, out pobj)) if (PhysObjects.TryGetValue(entprop.ID, out pobj))
{ {
if (pobj.IsInitialized)
pobj.UpdateProperties(entprop); pobj.UpdateProperties(entprop);
} }
} }
@ -766,11 +767,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
if (collider.IsInitialized)
{
if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
{ {
// If a collision was 'good', remember to send it to the simulator // If a collision was 'good', remember to send it to the simulator
ObjectsWithCollisions.Add(collider); ObjectsWithCollisions.Add(collider);
} }
}
return; return;
} }