* comment out the velocity test, using updates every 500 ms as set in ScenePresence.AddToPhysicalScene.

* This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms.
* This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
prioritization
Teravus Ovares (Dan Olivares) 2009-10-10 04:01:36 -04:00
parent 3f0dc88c46
commit 8271528b1f
2 changed files with 7 additions and 2 deletions

View File

@ -3420,8 +3420,10 @@ namespace OpenSim.Region.Framework.Scenes
if (e == null)
return;
if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
UpdateMovementAnimations();
//if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
// The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
// as of this comment the interval is set in AddToPhysicalScene
UpdateMovementAnimations();
if (m_invulnerable)
return;

View File

@ -1318,6 +1318,9 @@ namespace OpenSim.Region.Physics.OdePlugin
internal void AddCollisionFrameTime(int p)
{
// protect it from overflow crashing
if (m_eventsubscription + p >= int.MaxValue)
m_eventsubscription = 0;
m_eventsubscription += p;
}
}