Restrict accessible of ODECharacter Shell and Body. Add method doc and some error log lines.
parent
a0fb1e1788
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8b035dc3c7
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@ -134,9 +134,18 @@ namespace OpenSim.Region.Physics.OdePlugin
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| CollisionCategories.Body
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| CollisionCategories.Body
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| CollisionCategories.Character
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| CollisionCategories.Character
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| CollisionCategories.Land);
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| CollisionCategories.Land);
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internal IntPtr Body = IntPtr.Zero;
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/// <summary>
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/// Body for dynamics simulation
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/// </summary>
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internal IntPtr Body { get; private set; }
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private OdeScene _parent_scene;
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private OdeScene _parent_scene;
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internal IntPtr Shell = IntPtr.Zero;
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/// <summary>
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/// Collision geometry
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/// </summary>
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internal IntPtr Shell { get; private set; }
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private IntPtr Amotor = IntPtr.Zero;
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private IntPtr Amotor = IntPtr.Zero;
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private d.Mass ShellMass;
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private d.Mass ShellMass;
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@ -1018,6 +1027,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <param name="tensor"></param>
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/// <param name="tensor"></param>
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private void CreateOdeStructures(float npositionX, float npositionY, float npositionZ, float tensor)
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private void CreateOdeStructures(float npositionX, float npositionY, float npositionZ, float tensor)
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{
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{
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if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
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{
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m_log.ErrorFormat(
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"[ODE CHARACTER]: Creating ODE structures for {0} even though some already exist. Shell = {1}, Body = {2}, Amotor = {3}",
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Name, Shell, Body, Amotor);
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}
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int dAMotorEuler = 1;
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int dAMotorEuler = 1;
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// _parent_scene.waitForSpaceUnlock(_parent_scene.space);
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// _parent_scene.waitForSpaceUnlock(_parent_scene.space);
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if (CAPSULE_LENGTH <= 0)
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if (CAPSULE_LENGTH <= 0)
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@ -1135,6 +1151,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// </summary>
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/// </summary>
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internal void DestroyOdeStructures()
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internal void DestroyOdeStructures()
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{
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{
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// Create avatar capsule and related ODE data
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if (Shell == IntPtr.Zero || Body == IntPtr.Zero || Amotor == IntPtr.Zero)
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{
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m_log.ErrorFormat(
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"[ODE CHARACTER]: Destroying ODE structures for {0} even though some are already null. Shell = {1}, Body = {2}, Amotor = {3}",
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Name, Shell, Body, Amotor);
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}
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// destroy avatar capsule and related ODE data
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// destroy avatar capsule and related ODE data
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if (Amotor != IntPtr.Zero)
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if (Amotor != IntPtr.Zero)
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{
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{
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@ -1260,15 +1284,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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if (m_tainted_isPhysical)
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if (m_tainted_isPhysical)
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{
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{
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// Create avatar capsule and related ODE data
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if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
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{
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m_log.Warn("[ODE CHARACTER]: re-creating the following avatar ODE data for " + Name + ", even though it already exists - "
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+ (Shell!=IntPtr.Zero ? "Shell ":"")
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+ (Body!=IntPtr.Zero ? "Body ":"")
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+ (Amotor!=IntPtr.Zero ? "Amotor ":""));
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}
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CreateOdeStructures(_position.X, _position.Y, _position.Z, m_tensor);
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CreateOdeStructures(_position.X, _position.Y, _position.Z, m_tensor);
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_parent_scene.AddCharacter(this);
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_parent_scene.AddCharacter(this);
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}
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}
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@ -1525,7 +1525,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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chr.CollidingGround = false;
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chr.CollidingGround = false;
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chr.CollidingObj = false;
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chr.CollidingObj = false;
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// test the avatar's geometry for collision with the space
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// Test the avatar's geometry for collision with the space
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// This will return near and the space that they are the closest to
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// This will return near and the space that they are the closest to
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// And we'll run this again against the avatar and the space segment
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// And we'll run this again against the avatar and the space segment
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// This will return with a bunch of possible objects in the space segment
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// This will return with a bunch of possible objects in the space segment
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