Revert "BulletSim: delay adding a scene presence to the list of presences"
Remove these changes until the region crossing problems can be figured out.
This reverts commit 062ec0efbd
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0.8.2-post-fixes
parent
062ec0efbd
commit
9a490ad2b9
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@ -75,10 +75,9 @@ public sealed class BSCharacter : BSPhysObject
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// Avatars are always complete (in the physics engine sense)
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// Avatars are always complete (in the physics engine sense)
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public override bool IsIncomplete { get { return false; } }
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public override bool IsIncomplete { get { return false; } }
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// 'activate' is called with this character after all initialization is complete
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public BSCharacter(
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public BSCharacter(
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uint localID, String avName, BSScene parent_scene,
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uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, bool isFlying)
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OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, bool isFlying, Action<BSCharacter> activate)
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: base(parent_scene, localID, avName, "BSCharacter")
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: base(parent_scene, localID, avName, "BSCharacter")
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{
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{
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_physicsActorType = (int)ActorTypes.Agent;
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_physicsActorType = (int)ActorTypes.Agent;
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@ -125,9 +124,6 @@ public sealed class BSCharacter : BSPhysObject
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SetPhysicalProperties();
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SetPhysicalProperties();
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IsInitialized = true;
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IsInitialized = true;
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if (activate != null)
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activate(this);
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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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@ -476,13 +472,12 @@ public sealed class BSCharacter : BSPhysObject
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}
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}
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}
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}
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// Force the setting of velocity. Called at taint time.
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// Exists so that setting force by anyone can be overridden by a subcless.
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public override OMV.Vector3 ForceVelocity {
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public override OMV.Vector3 ForceVelocity {
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get { return RawVelocity; }
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get { return RawVelocity; }
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set {
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set {
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PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity");
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PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity");
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DetailLog("{0},BSCharacter.setForceVelocity,call,vel={1}", LocalID, value);
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// Util.PrintCallStack();
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DetailLog("{0}: set ForceVelocity = {1}", LocalID, value);
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RawVelocity = value;
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RawVelocity = value;
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PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
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PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
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@ -71,11 +71,6 @@ public abstract class BSPhysObject : PhysicsActor
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{
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{
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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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InitializePhysObject(parentScene, localID, name, typeName);
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}
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protected void InitializePhysObject(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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IsInitialized = false;
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@ -124,8 +119,6 @@ public abstract class BSPhysObject : PhysicsActor
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// Tell the object to clean up.
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// Tell the object to clean up.
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public virtual void Destroy()
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public virtual void Destroy()
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{
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{
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SubscribedEventsMs = 0;
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PhysicalActors.Enable(false);
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PhysicalActors.Enable(false);
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PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate()
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PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate()
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{
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{
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@ -462,7 +455,6 @@ public abstract class BSPhysObject : PhysicsActor
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// Return 'true' if a collision was processed and should be sent up.
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// Return 'true' if a collision was processed and should be sent up.
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// Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision.
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// Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision.
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// Called at taint time from within the Step() function
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// Called at taint time from within the Step() function
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// Both 'CollisionLock' and 'PhysObjects' are locked when this is called by 'SendCollisions'.
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public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth);
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public delegate bool CollideCall(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth);
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public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
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public virtual bool Collide(uint collidingWith, BSPhysObject collidee,
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OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
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OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
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@ -553,7 +545,7 @@ public abstract class BSPhysObject : PhysicsActor
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// Subscribe for collision events.
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// Subscribe for collision events.
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// Parameter is the millisecond rate the caller wishes collision events to occur.
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// Parameter is the millisecond rate the caller wishes collision events to occur.
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public override void SubscribeEvents(int ms) {
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public override void SubscribeEvents(int ms) {
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DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
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// DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms);
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SubscribedEventsMs = ms;
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SubscribedEventsMs = ms;
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if (ms > 0)
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if (ms > 0)
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{
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{
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@ -477,19 +477,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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if (!m_initialized) return null;
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if (!m_initialized) return null;
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BSCharacter actor = new BSCharacter(localID, avName, this, position, velocity, size, isFlying,
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BSCharacter actor = new BSCharacter(localID, avName, this, position, velocity, size, isFlying);
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(aa) =>
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{
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// While the actor exists, don't add it to the active avatar lists until completely initialized
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lock (PhysObjects)
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lock (PhysObjects)
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PhysObjects.Add(localID, aa);
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PhysObjects.Add(localID, actor);
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// TODO: Remove kludge someday.
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// TODO: Remove kludge someday.
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// We must generate a collision for avatars whether they collide or not.
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// We must generate a collision for avatars whether they collide or not.
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// This is required by OpenSim to update avatar animations, etc.
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// This is required by OpenSim to update avatar animations, etc.
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lock (AvatarsInSceneLock)
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lock (AvatarsInSceneLock)
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AvatarsInScene.Add(aa);
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AvatarsInScene.Add(actor);
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});
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return actor;
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return actor;
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}
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}
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@ -833,10 +830,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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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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// Note that 'CollisionLock' was locked before the call to 'SendCollsions'
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lock (CollisionLock)
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{
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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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}
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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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