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