Create the ability for physics modules to request assets on demand by

themselves. For that, the physics module simply calls RequestAssetMethod, which
in turn points to Scene.PhysicsRequestAsset. This gives physics access to
the asset system without introducing unwanted knowledge of the scene class.
0.7.4.1
Melanie 2012-08-01 22:36:24 +01:00
parent 69a5beeabc
commit cf16ca9bda
3 changed files with 22 additions and 0 deletions

View File

@ -700,6 +700,7 @@ namespace OpenSim
scene.LoadWorldMap(); scene.LoadWorldMap();
scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName); scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName);
scene.PhysicsScene.RequestAssetMethod = scene.PhysicsRequestAsset;
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
scene.PhysicsScene.SetWaterLevel((float) regionInfo.RegionSettings.WaterHeight); scene.PhysicsScene.SetWaterLevel((float) regionInfo.RegionSettings.WaterHeight);

View File

@ -5421,5 +5421,21 @@ namespace OpenSim.Region.Framework.Scenes
m_SpawnPoint = 1; m_SpawnPoint = 1;
return m_SpawnPoint - 1; return m_SpawnPoint - 1;
} }
// Wrappers to get physics modules retrieve assets. Has to be done this way
// because we can't assign the asset service to physics directly - at the
// time physics are instantiated it's not registered but it will be by
// the time the first prim exists.
public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback)
{
AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived);
}
private void PhysicsAssetReceived(string id, Object sender, AssetBase asset)
{
AssetReceivedDelegate callback = (AssetReceivedDelegate)sender;
callback(asset);
}
} }
} }

View File

@ -43,6 +43,9 @@ namespace OpenSim.Region.Physics.Manager
public delegate void JointDeactivated(PhysicsJoint joint); public delegate void JointDeactivated(PhysicsJoint joint);
public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback);
public delegate void AssetReceivedDelegate(AssetBase asset);
/// <summary> /// <summary>
/// Contact result from a raycast. /// Contact result from a raycast.
/// </summary> /// </summary>
@ -73,6 +76,8 @@ namespace OpenSim.Region.Physics.Manager
get { return new NullPhysicsScene(); } get { return new NullPhysicsScene(); }
} }
public RequestAssetDelegate RequestAssetMethod { private get; set; }
public virtual void TriggerPhysicsBasedRestart() public virtual void TriggerPhysicsBasedRestart()
{ {
physicsCrash handler = OnPhysicsCrash; physicsCrash handler = OnPhysicsCrash;