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
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@ -700,6 +700,7 @@ namespace OpenSim
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scene.LoadWorldMap();
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scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName);
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scene.PhysicsScene.RequestAssetMethod = scene.PhysicsRequestAsset;
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scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
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scene.PhysicsScene.SetWaterLevel((float) regionInfo.RegionSettings.WaterHeight);
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@ -5421,5 +5421,21 @@ namespace OpenSim.Region.Framework.Scenes
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m_SpawnPoint = 1;
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return m_SpawnPoint - 1;
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}
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// Wrappers to get physics modules retrieve assets. Has to be done this way
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// because we can't assign the asset service to physics directly - at the
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// time physics are instantiated it's not registered but it will be by
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// the time the first prim exists.
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public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback)
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{
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AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived);
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}
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private void PhysicsAssetReceived(string id, Object sender, AssetBase asset)
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{
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AssetReceivedDelegate callback = (AssetReceivedDelegate)sender;
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callback(asset);
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}
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}
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}
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@ -43,6 +43,9 @@ namespace OpenSim.Region.Physics.Manager
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public delegate void JointDeactivated(PhysicsJoint joint);
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public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
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public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback);
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public delegate void AssetReceivedDelegate(AssetBase asset);
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/// <summary>
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/// Contact result from a raycast.
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/// </summary>
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@ -73,6 +76,8 @@ namespace OpenSim.Region.Physics.Manager
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get { return new NullPhysicsScene(); }
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}
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public RequestAssetDelegate RequestAssetMethod { private get; set; }
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public virtual void TriggerPhysicsBasedRestart()
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{
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physicsCrash handler = OnPhysicsCrash;
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