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.
This commit is contained in:
Robert Adams
2015-08-24 06:39:06 -07:00
parent 062ec0efbd
commit 9a490ad2b9
3 changed files with 19 additions and 33 deletions

View File

@@ -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)
@@ -520,7 +512,7 @@ public abstract class BSPhysObject : PhysicsActor
// If no collisions this call but there were collisions last call, force the collision
// event to be happen right now so quick collision_end.
bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0);
bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0);
// throttle the collisions to the number of milliseconds specified in the subscription
if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime))
@@ -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)
{