diff options
author | Robert Adams | 2012-08-14 16:41:36 -0700 |
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committer | Robert Adams | 2012-08-15 12:08:09 -0700 |
commit | b05a2fc4edb632f80b16034feb4c680dbda9c006 (patch) | |
tree | af5e13273560492045255bdc52934bdacc9fd5a6 | |
parent | BulletSim: fix problem of a null reference exception on shutdown if there wer... (diff) | |
download | opensim-SC-b05a2fc4edb632f80b16034feb4c680dbda9c006.zip opensim-SC-b05a2fc4edb632f80b16034feb4c680dbda9c006.tar.gz opensim-SC-b05a2fc4edb632f80b16034feb4c680dbda9c006.tar.bz2 opensim-SC-b05a2fc4edb632f80b16034feb4c680dbda9c006.tar.xz |
BulletSim: don't recreate mesh unless it needs it when rebuilding the hull. Make sure the collisionCollection is reallocated each tick to fix race condition of it being cleared while still in use.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 05cc822..38a9e46 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -497,6 +497,9 @@ public sealed class BSPrim : PhysicsActor | |||
497 | 497 | ||
498 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 498 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); |
499 | 499 | ||
500 | // recompute any linkset parameters | ||
501 | _linkset.Refresh(this); | ||
502 | |||
500 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); | 503 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); |
501 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); | 504 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); |
502 | } | 505 | } |
@@ -1095,28 +1098,21 @@ public sealed class BSPrim : PhysicsActor | |||
1095 | // if the hull hasn't changed, don't rebuild it | 1098 | // if the hull hasn't changed, don't rebuild it |
1096 | if (newHullKey == _hullKey) return; | 1099 | if (newHullKey == _hullKey) return; |
1097 | 1100 | ||
1098 | DetailLog("{0},BSPrim.CreateGeomHull,create,key={1}", LocalID, _meshKey); | 1101 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1099 | 1102 | ||
1100 | // Since we're recreating new, get rid of any previously generated shape | 1103 | // Since we're recreating new, get rid of any previously generated shape |
1101 | if (_hullKey != 0) | 1104 | if (_hullKey != 0) |
1102 | { | 1105 | { |
1103 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | 1106 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); |
1104 | DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey); | 1107 | DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); |
1105 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | 1108 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); |
1106 | _hullKey = 0; | 1109 | _hullKey = 0; |
1107 | _hulls.Clear(); | ||
1108 | DetailLog("{0},BSPrim.CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey); | ||
1109 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | ||
1110 | _mesh = null; // the mesh cannot match either | ||
1111 | _meshKey = 0; | ||
1112 | } | 1110 | } |
1113 | 1111 | ||
1114 | _hullKey = newHullKey; | 1112 | _hullKey = newHullKey; |
1115 | if (_meshKey != _hullKey) | 1113 | |
1116 | { | 1114 | // Make sure the underlying mesh exists and is correct |
1117 | // if the underlying mesh has changed, rebuild it | 1115 | CreateGeomMesh(); |
1118 | CreateGeomMesh(); | ||
1119 | } | ||
1120 | 1116 | ||
1121 | int[] indices = _mesh.getIndexListAsInt(); | 1117 | int[] indices = _mesh.getIndexListAsInt(); |
1122 | List<OMV.Vector3> vertices = _mesh.getVertexList(); | 1118 | List<OMV.Vector3> vertices = _mesh.getVertexList(); |
@@ -1142,7 +1138,7 @@ public sealed class BSPrim : PhysicsActor | |||
1142 | // create the hull into the _hulls variable | 1138 | // create the hull into the _hulls variable |
1143 | convexBuilder.process(dcomp); | 1139 | convexBuilder.process(dcomp); |
1144 | 1140 | ||
1145 | // Convert the vertices and indices for passing to unmanaged | 1141 | // Convert the vertices and indices for passing to unmanaged. |
1146 | // The hull information is passed as a large floating point array. | 1142 | // The hull information is passed as a large floating point array. |
1147 | // The format is: | 1143 | // The format is: |
1148 | // convHulls[0] = number of hulls | 1144 | // convHulls[0] = number of hulls |
@@ -1355,7 +1351,7 @@ public sealed class BSPrim : PhysicsActor | |||
1355 | } | 1351 | } |
1356 | 1352 | ||
1357 | // I've collided with something | 1353 | // I've collided with something |
1358 | CollisionEventUpdate collisionCollection = null; | 1354 | CollisionEventUpdate collisionCollection; |
1359 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 1355 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
1360 | { | 1356 | { |
1361 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 1357 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); |
@@ -1367,6 +1363,8 @@ public sealed class BSPrim : PhysicsActor | |||
1367 | _collidingGroundStep = _scene.SimulationStep; | 1363 | _collidingGroundStep = _scene.SimulationStep; |
1368 | } | 1364 | } |
1369 | 1365 | ||
1366 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); | ||
1367 | |||
1370 | // if someone is subscribed to collision events.... | 1368 | // if someone is subscribed to collision events.... |
1371 | if (_subscribedEventsMs != 0) { | 1369 | if (_subscribedEventsMs != 0) { |
1372 | // throttle the collisions to the number of milliseconds specified in the subscription | 1370 | // throttle the collisions to the number of milliseconds specified in the subscription |
@@ -1387,7 +1385,9 @@ public sealed class BSPrim : PhysicsActor | |||
1387 | if (collisionCollection != null && collisionCollection.Count > 0) | 1385 | if (collisionCollection != null && collisionCollection.Count > 0) |
1388 | { | 1386 | { |
1389 | base.SendCollisionUpdate(collisionCollection); | 1387 | base.SendCollisionUpdate(collisionCollection); |
1390 | collisionCollection.Clear(); | 1388 | // The collisionCollection structure is passed around in the simulator. |
1389 | // Make sure we don't have a handle to that one and that a new one is used next time. | ||
1390 | collisionCollection = null; | ||
1391 | } | 1391 | } |
1392 | } | 1392 | } |
1393 | 1393 | ||