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author | Robert Adams | 2012-10-22 16:33:21 -0700 |
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committer | Robert Adams | 2012-10-22 22:24:59 -0700 |
commit | 14eeb8b31b865f7b1927703028b03b6f61693cb6 (patch) | |
tree | 3139a56a535d1919a8cb4b6d93a66e3100866c51 /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |
parent | BulletSim: fix problem of not rebuilding shape by clearing last rebuild faile... (diff) | |
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BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh assets weren't already in the cache. Comment cleanups.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 31 |
1 files changed, 26 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 89d0d3e..b1833c5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -36,7 +36,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
36 | { | 36 | { |
37 | public class BSShapeCollection : IDisposable | 37 | public class BSShapeCollection : IDisposable |
38 | { | 38 | { |
39 | // private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; | 39 | private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; |
40 | 40 | ||
41 | protected BSScene PhysicsScene { get; set; } | 41 | protected BSScene PhysicsScene { get; set; } |
42 | 42 | ||
@@ -434,16 +434,26 @@ public class BSShapeCollection : IDisposable | |||
434 | ShapeData shapeData, ShapeData.FixedShapeKey shapeKey) | 434 | ShapeData shapeData, ShapeData.FixedShapeKey shapeKey) |
435 | { | 435 | { |
436 | BulletShape newShape; | 436 | BulletShape newShape; |
437 | // Need to make sure the passed shape information is for the native type. | ||
438 | ShapeData nativeShapeData = shapeData; | ||
439 | nativeShapeData.Type = shapeType; | ||
440 | nativeShapeData.MeshKey = (ulong)shapeKey; | ||
441 | nativeShapeData.HullKey = (ulong)shapeKey; | ||
437 | 442 | ||
438 | if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | 443 | if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) |
439 | { | 444 | { |
440 | newShape = new BulletShape( | 445 | newShape = new BulletShape( |
441 | BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale), | 446 | BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, nativeShapeData.Scale), shapeType); |
442 | shapeType); | 447 | DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", nativeShapeData.ID, nativeShapeData.Scale); |
443 | } | 448 | } |
444 | else | 449 | else |
445 | { | 450 | { |
446 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); | 451 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType); |
452 | } | ||
453 | if (newShape.ptr == IntPtr.Zero) | ||
454 | { | ||
455 | PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", | ||
456 | LogHeader, nativeShapeData.ID, nativeShapeData.Type); | ||
447 | } | 457 | } |
448 | newShape.shapeKey = (System.UInt64)shapeKey; | 458 | newShape.shapeKey = (System.UInt64)shapeKey; |
449 | newShape.isNativeShape = true; | 459 | newShape.isNativeShape = true; |
@@ -716,6 +726,8 @@ public class BSShapeCollection : IDisposable | |||
716 | { | 726 | { |
717 | prim.LastAssetBuildFailed = true; | 727 | prim.LastAssetBuildFailed = true; |
718 | BSPhysObject xprim = prim; | 728 | BSPhysObject xprim = prim; |
729 | DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}", | ||
730 | LogHeader, shapeData.ID.ToString("X"), prim.LastAssetBuildFailed); | ||
719 | Util.FireAndForget(delegate | 731 | Util.FireAndForget(delegate |
720 | { | 732 | { |
721 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; | 733 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; |
@@ -732,16 +744,25 @@ public class BSShapeCollection : IDisposable | |||
732 | yprim.BaseShape.SculptData = asset.Data; | 744 | yprim.BaseShape.SculptData = asset.Data; |
733 | // This will cause the prim to see that the filler shape is not the right | 745 | // This will cause the prim to see that the filler shape is not the right |
734 | // one and try again to build the object. | 746 | // one and try again to build the object. |
747 | // No race condition with the native sphere setting since the rebuild is at taint time. | ||
735 | yprim.ForceBodyShapeRebuild(false); | 748 | yprim.ForceBodyShapeRebuild(false); |
736 | 749 | ||
737 | }); | 750 | }); |
738 | } | 751 | } |
739 | }); | 752 | }); |
740 | } | 753 | } |
754 | else | ||
755 | { | ||
756 | if (prim.LastAssetBuildFailed) | ||
757 | { | ||
758 | PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}", | ||
759 | LogHeader, shapeData.ID, pbs.SculptTexture); | ||
760 | } | ||
761 | } | ||
741 | 762 | ||
742 | // While we figure out the real problem, stick a simple native shape on the object. | 763 | // While we figure out the real problem, stick a simple native shape on the object. |
743 | BulletShape fillinShape = | 764 | BulletShape fillinShape = |
744 | BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_SPHERE, shapeData, ShapeData.FixedShapeKey.KEY_SPHERE); | 765 | BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_BOX, shapeData, ShapeData.FixedShapeKey.KEY_BOX); |
745 | 766 | ||
746 | return fillinShape; | 767 | return fillinShape; |
747 | } | 768 | } |