diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 283 |
1 files changed, 202 insertions, 81 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index b9c2cf9..2a7b72c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -28,22 +28,54 @@ using System; | |||
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Text; | 29 | using System.Text; |
30 | 30 | ||
31 | using OpenSim.Framework; | ||
32 | |||
31 | using OMV = OpenMetaverse; | 33 | using OMV = OpenMetaverse; |
32 | 34 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
34 | { | 36 | { |
37 | |||
38 | // When a child is linked, the relationship position of the child to the parent | ||
39 | // is remembered so the child's world position can be recomputed when it is | ||
40 | // removed from the linkset. | ||
41 | sealed class BSLinksetCompoundInfo : BSLinksetInfo | ||
42 | { | ||
43 | public OMV.Vector3 OffsetPos; | ||
44 | public OMV.Quaternion OffsetRot; | ||
45 | public BSLinksetCompoundInfo(OMV.Vector3 p, OMV.Quaternion r) | ||
46 | { | ||
47 | OffsetPos = p; | ||
48 | OffsetRot = r; | ||
49 | } | ||
50 | public override void Clear() | ||
51 | { | ||
52 | OffsetPos = OMV.Vector3.Zero; | ||
53 | OffsetRot = OMV.Quaternion.Identity; | ||
54 | } | ||
55 | public override string ToString() | ||
56 | { | ||
57 | StringBuilder buff = new StringBuilder(); | ||
58 | buff.Append("<p="); | ||
59 | buff.Append(OffsetPos.ToString()); | ||
60 | buff.Append(",r="); | ||
61 | buff.Append(OffsetRot.ToString()); | ||
62 | buff.Append(">"); | ||
63 | return buff.ToString(); | ||
64 | } | ||
65 | }; | ||
66 | |||
35 | public sealed class BSLinksetCompound : BSLinkset | 67 | public sealed class BSLinksetCompound : BSLinkset |
36 | { | 68 | { |
37 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; | 69 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; |
38 | 70 | ||
39 | public BSLinksetCompound(BSScene scene, BSPhysObject parent) | 71 | public BSLinksetCompound(BSScene scene, BSPhysObject parent) : base(scene, parent) |
40 | { | 72 | { |
41 | base.Initialize(scene, parent); | ||
42 | } | 73 | } |
43 | 74 | ||
44 | // For compound implimented linksets, if there are children, use compound shape for the root. | 75 | // For compound implimented linksets, if there are children, use compound shape for the root. |
45 | public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | 76 | public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) |
46 | { | 77 | { |
78 | // Returning 'unknown' means we don't have a preference. | ||
47 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; | 79 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; |
48 | if (IsRoot(requestor) && HasAnyChildren) | 80 | if (IsRoot(requestor) && HasAnyChildren) |
49 | { | 81 | { |
@@ -55,23 +87,27 @@ public sealed class BSLinksetCompound : BSLinkset | |||
55 | 87 | ||
56 | // When physical properties are changed the linkset needs to recalculate | 88 | // When physical properties are changed the linkset needs to recalculate |
57 | // its internal properties. | 89 | // its internal properties. |
58 | // This is queued in the 'post taint' queue so the | ||
59 | // refresh will happen once after all the other taints are applied. | ||
60 | public override void Refresh(BSPhysObject requestor) | 90 | public override void Refresh(BSPhysObject requestor) |
61 | { | 91 | { |
62 | // External request for Refresh (from BSPrim) is not necessary | 92 | // Something changed so do the rebuilding thing |
63 | // InternalRefresh(requestor); | 93 | // ScheduleRebuild(); |
64 | } | 94 | } |
65 | 95 | ||
66 | private void InternalRefresh(BSPhysObject requestor) | 96 | // Schedule a refresh to happen after all the other taint processing. |
97 | private void ScheduleRebuild(BSPhysObject requestor) | ||
67 | { | 98 | { |
68 | DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1}", LinksetRoot.LocalID, requestor.LocalID); | 99 | DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,rebuilding={1}", |
69 | // Queue to happen after all the other taint processing | 100 | requestor.LocalID, Rebuilding); |
70 | PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate() | 101 | // When rebuilding, it is possible to set properties that would normally require a rebuild. |
102 | // If already rebuilding, don't request another rebuild. | ||
103 | if (!Rebuilding) | ||
71 | { | 104 | { |
72 | if (IsRoot(requestor) && HasAnyChildren) | 105 | PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", LinksetRoot.LocalID, delegate() |
73 | RecomputeLinksetCompound(); | 106 | { |
74 | }); | 107 | if (HasAnyChildren) |
108 | RecomputeLinksetCompound(); | ||
109 | }); | ||
110 | } | ||
75 | } | 111 | } |
76 | 112 | ||
77 | // The object is going dynamic (physical). Do any setup necessary | 113 | // The object is going dynamic (physical). Do any setup necessary |
@@ -84,12 +120,23 @@ public sealed class BSLinksetCompound : BSLinkset | |||
84 | { | 120 | { |
85 | bool ret = false; | 121 | bool ret = false; |
86 | DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | 122 | DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); |
87 | if (!IsRoot(child)) | 123 | if (IsRoot(child)) |
124 | { | ||
125 | // The root is going dynamic. Make sure mass is properly set. | ||
126 | m_mass = ComputeLinksetMass(); | ||
127 | ScheduleRebuild(LinksetRoot); | ||
128 | } | ||
129 | else | ||
88 | { | 130 | { |
89 | // Physical children are removed from the world as the shape ofthe root compound | 131 | // The origional prims are removed from the world as the shape of the root compound |
90 | // shape takes over. | 132 | // shape takes over. |
91 | BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 133 | BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
92 | BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); | 134 | BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); |
135 | // We don't want collisions from the old linkset children. | ||
136 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
137 | |||
138 | child.PhysBody.collisionType = CollisionType.LinksetChild; | ||
139 | |||
93 | ret = true; | 140 | ret = true; |
94 | } | 141 | } |
95 | return ret; | 142 | return ret; |
@@ -104,33 +151,39 @@ public sealed class BSLinksetCompound : BSLinkset | |||
104 | { | 151 | { |
105 | bool ret = false; | 152 | bool ret = false; |
106 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | 153 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); |
107 | if (!IsRoot(child)) | 154 | if (IsRoot(child)) |
155 | { | ||
156 | ScheduleRebuild(LinksetRoot); | ||
157 | } | ||
158 | else | ||
108 | { | 159 | { |
109 | // The non-physical children can come back to life. | 160 | // The non-physical children can come back to life. |
110 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 161 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
111 | // Don't force activation so setting of DISABLE_SIMULATION can stay. | 162 | |
163 | child.PhysBody.collisionType = CollisionType.LinksetChild; | ||
164 | |||
165 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. | ||
112 | BulletSimAPI.Activate2(child.PhysBody.ptr, false); | 166 | BulletSimAPI.Activate2(child.PhysBody.ptr, false); |
113 | ret = true; | 167 | ret = true; |
114 | } | 168 | } |
115 | return ret; | 169 | return ret; |
116 | } | 170 | } |
117 | 171 | ||
118 | // Called at taint-time!! | 172 | public override void UpdateProperties(BSPhysObject updated, bool physicalUpdate) |
119 | public override void UpdateProperties(BSPhysObject updated) | ||
120 | { | 173 | { |
121 | // Nothing to do for constraints on property updates | 174 | // The user moving a child around requires the rebuilding of the linkset compound shape |
122 | } | 175 | // One problem is this happens when a border is crossed -- the simulator implementation |
123 | 176 | // is to store the position into the group which causes the move of the object | |
124 | // The children move around in relationship to the root. | 177 | // but it also means all the child positions get updated. |
125 | // Just grab the current values of wherever it is right now. | 178 | // What would cause an unnecessary rebuild so we make sure the linkset is in a |
126 | public override OMV.Vector3 Position(BSPhysObject member) | 179 | // region before bothering to do a rebuild. |
127 | { | 180 | if (!IsRoot(updated) |
128 | return BulletSimAPI.GetPosition2(member.PhysBody.ptr); | 181 | && !physicalUpdate |
129 | } | 182 | && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) |
130 | 183 | { | |
131 | public override OMV.Quaternion Orientation(BSPhysObject member) | 184 | updated.LinksetInfo = null; |
132 | { | 185 | ScheduleRebuild(updated); |
133 | return BulletSimAPI.GetOrientation2(member.PhysBody.ptr); | 186 | } |
134 | } | 187 | } |
135 | 188 | ||
136 | // Routine called when rebuilding the body of some member of the linkset. | 189 | // Routine called when rebuilding the body of some member of the linkset. |
@@ -146,20 +199,58 @@ public sealed class BSLinksetCompound : BSLinkset | |||
146 | 199 | ||
147 | if (!IsRoot(child)) | 200 | if (!IsRoot(child)) |
148 | { | 201 | { |
149 | // Cause the current shape to be freed and the new one to be built. | 202 | // Because it is a convenient time, recompute child world position and rotation based on |
150 | InternalRefresh(LinksetRoot); | 203 | // its position in the linkset. |
151 | ret = true; | 204 | RecomputeChildWorldPosition(child, true); |
152 | } | 205 | } |
153 | 206 | ||
207 | // Cannot schedule a refresh/rebuild here because this routine is called when | ||
208 | // the linkset is being rebuilt. | ||
209 | // InternalRefresh(LinksetRoot); | ||
210 | |||
154 | return ret; | 211 | return ret; |
155 | } | 212 | } |
156 | 213 | ||
157 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | 214 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', |
158 | // this routine will restore the removed constraints. | 215 | // this routine will restore the removed constraints. |
159 | // Called at taint-time!! | 216 | // Called at taint-time!! |
160 | public override void RestoreBodyDependencies(BSPrim child) | 217 | public override void RestoreBodyDependencies(BSPrim child) |
161 | { | 218 | { |
162 | // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. | 219 | } |
220 | |||
221 | // When the linkset is built, the child shape is added to the compound shape relative to the | ||
222 | // root shape. The linkset then moves around but this does not move the actual child | ||
223 | // prim. The child prim's location must be recomputed based on the location of the root shape. | ||
224 | private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime) | ||
225 | { | ||
226 | BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo; | ||
227 | if (lci != null) | ||
228 | { | ||
229 | if (inTaintTime) | ||
230 | { | ||
231 | OMV.Vector3 oldPos = child.RawPosition; | ||
232 | child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetPos; | ||
233 | child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot; | ||
234 | DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}", | ||
235 | child.LocalID, oldPos, lci, child.RawPosition); | ||
236 | } | ||
237 | else | ||
238 | { | ||
239 | // TaintedObject is not used here so the raw position is set now and not at taint-time. | ||
240 | child.Position = LinksetRoot.RawPosition + lci.OffsetPos; | ||
241 | child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot; | ||
242 | } | ||
243 | } | ||
244 | else | ||
245 | { | ||
246 | // This happens when children have been added to the linkset but the linkset | ||
247 | // has not been constructed yet. So like, at taint time, adding children to a linkset | ||
248 | // and then changing properties of the children (makePhysical, for instance) | ||
249 | // but the post-print action of actually rebuilding the linkset has not yet happened. | ||
250 | // PhysicsScene.Logger.WarnFormat("{0} Restoring linkset child position failed because of no relative position computed. ID={1}", | ||
251 | // LogHeader, child.LocalID); | ||
252 | DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID); | ||
253 | } | ||
163 | } | 254 | } |
164 | 255 | ||
165 | // ================================================================ | 256 | // ================================================================ |
@@ -174,14 +265,14 @@ public sealed class BSLinksetCompound : BSLinkset | |||
174 | 265 | ||
175 | DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | 266 | DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); |
176 | 267 | ||
177 | // Cause constraints and assorted properties to be recomputed before the next simulation step. | 268 | // Rebuild the compound shape with the new child shape included |
178 | InternalRefresh(LinksetRoot); | 269 | ScheduleRebuild(child); |
179 | } | 270 | } |
180 | return; | 271 | return; |
181 | } | 272 | } |
182 | 273 | ||
183 | // Remove the specified child from the linkset. | 274 | // Remove the specified child from the linkset. |
184 | // Safe to call even if the child is not really in my linkset. | 275 | // Safe to call even if the child is not really in the linkset. |
185 | protected override void RemoveChildFromLinkset(BSPhysObject child) | 276 | protected override void RemoveChildFromLinkset(BSPhysObject child) |
186 | { | 277 | { |
187 | if (m_children.Remove(child)) | 278 | if (m_children.Remove(child)) |
@@ -192,6 +283,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
192 | child.LocalID, child.PhysBody.ptr.ToString("X")); | 283 | child.LocalID, child.PhysBody.ptr.ToString("X")); |
193 | 284 | ||
194 | // Cause the child's body to be rebuilt and thus restored to normal operation | 285 | // Cause the child's body to be rebuilt and thus restored to normal operation |
286 | RecomputeChildWorldPosition(child, false); | ||
195 | child.ForceBodyShapeRebuild(false); | 287 | child.ForceBodyShapeRebuild(false); |
196 | 288 | ||
197 | if (!HasAnyChildren) | 289 | if (!HasAnyChildren) |
@@ -201,8 +293,8 @@ public sealed class BSLinksetCompound : BSLinkset | |||
201 | } | 293 | } |
202 | else | 294 | else |
203 | { | 295 | { |
204 | // Schedule a rebuild of the linkset before the next simulation tick. | 296 | // Rebuild the compound shape with the child removed |
205 | InternalRefresh(LinksetRoot); | 297 | ScheduleRebuild(child); |
206 | } | 298 | } |
207 | } | 299 | } |
208 | return; | 300 | return; |
@@ -215,54 +307,83 @@ public sealed class BSLinksetCompound : BSLinkset | |||
215 | // Called at taint time!! | 307 | // Called at taint time!! |
216 | private void RecomputeLinksetCompound() | 308 | private void RecomputeLinksetCompound() |
217 | { | 309 | { |
218 | // Cause the root shape to be rebuilt as a compound object with just the root in it | 310 | try |
219 | LinksetRoot.ForceBodyShapeRebuild(true); | 311 | { |
312 | // Suppress rebuilding while rebuilding | ||
313 | Rebuilding = true; | ||
220 | 314 | ||
221 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", | 315 | // Cause the root shape to be rebuilt as a compound object with just the root in it |
222 | LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); | 316 | LinksetRoot.ForceBodyShapeRebuild(true); |
223 | 317 | ||
224 | // Add a shape for each of the other children in the linkset | 318 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", |
225 | ForEachMember(delegate(BSPhysObject cPrim) | 319 | LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); |
226 | { | 320 | |
227 | if (!IsRoot(cPrim)) | 321 | // Add a shape for each of the other children in the linkset |
322 | ForEachMember(delegate(BSPhysObject cPrim) | ||
228 | { | 323 | { |
229 | // Each child position and rotation is given relative to the root. | 324 | if (!IsRoot(cPrim)) |
230 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); | 325 | { |
231 | OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; | 326 | // Compute the displacement of the child from the root of the linkset. |
232 | OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; | 327 | // This info is saved in the child prim so the relationship does not |
328 | // change over time and the new child position can be computed | ||
329 | // when the linkset is being disassembled (the linkset may have moved). | ||
330 | BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo; | ||
331 | if (lci == null) | ||
332 | { | ||
333 | // Each child position and rotation is given relative to the root. | ||
334 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); | ||
335 | OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; | ||
336 | OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; | ||
337 | |||
338 | // Save relative position for recomputing child's world position after moving linkset. | ||
339 | lci = new BSLinksetCompoundInfo(displacementPos, displacementRot); | ||
340 | cPrim.LinksetInfo = lci; | ||
341 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci); | ||
342 | } | ||
233 | 343 | ||
234 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}", | 344 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}", |
235 | LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, displacementPos, displacementRot); | 345 | LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot); |
236 | 346 | ||
237 | if (cPrim.PhysShape.isNativeShape) | 347 | if (cPrim.PhysShape.isNativeShape) |
238 | { | 348 | { |
239 | // Native shapes are not shared so we need to create a new one. | 349 | // A native shape is turning into a hull collision shape because native |
240 | // A mesh or hull is created because scale is not available on a native shape. | 350 | // shapes are not shared so we have to hullify it so it will be tracked |
241 | // (TODO: Bullet does have a btScaledCollisionShape. Can that be used?) | 351 | // and freed at the correct time. This also solves the scaling problem |
242 | BulletShape saveShape = cPrim.PhysShape; | 352 | // (native shapes scaled but hull/meshes are assumed to not be). |
243 | cPrim.PhysShape.ptr = IntPtr.Zero; // Don't let the create free the child's shape | 353 | // TODO: decide of the native shape can just be used in the compound shape. |
244 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); | 354 | // Use call to CreateGeomNonSpecial(). |
245 | BulletShape newShape = cPrim.PhysShape; | 355 | BulletShape saveShape = cPrim.PhysShape; |
246 | cPrim.PhysShape = saveShape; | 356 | cPrim.PhysShape.Clear(); // Don't let the create free the child's shape |
247 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot); | 357 | // PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null); |
248 | } | 358 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); |
249 | else | 359 | BulletShape newShape = cPrim.PhysShape; |
250 | { | 360 | cPrim.PhysShape = saveShape; |
251 | // For the shared shapes (meshes and hulls), just use the shape in the child. | 361 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, lci.OffsetPos, lci.OffsetRot); |
252 | if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) | 362 | } |
363 | else | ||
253 | { | 364 | { |
254 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", | 365 | // For the shared shapes (meshes and hulls), just use the shape in the child. |
255 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); | 366 | // The reference count added here will be decremented when the compound shape |
367 | // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced). | ||
368 | if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) | ||
369 | { | ||
370 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", | ||
371 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); | ||
372 | } | ||
373 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, lci.OffsetPos, lci.OffsetRot); | ||
256 | } | 374 | } |
257 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, displacementPos, displacementRot); | ||
258 | } | 375 | } |
259 | } | 376 | return false; // 'false' says to move onto the next child in the list |
260 | return false; // 'false' says to move onto the next child in the list | 377 | }); |
261 | }); | ||
262 | 378 | ||
263 | // With all of the linkset packed into the root prim, it has the mass of everyone. | 379 | // With all of the linkset packed into the root prim, it has the mass of everyone. |
264 | float linksetMass = LinksetMass; | 380 | float linksetMass = LinksetMass; |
265 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass); | 381 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass); |
382 | } | ||
383 | finally | ||
384 | { | ||
385 | Rebuilding = false; | ||
386 | } | ||
266 | 387 | ||
267 | BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr); | 388 | BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr); |
268 | 389 | ||