aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
diff options
context:
space:
mode:
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs28
1 files changed, 14 insertions, 14 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 1976c42..bc26460 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -612,7 +612,7 @@ public sealed class BSShapeCollection : IDisposable
612 612
613 newShape = CreatePhysicalMesh(prim, newMeshKey, prim.BaseShape, prim.Size, lod); 613 newShape = CreatePhysicalMesh(prim, newMeshKey, prim.BaseShape, prim.Size, lod);
614 // Take evasive action if the mesh was not constructed. 614 // Take evasive action if the mesh was not constructed.
615 newShape = VerifyMeshCreated(newShape, prim); 615 newShape = VerifyMeshCreated(PhysicsScene, newShape, prim);
616 616
617 ReferenceShape(newShape); 617 ReferenceShape(newShape);
618 618
@@ -719,7 +719,7 @@ public sealed class BSShapeCollection : IDisposable
719 719
720 newShape = CreatePhysicalHull(prim, newHullKey, prim.BaseShape, prim.Size, lod); 720 newShape = CreatePhysicalHull(prim, newHullKey, prim.BaseShape, prim.Size, lod);
721 // It might not have been created if we're waiting for an asset. 721 // It might not have been created if we're waiting for an asset.
722 newShape = VerifyMeshCreated(newShape, prim); 722 newShape = VerifyMeshCreated(PhysicsScene, newShape, prim);
723 723
724 ReferenceShape(newShape); 724 ReferenceShape(newShape);
725 725
@@ -923,7 +923,7 @@ public sealed class BSShapeCollection : IDisposable
923 923
924 // Create a hash of all the shape parameters to be used as a key 924 // Create a hash of all the shape parameters to be used as a key
925 // for this particular shape. 925 // for this particular shape.
926 private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) 926 public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod)
927 { 927 {
928 // level of detail based on size and type of the object 928 // level of detail based on size and type of the object
929 float lod = BSParam.MeshLOD; 929 float lod = BSParam.MeshLOD;
@@ -944,7 +944,7 @@ public sealed class BSShapeCollection : IDisposable
944 return pbs.GetMeshKey(size, lod); 944 return pbs.GetMeshKey(size, lod);
945 } 945 }
946 // For those who don't want the LOD 946 // For those who don't want the LOD
947 private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs) 947 public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs)
948 { 948 {
949 float lod; 949 float lod;
950 return ComputeShapeKey(size, pbs, out lod); 950 return ComputeShapeKey(size, pbs, out lod);
@@ -957,7 +957,7 @@ public sealed class BSShapeCollection : IDisposable
957 // us to not loop forever. 957 // us to not loop forever.
958 // Called after creating a physical mesh or hull. If the physical shape was created, 958 // Called after creating a physical mesh or hull. If the physical shape was created,
959 // just return. 959 // just return.
960 private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim) 960 public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim)
961 { 961 {
962 // If the shape was successfully created, nothing more to do 962 // If the shape was successfully created, nothing more to do
963 if (newShape.HasPhysicalShape) 963 if (newShape.HasPhysicalShape)
@@ -969,7 +969,7 @@ public sealed class BSShapeCollection : IDisposable
969 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) 969 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
970 { 970 {
971 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; 971 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
972 PhysicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", 972 physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}",
973 LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); 973 LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
974 } 974 }
975 else 975 else
@@ -981,14 +981,14 @@ public sealed class BSShapeCollection : IDisposable
981 && prim.BaseShape.SculptTexture != OMV.UUID.Zero 981 && prim.BaseShape.SculptTexture != OMV.UUID.Zero
982 ) 982 )
983 { 983 {
984 DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); 984 physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID);
985 // Multiple requestors will know we're waiting for this asset 985 // Multiple requestors will know we're waiting for this asset
986 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; 986 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
987 987
988 BSPhysObject xprim = prim; 988 BSPhysObject xprim = prim;
989 Util.FireAndForget(delegate 989 Util.FireAndForget(delegate
990 { 990 {
991 RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; 991 RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod;
992 if (assetProvider != null) 992 if (assetProvider != null)
993 { 993 {
994 BSPhysObject yprim = xprim; // probably not necessary, but, just in case. 994 BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
@@ -1016,7 +1016,7 @@ public sealed class BSShapeCollection : IDisposable
1016 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; 1016 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched;
1017 else 1017 else
1018 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; 1018 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
1019 DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", 1019 physicsScene.DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
1020 yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); 1020 yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
1021 1021
1022 }); 1022 });
@@ -1024,8 +1024,8 @@ public sealed class BSShapeCollection : IDisposable
1024 else 1024 else
1025 { 1025 {
1026 xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; 1026 xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
1027 PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", 1027 physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
1028 LogHeader, PhysicsScene.Name); 1028 LogHeader, physicsScene.Name);
1029 } 1029 }
1030 }); 1030 });
1031 } 1031 }
@@ -1033,15 +1033,15 @@ public sealed class BSShapeCollection : IDisposable
1033 { 1033 {
1034 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) 1034 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
1035 { 1035 {
1036 PhysicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", 1036 physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}",
1037 LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); 1037 LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
1038 } 1038 }
1039 } 1039 }
1040 } 1040 }
1041 1041
1042 // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object. 1042 // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object.
1043 BulletShape fillinShape = BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); 1043 BulletShape fillinShape = physicsScene.Shapes.BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
1044 DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID); 1044 physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID);
1045 1045
1046 return fillinShape; 1046 return fillinShape;
1047 } 1047 }