From 15a3f80e2eb82c5e4726d5cd93cfed32da5d6768 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 29 Apr 2013 17:30:38 -0700 Subject: BulletSim: LinksetCompound work to disable collision for root and child prims so compound shape can do all collisions. Don't try to build a compound linkset for non-physical linksets. Remove and replace root body when compound shape is added so collision cache is rebuilt. --- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 44 +++++++++++++++------- 1 file changed, 30 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 1fd541f..e967dfc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -143,19 +143,18 @@ public sealed class BSLinksetCompound : BSLinkset // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. ScheduleRebuild(LinksetRoot); } - else - { - // The origional prims are removed from the world as the shape of the root compound - // shape takes over. - m_physicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); - m_physicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); - // We don't want collisions from the old linkset children. - m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); - child.PhysBody.collisionType = CollisionType.LinksetChild; + // The origional prims are removed from the world as the shape of the root compound + // shape takes over. + m_physicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); + m_physicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); + // We don't want collisions from the old linkset children. + m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + + child.PhysBody.collisionType = CollisionType.LinksetChild; + + ret = true; - ret = true; - } return ret; } @@ -190,6 +189,13 @@ public sealed class BSLinksetCompound : BSLinkset // Called at taint-time. public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable updated) { + if (!LinksetRoot.IsPhysicallyActive) + { + // No reason to do this physical stuff for static linksets. + DetailLog("{0},BSLinksetCompound.UpdateProperties,notPhysical", LinksetRoot.LocalID); + return; + } + // The user moving a child around requires the rebuilding of the linkset compound shape // One problem is this happens when a border is crossed -- the simulator implementation // stores the position into the group which causes the move of the object @@ -392,6 +398,13 @@ public sealed class BSLinksetCompound : BSLinkset private bool disableCOM = true; // DEBUG DEBUG: disable until we get this debugged private void RecomputeLinksetCompound() { + if (!LinksetRoot.IsPhysicallyActive) + { + // There is no reason to build all this physical stuff for a non-physical linkset + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); + return; + } + try { // This replaces the physical shape of the root prim with a compound shape made up of the root @@ -403,7 +416,8 @@ public sealed class BSLinksetCompound : BSLinkset // Free up any shape we'd previously built. LinksetShape.Dereference(m_physicsScene); - LinksetShape = BSShapeCompound.GetReference(m_physicsScene, LinksetRoot); + // Get a new compound shape to build the linkset shape in. + LinksetShape = BSShapeCompound.GetReference(m_physicsScene); // The center of mass for the linkset is the geometric center of the group. // Compute a displacement for each component so it is relative to the center-of-mass. @@ -431,8 +445,7 @@ public sealed class BSLinksetCompound : BSLinkset cPrim.LinksetChildIndex = memberIndex; } - BSShape childShape = cPrim.PhysShape; - childShape.IncrementReference(); + BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; m_physicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); @@ -446,7 +459,10 @@ public sealed class BSLinksetCompound : BSLinkset // Sneak the built compound shape in as the shape of the root prim. // Note this doesn't touch the root prim's PhysShape so be sure the manage the difference. + // Object removed and added to world to get collision cache rebuilt for new shape. + m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, LinksetRoot.PhysBody); m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo); + m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, LinksetRoot.PhysBody); // With all of the linkset packed into the root prim, it has the mass of everyone. LinksetMass = ComputeLinksetMass(); -- cgit v1.1