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author | Robert Adams | 2012-12-13 12:42:09 -0800 |
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committer | Robert Adams | 2012-12-13 16:32:00 -0800 |
commit | 9e0dd9952b76fdda337e518932a1ef57f8215986 (patch) | |
tree | 1e9670a9cc31f7514f63c5f377e2f8dbd6eab7e3 | |
parent | Independently control logging for per region module loading. I just got sick ... (diff) | |
download | opensim-SC_OLD-9e0dd9952b76fdda337e518932a1ef57f8215986.zip opensim-SC_OLD-9e0dd9952b76fdda337e518932a1ef57f8215986.tar.gz opensim-SC_OLD-9e0dd9952b76fdda337e518932a1ef57f8215986.tar.bz2 opensim-SC_OLD-9e0dd9952b76fdda337e518932a1ef57f8215986.tar.xz |
BulletSim: remove extra linkset rebuilds.
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 54 |
1 files changed, 36 insertions, 18 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index d2abdb4..6cabe3a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -114,6 +114,12 @@ public sealed class BSLinksetCompound : BSLinkset | |||
114 | { | 114 | { |
115 | // The root is going dynamic. Make sure mass is properly set. | 115 | // The root is going dynamic. Make sure mass is properly set. |
116 | m_mass = ComputeLinksetMass(); | 116 | m_mass = ComputeLinksetMass(); |
117 | if (HasAnyChildren) | ||
118 | { | ||
119 | // Schedule a rebuilding as this will construct the complete compound shape | ||
120 | // and set all the properties correctly. | ||
121 | InternalRefresh(LinksetRoot); | ||
122 | } | ||
117 | } | 123 | } |
118 | else | 124 | else |
119 | { | 125 | { |
@@ -123,6 +129,9 @@ public sealed class BSLinksetCompound : BSLinkset | |||
123 | BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); | 129 | BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); |
124 | // We don't want collisions from the old linkset children. | 130 | // We don't want collisions from the old linkset children. |
125 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 131 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
132 | |||
133 | child.PhysBody.collisionType = CollisionType.LinksetChild; | ||
134 | |||
126 | ret = true; | 135 | ret = true; |
127 | } | 136 | } |
128 | return ret; | 137 | return ret; |
@@ -137,10 +146,21 @@ public sealed class BSLinksetCompound : BSLinkset | |||
137 | { | 146 | { |
138 | bool ret = false; | 147 | bool ret = false; |
139 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | 148 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); |
140 | if (!IsRoot(child)) | 149 | if (IsRoot(child)) |
150 | { | ||
151 | if (HasAnyChildren) | ||
152 | { | ||
153 | // Schedule a rebuilding as this will construct the complete compound shape | ||
154 | // and set all the properties correctly. | ||
155 | InternalRefresh(LinksetRoot); | ||
156 | } | ||
157 | } | ||
158 | else | ||
141 | { | 159 | { |
142 | // The non-physical children can come back to life. | 160 | // The non-physical children can come back to life. |
143 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 161 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
162 | child.PhysBody.collisionType = CollisionType.LinksetChild; | ||
163 | |||
144 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. | 164 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. |
145 | BulletSimAPI.Activate2(child.PhysBody.ptr, false); | 165 | BulletSimAPI.Activate2(child.PhysBody.ptr, false); |
146 | ret = true; | 166 | ret = true; |
@@ -182,19 +202,25 @@ public sealed class BSLinksetCompound : BSLinkset | |||
182 | // Because it is a convenient time, recompute child world position and rotation based on | 202 | // Because it is a convenient time, recompute child world position and rotation based on |
183 | // its position in the linkset. | 203 | // its position in the linkset. |
184 | RecomputeChildWorldPosition(child, true); | 204 | RecomputeChildWorldPosition(child, true); |
185 | |||
186 | // Cause the current shape to be freed and the new one to be built. | ||
187 | InternalRefresh(LinksetRoot); | ||
188 | ret = true; | ||
189 | } | 205 | } |
190 | 206 | ||
207 | // Cannot schedule a refresh/rebuild here because this routine is called when | ||
208 | // the linkset is being rebuilt. | ||
209 | // InternalRefresh(LinksetRoot); | ||
210 | |||
191 | return ret; | 211 | return ret; |
192 | } | 212 | } |
193 | 213 | ||
194 | // When the linkset is built, the child shape is added | 214 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', |
195 | // to the compound shape relative to the root shape. The linkset then moves around but | 215 | // this routine will restore the removed constraints. |
196 | // this does not move the actual child prim. The child prim's location must be recomputed | 216 | // Called at taint-time!! |
197 | // based on the location of the root shape. | 217 | public override void RestoreBodyDependencies(BSPrim child) |
218 | { | ||
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. | ||
198 | private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime) | 224 | private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime) |
199 | { | 225 | { |
200 | BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo; | 226 | BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo; |
@@ -227,14 +253,6 @@ public sealed class BSLinksetCompound : BSLinkset | |||
227 | } | 253 | } |
228 | } | 254 | } |
229 | 255 | ||
230 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
231 | // this routine will restore the removed constraints. | ||
232 | // Called at taint-time!! | ||
233 | public override void RestoreBodyDependencies(BSPrim child) | ||
234 | { | ||
235 | // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. | ||
236 | } | ||
237 | |||
238 | // ================================================================ | 256 | // ================================================================ |
239 | 257 | ||
240 | // Add a new child to the linkset. | 258 | // Add a new child to the linkset. |
@@ -254,7 +272,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
254 | } | 272 | } |
255 | 273 | ||
256 | // Remove the specified child from the linkset. | 274 | // Remove the specified child from the linkset. |
257 | // 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. |
258 | protected override void RemoveChildFromLinkset(BSPhysObject child) | 276 | protected override void RemoveChildFromLinkset(BSPhysObject child) |
259 | { | 277 | { |
260 | if (m_children.Remove(child)) | 278 | if (m_children.Remove(child)) |