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authorRobert Adams2015-08-09 15:34:06 -0700
committerRobert Adams2015-08-09 15:34:06 -0700
commitfe86df0ec9582c61ad3a50b53a73398393b13c87 (patch)
tree007e1af42f2cb1f885fa00b32dda004312e38dee
parentCorrected spelling of SQLITE. Fixes mantis #7675. (diff)
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BulletSim: update the motion actors so they completely clean themselves
when Dispose() is called. This reduces chance of object leakage when destroying objects. Rearrange initialization and shut down of BSActorLockAxis so it is consistant with other actors.
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs3
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs1
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs59
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs1
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs1
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs1
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActors.cs4
7 files changed, 41 insertions, 29 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
index c0d65be..bde4557 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
@@ -71,8 +71,7 @@ public class BSActorAvatarMove : BSActor
71 public override void Dispose() 71 public override void Dispose()
72 { 72 {
73 base.SetEnabled(false); 73 base.SetEnabled(false);
74 // Now that turned off, remove any state we have in the scene. 74 DeactivateAvatarMove();
75 Refresh();
76 } 75 }
77 76
78 // Called when physical parameters (properties set in Bullet) need to be re-applied. 77 // Called when physical parameters (properties set in Bullet) need to be re-applied.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs
index 8a79809..e54c27b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs
@@ -58,6 +58,7 @@ public class BSActorHover : BSActor
58 public override void Dispose() 58 public override void Dispose()
59 { 59 {
60 Enabled = false; 60 Enabled = false;
61 DeactivateHover();
61 } 62 }
62 63
63 // Called when physical parameters (properties set in Bullet) need to be re-applied. 64 // Called when physical parameters (properties set in Bullet) need to be re-applied.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
index 48cab64..3b3c161 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
@@ -36,7 +36,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
36{ 36{
37public class BSActorLockAxis : BSActor 37public class BSActorLockAxis : BSActor
38{ 38{
39 BSConstraint LockAxisConstraint = null; 39 private BSConstraint LockAxisConstraint = null;
40 private bool HaveRegisteredForBeforeStepCallback = false;
41
40 // The lock access flags (which axises were locked) when the contraint was built. 42 // The lock access flags (which axises were locked) when the contraint was built.
41 // Used to see if locking has changed since when the constraint was built. 43 // Used to see if locking has changed since when the constraint was built.
42 OMV.Vector3 LockAxisLinearFlags; 44 OMV.Vector3 LockAxisLinearFlags;
@@ -47,9 +49,7 @@ public class BSActorLockAxis : BSActor
47 { 49 {
48 m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); 50 m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID);
49 LockAxisConstraint = null; 51 LockAxisConstraint = null;
50 52 HaveRegisteredForBeforeStepCallback = false;
51 // we place our constraint just before the simulation step to make sure the linkset is complete
52 m_physicsScene.BeforeStep += PhysicsScene_BeforeStep;
53 } 53 }
54 54
55 // BSActor.isActive 55 // BSActor.isActive
@@ -62,7 +62,8 @@ public class BSActorLockAxis : BSActor
62 // BSActor.Dispose() 62 // BSActor.Dispose()
63 public override void Dispose() 63 public override void Dispose()
64 { 64 {
65 m_physicsScene.BeforeStep -= PhysicsScene_BeforeStep; 65 Enabled = false;
66 UnRegisterForBeforeStepCallback();
66 RemoveAxisLockConstraint(); 67 RemoveAxisLockConstraint();
67 } 68 }
68 69
@@ -74,37 +75,26 @@ public class BSActorLockAxis : BSActor
74 // Since the axis logging is done with a constraint, Refresh() time is good for 75 // Since the axis logging is done with a constraint, Refresh() time is good for
75 // changing parameters but this needs to wait until the prim/linkset is physically 76 // changing parameters but this needs to wait until the prim/linkset is physically
76 // constructed. Therefore, the constraint itself is placed at pre-step time. 77 // constructed. Therefore, the constraint itself is placed at pre-step time.
77 /* 78
78 m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedLinear={1},lockedAngular={2},enabled={3},pActive={4}",
79 m_controllingPrim.LocalID,
80 m_controllingPrim.LockedLinearAxis,
81 m_controllingPrim.LockedAngularAxis,
82 Enabled, m_controllingPrim.IsPhysicallyActive);
83 // If all the axis are free, we don't need to exist 79 // If all the axis are free, we don't need to exist
80 // Refresh() only turns off. Enabling is done by InitializeAxisActor()
81 // whenever parameters are changed.
82 // This leaves 'enable' free to turn off an actor when it is not wanted to run.
84 if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree 83 if (m_controllingPrim.LockedAngularAxis == m_controllingPrim.LockedAxisFree
85 && m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree) 84 && m_controllingPrim.LockedLinearAxis == m_controllingPrim.LockedAxisFree)
86 { 85 {
87 Enabled = false; 86 Enabled = false;
88 } 87 }
89 88
90 // If the object is physically active, add the axis locking constraint
91 if (isActive) 89 if (isActive)
92 { 90 {
93 // Check to see if the locking parameters have changed 91 RegisterForBeforeStepCallback();
94 if (m_controllingPrim.LockedLinearAxis != this.LockAxisLinearFlags
95 || m_controllingPrim.LockedAngularAxis != this.LockAxisAngularFlags)
96 {
97 // The locking has changed. Remove the old constraint and build a new one
98 RemoveAxisLockConstraint();
99 }
100
101 AddAxisLockConstraint();
102 } 92 }
103 else 93 else
104 { 94 {
105 RemoveAxisLockConstraint(); 95 RemoveDependencies();
96 UnRegisterForBeforeStepCallback();
106 } 97 }
107 */
108 } 98 }
109 99
110 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). 100 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
@@ -114,7 +104,24 @@ public class BSActorLockAxis : BSActor
114 public override void RemoveDependencies() 104 public override void RemoveDependencies()
115 { 105 {
116 RemoveAxisLockConstraint(); 106 RemoveAxisLockConstraint();
117 // The pre-step action will restore the constraint of needed 107 }
108
109 private void RegisterForBeforeStepCallback()
110 {
111 if (!HaveRegisteredForBeforeStepCallback)
112 {
113 m_physicsScene.BeforeStep += PhysicsScene_BeforeStep;
114 HaveRegisteredForBeforeStepCallback = true;
115 }
116 }
117
118 private void UnRegisterForBeforeStepCallback()
119 {
120 if (HaveRegisteredForBeforeStepCallback)
121 {
122 m_physicsScene.BeforeStep -= PhysicsScene_BeforeStep;
123 HaveRegisteredForBeforeStepCallback = false;
124 }
118 } 125 }
119 126
120 private void PhysicsScene_BeforeStep(float timestep) 127 private void PhysicsScene_BeforeStep(float timestep)
@@ -145,6 +152,7 @@ public class BSActorLockAxis : BSActor
145 } 152 }
146 } 153 }
147 154
155 // Note that this relies on being called at TaintTime
148 private void AddAxisLockConstraint() 156 private void AddAxisLockConstraint()
149 { 157 {
150 if (LockAxisConstraint == null) 158 if (LockAxisConstraint == null)
@@ -192,11 +200,14 @@ public class BSActorLockAxis : BSActor
192 axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); 200 axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f);
193 201
194 axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); 202 axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass);
203
204 RegisterForBeforeStepCallback();
195 } 205 }
196 } 206 }
197 207
198 private void RemoveAxisLockConstraint() 208 private void RemoveAxisLockConstraint()
199 { 209 {
210 UnRegisterForBeforeStepCallback();
200 if (LockAxisConstraint != null) 211 if (LockAxisConstraint != null)
201 { 212 {
202 m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); 213 m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs
index bdf4bc0..1145006 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs
@@ -59,6 +59,7 @@ public class BSActorMoveToTarget : BSActor
59 public override void Dispose() 59 public override void Dispose()
60 { 60 {
61 Enabled = false; 61 Enabled = false;
62 DeactivateMoveToTarget();
62 } 63 }
63 64
64 // Called when physical parameters (properties set in Bullet) need to be re-applied. 65 // Called when physical parameters (properties set in Bullet) need to be re-applied.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs
index 96fa0b6..4e81363 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs
@@ -58,6 +58,7 @@ public class BSActorSetForce : BSActor
58 public override void Dispose() 58 public override void Dispose()
59 { 59 {
60 Enabled = false; 60 Enabled = false;
61 DeactivateSetForce();
61 } 62 }
62 63
63 // Called when physical parameters (properties set in Bullet) need to be re-applied. 64 // Called when physical parameters (properties set in Bullet) need to be re-applied.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs
index 65098e1..79e1d38 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs
@@ -58,6 +58,7 @@ public class BSActorSetTorque : BSActor
58 public override void Dispose() 58 public override void Dispose()
59 { 59 {
60 Enabled = false; 60 Enabled = false;
61 DeactivateSetTorque();
61 } 62 }
62 63
63 // Called when physical parameters (properties set in Bullet) need to be re-applied. 64 // Called when physical parameters (properties set in Bullet) need to be re-applied.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
index e0ccc50..7f45e2c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
@@ -32,12 +32,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
32{ 32{
33public class BSActorCollection 33public class BSActorCollection
34{ 34{
35 private BSScene m_physicsScene { get; set; }
36 private Dictionary<string, BSActor> m_actors; 35 private Dictionary<string, BSActor> m_actors;
37 36
38 public BSActorCollection(BSScene physicsScene) 37 public BSActorCollection()
39 { 38 {
40 m_physicsScene = physicsScene;
41 m_actors = new Dictionary<string, BSActor>(); 39 m_actors = new Dictionary<string, BSActor>();
42 } 40 }
43 public void Add(string name, BSActor actor) 41 public void Add(string name, BSActor actor)