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author | Robert Adams | 2013-03-23 11:00:52 -0700 |
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committer | Robert Adams | 2013-03-25 15:40:43 -0700 |
commit | 953090fd62c2f8647d0e04bc3890a04a7076dbad (patch) | |
tree | af514b520cd7f5f9edc7de5d4ede87e5ea7cb476 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |
parent | BulletSim: parameterize C# HACD hull creation. Add feature of reducing max hu... (diff) | |
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BulletSim: fix possible race condition where an prim's asset can be requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index f953c1e..6bb88c7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -86,7 +86,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
86 | PhysBody = new BulletBody(localID); | 86 | PhysBody = new BulletBody(localID); |
87 | PhysShape = new BulletShape(); | 87 | PhysShape = new BulletShape(); |
88 | 88 | ||
89 | LastAssetBuildFailed = false; | 89 | PrimAssetState = PrimAssetCondition.Unknown; |
90 | 90 | ||
91 | // Default material type. Also sets Friction, Restitution and Density. | 91 | // Default material type. Also sets Friction, Restitution and Density. |
92 | SetMaterial((int)MaterialAttributes.Material.Wood); | 92 | SetMaterial((int)MaterialAttributes.Material.Wood); |
@@ -133,9 +133,13 @@ public abstract class BSPhysObject : PhysicsActor | |||
133 | // Reference to the physical shape (btCollisionShape) of this object | 133 | // Reference to the physical shape (btCollisionShape) of this object |
134 | public BulletShape PhysShape; | 134 | public BulletShape PhysShape; |
135 | 135 | ||
136 | // 'true' if the mesh's underlying asset failed to build. | 136 | // The physical representation of the prim might require an asset fetch. |
137 | // This will keep us from looping after the first time the build failed. | 137 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. |
138 | public bool LastAssetBuildFailed { get; set; } | 138 | public enum PrimAssetCondition |
139 | { | ||
140 | Unknown, Waiting, Failed, Fetched | ||
141 | } | ||
142 | public PrimAssetCondition PrimAssetState { get; set; } | ||
139 | 143 | ||
140 | // The objects base shape information. Null if not a prim type shape. | 144 | // The objects base shape information. Null if not a prim type shape. |
141 | public PrimitiveBaseShape BaseShape { get; protected set; } | 145 | public PrimitiveBaseShape BaseShape { get; protected set; } |