diff options
author | Robert Adams | 2012-09-20 10:12:51 -0700 |
---|---|---|
committer | Robert Adams | 2012-09-27 22:01:26 -0700 |
commit | 22290ef35aa13edb1501c69b3cce63a885302563 (patch) | |
tree | 2c4762479fb5336c3338acdd2d761fc8c15a04e9 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: add class and infrastructure for shape and object (diff) | |
download | opensim-SC_OLD-22290ef35aa13edb1501c69b3cce63a885302563.zip opensim-SC_OLD-22290ef35aa13edb1501c69b3cce63a885302563.tar.gz opensim-SC_OLD-22290ef35aa13edb1501c69b3cce63a885302563.tar.bz2 opensim-SC_OLD-22290ef35aa13edb1501c69b3cce63a885302563.tar.xz |
BulletSim: complete code for managed code shape and body tracking. Not debugged.
Eliminate some null exceptions created adding the above code.
Add and remove some detailed logging statements.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 121 |
1 files changed, 78 insertions, 43 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 4d17e6c..4d2c70c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -96,7 +96,7 @@ public sealed class BSPrim : BSPhysObject | |||
96 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 96 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
97 | { | 97 | { |
98 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | 98 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); |
99 | base.BaseInitialize(parent_scene, localID, primName); | 99 | base.BaseInitialize(parent_scene, localID, primName, "BSPrim"); |
100 | _physicsActorType = (int)ActorTypes.Prim; | 100 | _physicsActorType = (int)ActorTypes.Prim; |
101 | _position = pos; | 101 | _position = pos; |
102 | _size = size; | 102 | _size = size; |
@@ -115,17 +115,17 @@ public sealed class BSPrim : BSPhysObject | |||
115 | _restitution = PhysicsScene.Params.defaultRestitution; | 115 | _restitution = PhysicsScene.Params.defaultRestitution; |
116 | _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness | 116 | _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness |
117 | _mass = CalculateMass(); | 117 | _mass = CalculateMass(); |
118 | |||
119 | // No body or shape yet | ||
120 | BSBody = new BulletBody(LocalID, IntPtr.Zero); | ||
121 | BSShape = new BulletShape(IntPtr.Zero); | ||
122 | |||
118 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 123 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
119 | // do the actual object creation at taint time | 124 | // do the actual object creation at taint time |
120 | PhysicsScene.TaintedObject("BSPrim.create", delegate() | 125 | PhysicsScene.TaintedObject("BSPrim.create", delegate() |
121 | { | 126 | { |
122 | CreateGeomAndObject(true); | 127 | CreateGeomAndObject(true); |
123 | 128 | ||
124 | // Get the pointer to the physical body for this object. | ||
125 | // At the moment, we're still letting BulletSim manage the creation and destruction | ||
126 | // of the object. Someday we'll move that into the C# code. | ||
127 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.Ptr, LocalID)); | ||
128 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | ||
129 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); | 129 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); |
130 | }); | 130 | }); |
131 | } | 131 | } |
@@ -168,17 +168,24 @@ public sealed class BSPrim : BSPhysObject | |||
168 | // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct | 168 | // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct |
169 | // scale and margins are set. | 169 | // scale and margins are set. |
170 | CreateGeomAndObject(true); | 170 | CreateGeomAndObject(true); |
171 | DetailLog("{0}: BSPrim.setSize: size={1}, scale={2}, mass={3}, physical={4}", LocalID, _size, _scale, _mass, IsPhysical); | 171 | DetailLog("{0},BSPrim.setSize,size={1},scale={2},mass={3},physical={4}", LocalID, _size, _scale, _mass, IsPhysical); |
172 | }); | 172 | }); |
173 | } | 173 | } |
174 | } | 174 | } |
175 | // Scale is what we set in the physics engine. It is different than 'size' in that | ||
176 | // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. | ||
177 | public OMV.Vector3 Scale | ||
178 | { | ||
179 | get { return _scale; } | ||
180 | set { _scale = value; } | ||
181 | } | ||
175 | public override PrimitiveBaseShape Shape { | 182 | public override PrimitiveBaseShape Shape { |
176 | set { | 183 | set { |
177 | _pbs = value; | 184 | _pbs = value; |
178 | PhysicsScene.TaintedObject("BSPrim.setShape", delegate() | 185 | PhysicsScene.TaintedObject("BSPrim.setShape", delegate() |
179 | { | 186 | { |
180 | _mass = CalculateMass(); // changing the shape changes the mass | 187 | _mass = CalculateMass(); // changing the shape changes the mass |
181 | CreateGeomAndObject(false); | 188 | CreateGeomAndObject(true); |
182 | }); | 189 | }); |
183 | } | 190 | } |
184 | } | 191 | } |
@@ -191,7 +198,7 @@ public sealed class BSPrim : BSPhysObject | |||
191 | _isSelected = value; | 198 | _isSelected = value; |
192 | PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() | 199 | PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() |
193 | { | 200 | { |
194 | SetObjectDynamic(); | 201 | SetObjectDynamic(false); |
195 | }); | 202 | }); |
196 | } | 203 | } |
197 | } | 204 | } |
@@ -371,7 +378,7 @@ public sealed class BSPrim : BSPhysObject | |||
371 | PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() | 378 | PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() |
372 | { | 379 | { |
373 | DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); | 380 | DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); |
374 | SetObjectDynamic(); | 381 | SetObjectDynamic(true); |
375 | }); | 382 | }); |
376 | return; | 383 | return; |
377 | } | 384 | } |
@@ -433,7 +440,7 @@ public sealed class BSPrim : BSPhysObject | |||
433 | PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() | 440 | PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() |
434 | { | 441 | { |
435 | DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | 442 | DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); |
436 | SetObjectDynamic(); | 443 | SetObjectDynamic(true); |
437 | }); | 444 | }); |
438 | } | 445 | } |
439 | } | 446 | } |
@@ -445,7 +452,7 @@ public sealed class BSPrim : BSPhysObject | |||
445 | } | 452 | } |
446 | 453 | ||
447 | // An object is solid if it's not phantom and if it's not doing VolumeDetect | 454 | // An object is solid if it's not phantom and if it's not doing VolumeDetect |
448 | private bool IsSolid | 455 | public bool IsSolid |
449 | { | 456 | { |
450 | get { return !IsPhantom && !_isVolumeDetect; } | 457 | get { return !IsPhantom && !_isVolumeDetect; } |
451 | } | 458 | } |
@@ -457,21 +464,23 @@ public sealed class BSPrim : BSPhysObject | |||
457 | // isSolid: other objects bounce off of this object | 464 | // isSolid: other objects bounce off of this object |
458 | // isVolumeDetect: other objects pass through but can generate collisions | 465 | // isVolumeDetect: other objects pass through but can generate collisions |
459 | // collisionEvents: whether this object returns collision events | 466 | // collisionEvents: whether this object returns collision events |
460 | private void SetObjectDynamic() | 467 | private void SetObjectDynamic(bool forceRebuild) |
461 | { | 468 | { |
469 | #if CSHARP_BODY_MANAGEMENT | ||
470 | // Recreate the physical object if necessary | ||
471 | CreateGeomAndObject(forceRebuild); | ||
472 | #else | ||
462 | // If it's becoming dynamic, it will need hullness | 473 | // If it's becoming dynamic, it will need hullness |
463 | VerifyCorrectPhysicalShape(); | 474 | VerifyCorrectPhysicalShape(); |
464 | UpdatePhysicalParameters(); | 475 | UpdatePhysicalParameters(); |
476 | #endif // CSHARP_BODY_MANAGEMENT | ||
465 | } | 477 | } |
466 | 478 | ||
467 | private void UpdatePhysicalParameters() | 479 | private void UpdatePhysicalParameters() |
468 | { | 480 | { |
469 | /* | 481 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); |
470 | // Bullet wants static objects to have a mass of zero | ||
471 | float mass = IsStatic ? 0f : _mass; | ||
472 | 482 | ||
473 | BulletSimAPI.SetObjectProperties(Scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 483 | // Mangling all the physical properties requires the object to be out of the physical world |
474 | */ | ||
475 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); | 484 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); |
476 | 485 | ||
477 | // Make solid or not (do things bounce off or pass through this object) | 486 | // Make solid or not (do things bounce off or pass through this object) |
@@ -517,8 +526,8 @@ public sealed class BSPrim : BSPhysObject | |||
517 | // There can be special things needed for implementing linksets | 526 | // There can be special things needed for implementing linksets |
518 | Linkset.MakeStatic(this); | 527 | Linkset.MakeStatic(this); |
519 | // The activation state is 'sleeping' so Bullet will not try to act on it | 528 | // The activation state is 'sleeping' so Bullet will not try to act on it |
520 | // BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); | 529 | BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); |
521 | BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.DISABLE_SIMULATION); | 530 | // BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.DISABLE_SIMULATION); |
522 | } | 531 | } |
523 | else | 532 | else |
524 | { | 533 | { |
@@ -560,8 +569,8 @@ public sealed class BSPrim : BSPhysObject | |||
560 | // the functions after this one set up the state of a possibly newly created collision body. | 569 | // the functions after this one set up the state of a possibly newly created collision body. |
561 | private void MakeSolid(bool makeSolid) | 570 | private void MakeSolid(bool makeSolid) |
562 | { | 571 | { |
572 | #if !CSHARP_BODY_MANAGEMENT | ||
563 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.Ptr); | 573 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(BSBody.Ptr); |
564 | /* | ||
565 | if (makeSolid) | 574 | if (makeSolid) |
566 | { | 575 | { |
567 | if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0) | 576 | if ((bodyType & CollisionObjectTypes.CO_RIGID_BODY) == 0) |
@@ -569,11 +578,16 @@ public sealed class BSPrim : BSPhysObject | |||
569 | // Solid things are made out of rigid bodies. Remove this old body from the world | 578 | // Solid things are made out of rigid bodies. Remove this old body from the world |
570 | // and use this shape in a new rigid body. | 579 | // and use this shape in a new rigid body. |
571 | BulletBody oldBody = BSBody; | 580 | BulletBody oldBody = BSBody; |
572 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); | 581 | // Zero out the pointer to the shape in the old body so the shape will not get freed |
573 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | 582 | BSShape.Ptr = BulletSimAPI.GetCollisionShape2(oldBody.Ptr); |
583 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.Ptr, oldBody.Ptr, IntPtr.Zero); | ||
584 | // Get rid of the old body and remove it from BulletSim's object list | ||
585 | BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); | ||
586 | |||
587 | // Create the new body with the shape | ||
574 | BSBody = new BulletBody(LocalID, BulletSimAPI.CreateBodyFromShape2(PhysicsScene.World.Ptr, BSShape.Ptr, _position, _orientation)); | 588 | BSBody = new BulletBody(LocalID, BulletSimAPI.CreateBodyFromShape2(PhysicsScene.World.Ptr, BSShape.Ptr, _position, _orientation)); |
575 | BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, oldBody.Ptr); | 589 | BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
576 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); | 590 | DetailLog("{0},BSPrim.MakeSolid:rigidBody,body={1},shape={2}", LocalID, BSBody, BSShape); |
577 | } | 591 | } |
578 | } | 592 | } |
579 | else | 593 | else |
@@ -583,23 +597,20 @@ public sealed class BSPrim : BSPhysObject | |||
583 | // Non-solid things are made out of ghost objects. Remove this old body from the world | 597 | // Non-solid things are made out of ghost objects. Remove this old body from the world |
584 | // and use this shape in a new rigid body. | 598 | // and use this shape in a new rigid body. |
585 | BulletBody oldBody = BSBody; | 599 | BulletBody oldBody = BSBody; |
586 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); | 600 | |
587 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | 601 | // Zero out the pointer to the shape in the old body so the shape will not get freed |
602 | BSShape.Ptr = BulletSimAPI.GetCollisionShape2(oldBody.Ptr); | ||
603 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.Ptr, oldBody.Ptr, IntPtr.Zero); | ||
604 | // Get rid of the old body and remove it from BulletSim's object list | ||
605 | BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); | ||
606 | |||
588 | BSBody = new BulletBody(LocalID, | 607 | BSBody = new BulletBody(LocalID, |
589 | BulletSimAPI.CreateGhostFromShape2(PhysicsScene.World.Ptr, BSShape.Ptr, _position, _orientation)); | 608 | BulletSimAPI.CreateGhostFromShape2(PhysicsScene.World.Ptr, BSShape.Ptr, _position, _orientation)); |
590 | if (BSBody.Ptr == IntPtr.Zero) | 609 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
591 | { | 610 | DetailLog("{0},BSPrim.MakeGhostBody,body={1},shape={2}", LocalID, BSBody, BSShape); |
592 | m_log.ErrorFormat("{0} BSPrim.MakeSolid: failed creation of ghost object. LocalID=[1}", LogHeader, LocalID); | ||
593 | BSBody = oldBody; | ||
594 | } | ||
595 | else | ||
596 | { | ||
597 | BulletSimAPI.DestroyObject2(PhysicsScene.World.Ptr, oldBody.Ptr); | ||
598 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.Ptr, BSBody.Ptr); | ||
599 | } | ||
600 | } | 611 | } |
601 | } | 612 | } |
602 | */ | 613 | #endif |
603 | } | 614 | } |
604 | 615 | ||
605 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | 616 | // Turn on or off the flag controlling whether collision events are returned to the simulator. |
@@ -1067,6 +1078,7 @@ public sealed class BSPrim : BSPhysObject | |||
1067 | }// end CalculateMass | 1078 | }// end CalculateMass |
1068 | #endregion Mass Calculation | 1079 | #endregion Mass Calculation |
1069 | 1080 | ||
1081 | #if !CSHARP_BODY_MANAGEMENT | ||
1070 | // Create the geometry information in Bullet for later use. | 1082 | // Create the geometry information in Bullet for later use. |
1071 | // The objects needs a hull if it's physical otherwise a mesh is enough. | 1083 | // The objects needs a hull if it's physical otherwise a mesh is enough. |
1072 | // No locking here because this is done when we know physics is not simulating. | 1084 | // No locking here because this is done when we know physics is not simulating. |
@@ -1095,6 +1107,7 @@ public sealed class BSPrim : BSPhysObject | |||
1095 | { | 1107 | { |
1096 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | 1108 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
1097 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 1109 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
1110 | _meshKey = (ulong)ShapeData.FixedShapeKey.KEY_SPHERE; | ||
1098 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 1111 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
1099 | _scale = _size; | 1112 | _scale = _size; |
1100 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1113 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
@@ -1109,6 +1122,7 @@ public sealed class BSPrim : BSPhysObject | |||
1109 | { | 1122 | { |
1110 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | 1123 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
1111 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | 1124 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; |
1125 | _meshKey = (ulong)ShapeData.FixedShapeKey.KEY_BOX; | ||
1112 | _scale = _size; | 1126 | _scale = _size; |
1113 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1127 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
1114 | ret = true; | 1128 | ret = true; |
@@ -1136,6 +1150,7 @@ public sealed class BSPrim : BSPhysObject | |||
1136 | } | 1150 | } |
1137 | } | 1151 | } |
1138 | } | 1152 | } |
1153 | |||
1139 | return ret; | 1154 | return ret; |
1140 | } | 1155 | } |
1141 | 1156 | ||
@@ -1345,12 +1360,9 @@ public sealed class BSPrim : BSPhysObject | |||
1345 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, LocalID, shape.Type); | 1360 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, LocalID, shape.Type); |
1346 | bool ret = BulletSimAPI.CreateObject(PhysicsScene.WorldID, shape); | 1361 | bool ret = BulletSimAPI.CreateObject(PhysicsScene.WorldID, shape); |
1347 | 1362 | ||
1348 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. | ||
1349 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.Ptr, LocalID)); | ||
1350 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | ||
1351 | |||
1352 | return ret; | 1363 | return ret; |
1353 | } | 1364 | } |
1365 | #endif // !CSHARP_BODY_MANAGEMENT | ||
1354 | 1366 | ||
1355 | // Copy prim's info into the BulletSim shape description structure | 1367 | // Copy prim's info into the BulletSim shape description structure |
1356 | public void FillShapeInfo(out ShapeData shape) | 1368 | public void FillShapeInfo(out ShapeData shape) |
@@ -1369,22 +1381,45 @@ public sealed class BSPrim : BSPhysObject | |||
1369 | shape.Restitution = _restitution; | 1381 | shape.Restitution = _restitution; |
1370 | shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; | 1382 | shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; |
1371 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | 1383 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; |
1384 | shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue; | ||
1385 | shape.Size = _size; | ||
1372 | } | 1386 | } |
1373 | |||
1374 | // Rebuild the geometry and object. | 1387 | // Rebuild the geometry and object. |
1375 | // This is called when the shape changes so we need to recreate the mesh/hull. | 1388 | // This is called when the shape changes so we need to recreate the mesh/hull. |
1376 | // No locking here because this is done when the physics engine is not simulating | 1389 | // No locking here because this is done when the physics engine is not simulating |
1377 | private void CreateGeomAndObject(bool forceRebuild) | 1390 | private void CreateGeomAndObject(bool forceRebuild) |
1378 | { | 1391 | { |
1392 | #if CSHARP_BODY_MANAGEMENT | ||
1393 | ShapeData shapeData; | ||
1394 | FillShapeInfo(out shapeData); | ||
1395 | |||
1396 | // Create the correct physical representation for this type of object. | ||
1397 | // Updates BSBody and BSShape with the new information. | ||
1398 | if (PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs)) | ||
1399 | { | ||
1400 | // Make sure the properties are set on the new object | ||
1401 | UpdatePhysicalParameters(); | ||
1402 | } | ||
1403 | #else | ||
1379 | // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, LocalID, forceRebuild); | 1404 | // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, LocalID, forceRebuild); |
1380 | // Create the geometry that will make up the object | 1405 | // Create the geometry that will make up the object |
1381 | if (CreateGeom(forceRebuild)) | 1406 | if (CreateGeom(forceRebuild)) |
1382 | { | 1407 | { |
1383 | // Create the object and place it into the world | 1408 | // Create the object and place it into the world |
1384 | CreateObject(); | 1409 | CreateObject(); |
1410 | |||
1411 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. | ||
1412 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.Ptr, LocalID)); | ||
1413 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr), _shapeType); | ||
1414 | BSShape.shapeKey = _meshKey; | ||
1415 | DetailLog("{0},BSPrim.CreateGeomAndObject,body={1},shape={2}", LocalID, BSBody, BSShape); | ||
1416 | |||
1385 | // Make sure the properties are set on the new object | 1417 | // Make sure the properties are set on the new object |
1386 | UpdatePhysicalParameters(); | 1418 | UpdatePhysicalParameters(); |
1387 | } | 1419 | } |
1420 | |||
1421 | |||
1422 | #endif // CSHARP_BODY_MANAGEMENT | ||
1388 | return; | 1423 | return; |
1389 | } | 1424 | } |
1390 | 1425 | ||