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authorRobert Adams2012-09-27 19:57:35 -0700
committerRobert Adams2012-09-27 22:02:08 -0700
commit74dea4cfd52be75b4dd6277260c3ada80b939fbb (patch)
tree5781a9b2cb58bf27cb58d6189c535b33ca4af439 /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
parentBulletSim: remove the trailing spaces from lines to make git happier (diff)
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BulletSim: rename some constraint variables to be consistant with other name use.
Added callbacks for shape and body changes in GetBodyAndShape() so the linkset constraints can be picked up and restored. A better design might be to have a "prim shape changed" event. Think about that. Added constraint types to general constraint class.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs65
1 files changed, 41 insertions, 24 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index b428ba3..2618971 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -81,12 +81,21 @@ public class BSShapeCollection : IDisposable
81 // TODO!!!!!!!!! 81 // TODO!!!!!!!!!
82 } 82 }
83 83
84 // Callbacks called just before either the body or shape is destroyed.
85 // Mostly used for changing bodies out from under Linksets.
86 // Useful for other cases where parameters need saving.
87 // Passing 'null' says no callback.
88 public delegate void ShapeDestructionCallback(BulletShape shape);
89 public delegate void BodyDestructionCallback(BulletBody body);
90
84 // Called to update/change the body and shape for an object. 91 // Called to update/change the body and shape for an object.
85 // First checks the shape and updates that if necessary then makes 92 // First checks the shape and updates that if necessary then makes
86 // sure the body is of the right type. 93 // sure the body is of the right type.
87 // Return 'true' if either the body or the shape changed. 94 // Return 'true' if either the body or the shape changed.
88 // Called at taint-time!! 95 // Called at taint-time!!
89 public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) 96 public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim,
97 ShapeData shapeData, PrimitiveBaseShape pbs,
98 ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
90 { 99 {
91 bool ret = false; 100 bool ret = false;
92 101
@@ -95,11 +104,11 @@ public class BSShapeCollection : IDisposable
95 { 104 {
96 // Do we have the correct geometry for this type of object? 105 // Do we have the correct geometry for this type of object?
97 // Updates prim.BSShape with information/pointers to requested shape 106 // Updates prim.BSShape with information/pointers to requested shape
98 bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs); 107 bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback);
99 // If we had to select a new shape geometry for the object, 108 // If we had to select a new shape geometry for the object,
100 // rebuild the body around it. 109 // rebuild the body around it.
101 // Updates prim.BSBody with information/pointers to requested body 110 // Updates prim.BSBody with information/pointers to requested body
102 bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData); 111 bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData, bodyCallback);
103 ret = newGeom || newBody; 112 ret = newGeom || newBody;
104 } 113 }
105 DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}", 114 DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}",
@@ -135,7 +144,7 @@ public class BSShapeCollection : IDisposable
135 144
136 // Release the usage of a body. 145 // Release the usage of a body.
137 // Called when releasing use of a BSBody. BSShape is handled separately. 146 // Called when releasing use of a BSBody. BSShape is handled separately.
138 public void DereferenceBody(BulletBody shape, bool inTaintTime) 147 public void DereferenceBody(BulletBody shape, bool inTaintTime, BodyDestructionCallback bodyCallback )
139 { 148 {
140 if (shape.ptr == IntPtr.Zero) 149 if (shape.ptr == IntPtr.Zero)
141 return; 150 return;
@@ -244,7 +253,7 @@ public class BSShapeCollection : IDisposable
244 253
245 // Release the usage of a shape. 254 // Release the usage of a shape.
246 // The collisionObject is released since it is a copy of the real collision shape. 255 // The collisionObject is released since it is a copy of the real collision shape.
247 private void DereferenceShape(BulletShape shape, bool atTaintTime) 256 private void DereferenceShape(BulletShape shape, bool atTaintTime, ShapeDestructionCallback shapeCallback)
248 { 257 {
249 if (shape.ptr == IntPtr.Zero) 258 if (shape.ptr == IntPtr.Zero)
250 return; 259 return;
@@ -254,10 +263,10 @@ public class BSShapeCollection : IDisposable
254 switch (shape.type) 263 switch (shape.type)
255 { 264 {
256 case ShapeData.PhysicsShapeType.SHAPE_HULL: 265 case ShapeData.PhysicsShapeType.SHAPE_HULL:
257 DereferenceHull(shape); 266 DereferenceHull(shape, shapeCallback);
258 break; 267 break;
259 case ShapeData.PhysicsShapeType.SHAPE_MESH: 268 case ShapeData.PhysicsShapeType.SHAPE_MESH:
260 DereferenceMesh(shape); 269 DereferenceMesh(shape, shapeCallback);
261 break; 270 break;
262 case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: 271 case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN:
263 break; 272 break;
@@ -267,6 +276,7 @@ public class BSShapeCollection : IDisposable
267 { 276 {
268 DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", 277 DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}",
269 BSScene.DetailLogZero, shape.ptr.ToString("X"), atTaintTime); 278 BSScene.DetailLogZero, shape.ptr.ToString("X"), atTaintTime);
279 if (shapeCallback != null) shapeCallback(shape);
270 BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); 280 BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr);
271 } 281 }
272 break; 282 break;
@@ -287,13 +297,14 @@ public class BSShapeCollection : IDisposable
287 297
288 // Count down the reference count for a mesh shape 298 // Count down the reference count for a mesh shape
289 // Called at taint-time. 299 // Called at taint-time.
290 private void DereferenceMesh(BulletShape shape) 300 private void DereferenceMesh(BulletShape shape, ShapeDestructionCallback shapeCallback)
291 { 301 {
292 MeshDesc meshDesc; 302 MeshDesc meshDesc;
293 if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) 303 if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
294 { 304 {
295 meshDesc.referenceCount--; 305 meshDesc.referenceCount--;
296 // TODO: release the Bullet storage 306 // TODO: release the Bullet storage
307 if (shapeCallback != null) shapeCallback(shape);
297 meshDesc.lastReferenced = System.DateTime.Now; 308 meshDesc.lastReferenced = System.DateTime.Now;
298 Meshes[shape.shapeKey] = meshDesc; 309 Meshes[shape.shapeKey] = meshDesc;
299 DetailLog("{0},BSShapeCollection.DereferenceMesh,key={1},refCnt={2}", 310 DetailLog("{0},BSShapeCollection.DereferenceMesh,key={1},refCnt={2}",
@@ -304,13 +315,14 @@ public class BSShapeCollection : IDisposable
304 315
305 // Count down the reference count for a hull shape 316 // Count down the reference count for a hull shape
306 // Called at taint-time. 317 // Called at taint-time.
307 private void DereferenceHull(BulletShape shape) 318 private void DereferenceHull(BulletShape shape, ShapeDestructionCallback shapeCallback)
308 { 319 {
309 HullDesc hullDesc; 320 HullDesc hullDesc;
310 if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) 321 if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
311 { 322 {
312 hullDesc.referenceCount--; 323 hullDesc.referenceCount--;
313 // TODO: release the Bullet storage (aging old entries?) 324 // TODO: release the Bullet storage (aging old entries?)
325 if (shapeCallback != null) shapeCallback(shape);
314 hullDesc.lastReferenced = System.DateTime.Now; 326 hullDesc.lastReferenced = System.DateTime.Now;
315 Hulls[shape.shapeKey] = hullDesc; 327 Hulls[shape.shapeKey] = hullDesc;
316 DetailLog("{0},BSShapeCollection.DereferenceHull,key={1},refCnt={2}", 328 DetailLog("{0},BSShapeCollection.DereferenceHull,key={1},refCnt={2}",
@@ -324,7 +336,8 @@ public class BSShapeCollection : IDisposable
324 // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. 336 // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used.
325 // Returns 'true' if the geometry was rebuilt. 337 // Returns 'true' if the geometry was rebuilt.
326 // Called at taint-time! 338 // Called at taint-time!
327 private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) 339 private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData,
340 PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
328 { 341 {
329 bool ret = false; 342 bool ret = false;
330 bool haveShape = false; 343 bool haveShape = false;
@@ -349,8 +362,8 @@ public class BSShapeCollection : IDisposable
349 || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE 362 || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
350 ) 363 )
351 { 364 {
352 ret = GetReferenceToNativeShape(prim, shapeData, 365 ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
353 ShapeData.PhysicsShapeType.SHAPE_SPHERE, ShapeData.FixedShapeKey.KEY_SPHERE); 366 ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
354 DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", 367 DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
355 prim.LocalID, forceRebuild, prim.BSShape); 368 prim.LocalID, forceRebuild, prim.BSShape);
356 } 369 }
@@ -363,8 +376,8 @@ public class BSShapeCollection : IDisposable
363 || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX 376 || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
364 ) 377 )
365 { 378 {
366 ret = GetReferenceToNativeShape( 379 ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX,
367 prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX); 380 ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
368 DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", 381 DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
369 prim.LocalID, forceRebuild, prim.BSShape); 382 prim.LocalID, forceRebuild, prim.BSShape);
370 } 383 }
@@ -378,13 +391,13 @@ public class BSShapeCollection : IDisposable
378 if (prim.IsPhysical) 391 if (prim.IsPhysical)
379 { 392 {
380 // Update prim.BSShape to reference a hull of this shape. 393 // Update prim.BSShape to reference a hull of this shape.
381 ret = GetReferenceToHull(prim, shapeData, pbs); 394 ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback);
382 DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", 395 DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
383 shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); 396 shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
384 } 397 }
385 else 398 else
386 { 399 {
387 ret = GetReferenceToMesh(prim, shapeData, pbs); 400 ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback);
388 DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", 401 DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
389 shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); 402 shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X"));
390 } 403 }
@@ -394,7 +407,8 @@ public class BSShapeCollection : IDisposable
394 407
395 // Creates a native shape and assignes it to prim.BSShape 408 // Creates a native shape and assignes it to prim.BSShape
396 private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData, 409 private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData,
397 ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) 410 ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
411 ShapeDestructionCallback shapeCallback)
398 { 412 {
399 BulletShape newShape; 413 BulletShape newShape;
400 414
@@ -404,7 +418,7 @@ public class BSShapeCollection : IDisposable
404 shapeData.Scale = shapeData.Size; 418 shapeData.Scale = shapeData.Size;
405 419
406 // release any previous shape 420 // release any previous shape
407 DereferenceShape(prim.BSShape, true); 421 DereferenceShape(prim.BSShape, true, shapeCallback);
408 422
409 // Native shapes are always built independently. 423 // Native shapes are always built independently.
410 newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); 424 newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType);
@@ -422,7 +436,8 @@ public class BSShapeCollection : IDisposable
422 // Dereferences previous shape in BSShape and adds a reference for this new shape. 436 // Dereferences previous shape in BSShape and adds a reference for this new shape.
423 // Returns 'true' of a mesh was actually built. Otherwise . 437 // Returns 'true' of a mesh was actually built. Otherwise .
424 // Called at taint-time! 438 // Called at taint-time!
425 private bool GetReferenceToMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) 439 private bool GetReferenceToMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs,
440 ShapeDestructionCallback shapeCallback)
426 { 441 {
427 BulletShape newShape = new BulletShape(IntPtr.Zero); 442 BulletShape newShape = new BulletShape(IntPtr.Zero);
428 443
@@ -436,7 +451,7 @@ public class BSShapeCollection : IDisposable
436 prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); 451 prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X"));
437 452
438 // Since we're recreating new, get rid of the reference to the previous shape 453 // Since we're recreating new, get rid of the reference to the previous shape
439 DereferenceShape(prim.BSShape, true); 454 DereferenceShape(prim.BSShape, true, shapeCallback);
440 455
441 newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod); 456 newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod);
442 457
@@ -490,7 +505,8 @@ public class BSShapeCollection : IDisposable
490 505
491 // See that hull shape exists in the physical world and update prim.BSShape. 506 // See that hull shape exists in the physical world and update prim.BSShape.
492 // We could be creating the hull because scale changed or whatever. 507 // We could be creating the hull because scale changed or whatever.
493 private bool GetReferenceToHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) 508 private bool GetReferenceToHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs,
509 ShapeDestructionCallback shapeCallback)
494 { 510 {
495 BulletShape newShape; 511 BulletShape newShape;
496 512
@@ -505,7 +521,7 @@ public class BSShapeCollection : IDisposable
505 prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X")); 521 prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X"));
506 522
507 // Remove usage of the previous shape. Also removes reference to underlying mesh if it is a hull. 523 // Remove usage of the previous shape. Also removes reference to underlying mesh if it is a hull.
508 DereferenceShape(prim.BSShape, true); 524 DereferenceShape(prim.BSShape, true, shapeCallback);
509 525
510 newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod); 526 newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod);
511 527
@@ -656,7 +672,8 @@ public class BSShapeCollection : IDisposable
656 // Updates prim.BSBody with the information about the new body if one is created. 672 // Updates prim.BSBody with the information about the new body if one is created.
657 // Returns 'true' if an object was actually created. 673 // Returns 'true' if an object was actually created.
658 // Called at taint-time. 674 // Called at taint-time.
659 private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, ShapeData shapeData) 675 private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape,
676 ShapeData shapeData, BodyDestructionCallback bodyCallback)
660 { 677 {
661 bool ret = false; 678 bool ret = false;
662 679
@@ -679,7 +696,7 @@ public class BSShapeCollection : IDisposable
679 696
680 if (mustRebuild || forceRebuild) 697 if (mustRebuild || forceRebuild)
681 { 698 {
682 DereferenceBody(prim.BSBody, true); 699 DereferenceBody(prim.BSBody, true, bodyCallback);
683 700
684 BulletBody aBody; 701 BulletBody aBody;
685 IntPtr bodyPtr = IntPtr.Zero; 702 IntPtr bodyPtr = IntPtr.Zero;