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authorRobert Adams2013-01-15 12:57:12 -0800
committerRobert Adams2013-01-15 21:08:46 -0800
commit61ff79587bea373278771f9529b582db2e05afdd (patch)
tree17834659de7e0c72ff84db44f62a7f3b6996b5e7 /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
parentBulletSim: reduce maximum force a script can apply (like in llApplyImpulse) (diff)
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BulletSim: add debugging messages to know when assets for physical
objects have been fetched. Update TODO list with more work.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs42
1 files changed, 28 insertions, 14 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index addab29..4f0d345 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -513,6 +513,7 @@ public sealed class BSShapeCollection : IDisposable
513 return ret; 513 return ret;
514 } 514 }
515 515
516 // return 'true' if the shape was changed
516 public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) 517 public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
517 { 518 {
518 519
@@ -872,8 +873,7 @@ public sealed class BSShapeCollection : IDisposable
872 { 873 {
873 prim.LastAssetBuildFailed = true; 874 prim.LastAssetBuildFailed = true;
874 BSPhysObject xprim = prim; 875 BSPhysObject xprim = prim;
875 DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}", 876 DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lastFailed={1}", prim.LocalID, prim.LastAssetBuildFailed);
876 LogHeader, prim.LocalID, prim.LastAssetBuildFailed);
877 Util.FireAndForget(delegate 877 Util.FireAndForget(delegate
878 { 878 {
879 RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; 879 RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
@@ -882,19 +882,34 @@ public sealed class BSShapeCollection : IDisposable
882 BSPhysObject yprim = xprim; // probably not necessary, but, just in case. 882 BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
883 assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) 883 assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
884 { 884 {
885 if (!yprim.BaseShape.SculptEntry) 885 bool assetFound = false; // DEBUG DEBUG
886 return; 886 string mismatchIDs = String.Empty; // DEBUG DEBUG
887 if (yprim.BaseShape.SculptTexture.ToString() != asset.ID) 887 if (yprim.BaseShape.SculptEntry)
888 return; 888 {
889 889 if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
890 yprim.BaseShape.SculptData = asset.Data; 890 {
891 // This will cause the prim to see that the filler shape is not the right 891 yprim.BaseShape.SculptData = asset.Data;
892 // one and try again to build the object. 892 // This will cause the prim to see that the filler shape is not the right
893 // No race condition with the normal shape setting since the rebuild is at taint time. 893 // one and try again to build the object.
894 yprim.ForceBodyShapeRebuild(false); 894 // No race condition with the normal shape setting since the rebuild is at taint time.
895 yprim.ForceBodyShapeRebuild(false /* inTaintTime */);
896 assetFound = true;
897 }
898 else
899 {
900 mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
901 }
902 }
903 DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
904 yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
895 905
896 }); 906 });
897 } 907 }
908 else
909 {
910 PhysicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
911 LogHeader, PhysicsScene.Name);
912 }
898 }); 913 });
899 } 914 }
900 else 915 else
@@ -907,8 +922,7 @@ public sealed class BSShapeCollection : IDisposable
907 } 922 }
908 923
909 // While we figure out the real problem, stick in a simple box for the object. 924 // While we figure out the real problem, stick in a simple box for the object.
910 BulletShape fillinShape = 925 BulletShape fillinShape = BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
911 BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
912 926
913 return fillinShape; 927 return fillinShape;
914 } 928 }