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author | Robert Adams | 2012-10-15 12:11:00 -0700 |
---|---|---|
committer | Robert Adams | 2012-10-19 10:52:14 -0700 |
commit | fc33afddd360843d05f030750b7075315a526ae1 (patch) | |
tree | 69b48a3eaf800c9a3a24abaa0a12d8eb864bddc9 /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |
parent | BulletSim: Fix small problems with last patch: BSScene.World properly initial... (diff) | |
download | opensim-SC_OLD-fc33afddd360843d05f030750b7075315a526ae1.zip opensim-SC_OLD-fc33afddd360843d05f030750b7075315a526ae1.tar.gz opensim-SC_OLD-fc33afddd360843d05f030750b7075315a526ae1.tar.bz2 opensim-SC_OLD-fc33afddd360843d05f030750b7075315a526ae1.tar.xz |
BulletSim: remove code in ShapeCollection that hinted at shape sharing.
Add new function to ParameterDefn for calling BulletSimAPI to set values.
Tweaking to BSCharacter parameter setting to try and have avatars stand.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 110 |
1 files changed, 36 insertions, 74 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 5a77e52..bbfdac6 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -51,7 +51,7 @@ public class BSShapeCollection : IDisposable | |||
51 | } | 51 | } |
52 | 52 | ||
53 | // Description of a hull. | 53 | // Description of a hull. |
54 | // Meshes and hulls have the same shape hash key but we only need hulls for efficient physical objects | 54 | // Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations. |
55 | private struct HullDesc | 55 | private struct HullDesc |
56 | { | 56 | { |
57 | public IntPtr ptr; | 57 | public IntPtr ptr; |
@@ -59,17 +59,9 @@ public class BSShapeCollection : IDisposable | |||
59 | public DateTime lastReferenced; | 59 | public DateTime lastReferenced; |
60 | } | 60 | } |
61 | 61 | ||
62 | private struct BodyDesc | 62 | // The sharable set of meshes and hulls. Indexed by their shape hash. |
63 | { | ||
64 | public IntPtr ptr; | ||
65 | // Bodies are only used once so reference count is always either one or zero | ||
66 | public int referenceCount; | ||
67 | public DateTime lastReferenced; | ||
68 | } | ||
69 | |||
70 | private Dictionary<System.UInt64, MeshDesc> Meshes = new Dictionary<System.UInt64, MeshDesc>(); | 63 | private Dictionary<System.UInt64, MeshDesc> Meshes = new Dictionary<System.UInt64, MeshDesc>(); |
71 | private Dictionary<System.UInt64, HullDesc> Hulls = new Dictionary<System.UInt64, HullDesc>(); | 64 | private Dictionary<System.UInt64, HullDesc> Hulls = new Dictionary<System.UInt64, HullDesc>(); |
72 | private Dictionary<uint, BodyDesc> Bodies = new Dictionary<uint, BodyDesc>(); | ||
73 | 65 | ||
74 | public BSShapeCollection(BSScene physScene) | 66 | public BSShapeCollection(BSScene physScene) |
75 | { | 67 | { |
@@ -92,6 +84,10 @@ public class BSShapeCollection : IDisposable | |||
92 | // First checks the shape and updates that if necessary then makes | 84 | // First checks the shape and updates that if necessary then makes |
93 | // sure the body is of the right type. | 85 | // sure the body is of the right type. |
94 | // Return 'true' if either the body or the shape changed. | 86 | // Return 'true' if either the body or the shape changed. |
87 | // 'shapeCallback' and 'bodyCallback' are, if non-null, functions called just before | ||
88 | // the current shape or body is destroyed. This allows the caller to remove any | ||
89 | // higher level dependencies on the shape or body. Mostly used for LinkSets to | ||
90 | // remove the physical constraints before the body is destroyed. | ||
95 | // Called at taint-time!! | 91 | // Called at taint-time!! |
96 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, | 92 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, |
97 | ShapeData shapeData, PrimitiveBaseShape pbs, | 93 | ShapeData shapeData, PrimitiveBaseShape pbs, |
@@ -103,7 +99,8 @@ public class BSShapeCollection : IDisposable | |||
103 | lock (m_collectionActivityLock) | 99 | lock (m_collectionActivityLock) |
104 | { | 100 | { |
105 | // Do we have the correct geometry for this type of object? | 101 | // Do we have the correct geometry for this type of object? |
106 | // Updates prim.BSShape with information/pointers to requested shape | 102 | // Updates prim.BSShape with information/pointers to shape. |
103 | // CreateGeom returns 'true' of BSShape as changed to a new shape. | ||
107 | bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback); | 104 | bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback); |
108 | // If we had to select a new shape geometry for the object, | 105 | // If we had to select a new shape geometry for the object, |
109 | // rebuild the body around it. | 106 | // rebuild the body around it. |
@@ -125,35 +122,19 @@ public class BSShapeCollection : IDisposable | |||
125 | { | 122 | { |
126 | lock (m_collectionActivityLock) | 123 | lock (m_collectionActivityLock) |
127 | { | 124 | { |
128 | BodyDesc bodyDesc; | 125 | DetailLog("{0},BSShapeCollection.ReferenceBody,newBody", body.ID, body); |
129 | if (Bodies.TryGetValue(body.ID, out bodyDesc)) | 126 | BSScene.TaintCallback createOperation = delegate() |
130 | { | 127 | { |
131 | bodyDesc.referenceCount++; | 128 | if (!BulletSimAPI.IsInWorld2(body.ptr)) |
132 | DetailLog("{0},BSShapeCollection.ReferenceBody,existingBody,body={1},ref={2}", body.ID, body, bodyDesc.referenceCount); | ||
133 | } | ||
134 | else | ||
135 | { | ||
136 | // New entry | ||
137 | bodyDesc.ptr = body.ptr; | ||
138 | bodyDesc.referenceCount = 1; | ||
139 | DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,ref={2}", | ||
140 | body.ID, body, bodyDesc.referenceCount); | ||
141 | BSScene.TaintCallback createOperation = delegate() | ||
142 | { | 129 | { |
143 | if (!BulletSimAPI.IsInWorld2(body.ptr)) | 130 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr); |
144 | { | 131 | DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); |
145 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr); | 132 | } |
146 | DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", | 133 | }; |
147 | body.ID, body); | 134 | if (inTaintTime) |
148 | } | 135 | createOperation(); |
149 | }; | 136 | else |
150 | if (inTaintTime) | 137 | PhysicsScene.TaintedObject("BSShapeCollection.ReferenceBody", createOperation); |
151 | createOperation(); | ||
152 | else | ||
153 | PhysicsScene.TaintedObject("BSShapeCollection.ReferenceBody", createOperation); | ||
154 | } | ||
155 | bodyDesc.lastReferenced = System.DateTime.Now; | ||
156 | Bodies[body.ID] = bodyDesc; | ||
157 | } | 138 | } |
158 | } | 139 | } |
159 | 140 | ||
@@ -166,43 +147,25 @@ public class BSShapeCollection : IDisposable | |||
166 | 147 | ||
167 | lock (m_collectionActivityLock) | 148 | lock (m_collectionActivityLock) |
168 | { | 149 | { |
169 | BodyDesc bodyDesc; | 150 | BSScene.TaintCallback removeOperation = delegate() |
170 | if (Bodies.TryGetValue(body.ID, out bodyDesc)) | ||
171 | { | 151 | { |
172 | bodyDesc.referenceCount--; | 152 | DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}, inTaintTime={2}", |
173 | bodyDesc.lastReferenced = System.DateTime.Now; | 153 | body.ID, body.ptr.ToString("X"), inTaintTime); |
174 | Bodies[body.ID] = bodyDesc; | 154 | // If the caller needs to know the old body is going away, pass the event up. |
175 | DetailLog("{0},BSShapeCollection.DereferenceBody,ref={1}", body.ID, bodyDesc.referenceCount); | 155 | if (bodyCallback != null) bodyCallback(body); |
176 | 156 | ||
177 | // If body is no longer being used, free it -- bodies can never be shared. | 157 | // It may have already been removed from the world in which case the next is a NOOP. |
178 | if (bodyDesc.referenceCount == 0) | 158 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); |
179 | { | 159 | |
180 | Bodies.Remove(body.ID); | 160 | // Zero any reference to the shape so it is not freed when the body is deleted. |
181 | BSScene.TaintCallback removeOperation = delegate() | 161 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero); |
182 | { | 162 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr); |
183 | DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}, inTaintTime={2}", | 163 | }; |
184 | body.ID, body.ptr.ToString("X"), inTaintTime); | 164 | // If already in taint-time, do the operations now. Otherwise queue for later. |
185 | // If the caller needs to know the old body is going away, pass the event up. | 165 | if (inTaintTime) |
186 | if (bodyCallback != null) bodyCallback(body); | 166 | removeOperation(); |
187 | |||
188 | // It may have already been removed from the world in which case the next is a NOOP. | ||
189 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); | ||
190 | |||
191 | // Zero any reference to the shape so it is not freed when the body is deleted. | ||
192 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero); | ||
193 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr); | ||
194 | }; | ||
195 | // If already in taint-time, do the operations now. Otherwise queue for later. | ||
196 | if (inTaintTime) | ||
197 | removeOperation(); | ||
198 | else | ||
199 | PhysicsScene.TaintedObject("BSShapeCollection.DereferenceBody", removeOperation); | ||
200 | } | ||
201 | } | ||
202 | else | 167 | else |
203 | { | 168 | PhysicsScene.TaintedObject("BSShapeCollection.DereferenceBody", removeOperation); |
204 | DetailLog("{0},BSShapeCollection.DereferenceBody,DID NOT FIND BODY", body.ID, bodyDesc.referenceCount); | ||
205 | } | ||
206 | } | 169 | } |
207 | } | 170 | } |
208 | 171 | ||
@@ -271,7 +234,6 @@ public class BSShapeCollection : IDisposable | |||
271 | } | 234 | } |
272 | 235 | ||
273 | // Release the usage of a shape. | 236 | // Release the usage of a shape. |
274 | // The collisionObject is released since it is a copy of the real collision shape. | ||
275 | public void DereferenceShape(BulletShape shape, bool inTaintTime, ShapeDestructionCallback shapeCallback) | 237 | public void DereferenceShape(BulletShape shape, bool inTaintTime, ShapeDestructionCallback shapeCallback) |
276 | { | 238 | { |
277 | if (shape.ptr == IntPtr.Zero) | 239 | if (shape.ptr == IntPtr.Zero) |