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authorRobert Adams2013-05-01 17:16:46 -0700
committerRobert Adams2013-05-01 17:16:46 -0700
commited46b42feae4659653ba54a9290dddede6f24f2e (patch)
treea00f35b1fedde0e8db38fb479f57b99977ed3941 /OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
parentBulletSim: rework LinksetCompound to work with new BSShape system. (diff)
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BulletSim: fix crash when mesh asset wasn't available when meshing
the first time. Debugging added for mesh/hull asset fetch.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs28
1 files changed, 18 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 3faa484..2962249 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -164,6 +164,8 @@ public abstract class BSShape
164 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; 164 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
165 physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", 165 physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}",
166 LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); 166 LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
167 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}",
168 prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture);
167 } 169 }
168 else 170 else
169 { 171 {
@@ -174,29 +176,33 @@ public abstract class BSShape
174 && prim.BaseShape.SculptTexture != OMV.UUID.Zero 176 && prim.BaseShape.SculptTexture != OMV.UUID.Zero
175 ) 177 )
176 { 178 {
177 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset", prim.LocalID); 179 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset,objNam={1},tex={2}",
180 prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture);
178 // Multiple requestors will know we're waiting for this asset 181 // Multiple requestors will know we're waiting for this asset
179 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; 182 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
180 183
181 BSPhysObject xprim = prim; 184 BSPhysObject xprim = prim;
182 Util.FireAndForget(delegate 185 Util.FireAndForget(delegate
183 { 186 {
187 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID);
184 RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; 188 RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod;
185 if (assetProvider != null) 189 if (assetProvider != null)
186 { 190 {
187 BSPhysObject yprim = xprim; // probably not necessary, but, just in case. 191 BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
188 assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) 192 assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
189 { 193 {
194 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID);
190 bool assetFound = false; 195 bool assetFound = false;
191 string mismatchIDs = String.Empty; // DEBUG DEBUG 196 string mismatchIDs = String.Empty; // DEBUG DEBUG
192 if (asset != null && yprim.BaseShape.SculptEntry) 197 if (asset != null && yprim.BaseShape.SculptEntry)
193 { 198 {
194 if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) 199 if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
195 { 200 {
196 yprim.BaseShape.SculptData = asset.Data; 201 yprim.BaseShape.SculptData = (byte[])asset.Data.Clone();
197 // This will cause the prim to see that the filler shape is not the right 202 // This will cause the prim to see that the filler shape is not the right
198 // one and try again to build the object. 203 // one and try again to build the object.
199 // No race condition with the normal shape setting since the rebuild is at taint time. 204 // No race condition with the normal shape setting since the rebuild is at taint time.
205 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched;
200 yprim.ForceBodyShapeRebuild(false /* inTaintTime */); 206 yprim.ForceBodyShapeRebuild(false /* inTaintTime */);
201 assetFound = true; 207 assetFound = true;
202 } 208 }
@@ -205,11 +211,11 @@ public abstract class BSShape
205 mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; 211 mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID;
206 } 212 }
207 } 213 }
208 if (assetFound) 214 if (!assetFound)
209 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; 215 {
210 else
211 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; 216 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
212 physicsScene.DetailLog("{0},BSShape,fetchAssetCallback,found={1},isSculpt={2},ids={3}", 217 }
218 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
213 yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); 219 yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
214 }); 220 });
215 } 221 }
@@ -227,6 +233,8 @@ public abstract class BSShape
227 { 233 {
228 physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", 234 physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}",
229 LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); 235 LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture);
236 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}",
237 prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture);
230 } 238 }
231 } 239 }
232 } 240 }
@@ -359,7 +367,7 @@ public class BSShapeMesh : BSShape
359 367
360 // Check to see if mesh was created (might require an asset). 368 // Check to see if mesh was created (might require an asset).
361 newShape = VerifyMeshCreated(physicsScene, newShape, prim); 369 newShape = VerifyMeshCreated(physicsScene, newShape, prim);
362 if (newShape.shapeType == BSPhysicsShapeType.SHAPE_MESH) 370 if (!newShape.isNativeShape)
363 { 371 {
364 // If a mesh was what was created, remember the built shape for later sharing. 372 // If a mesh was what was created, remember the built shape for later sharing.
365 Meshes.Add(newMeshKey, retMesh); 373 Meshes.Add(newMeshKey, retMesh);
@@ -408,7 +416,7 @@ public class BSShapeMesh : BSShape
408 private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, 416 private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey,
409 PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) 417 PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
410 { 418 {
411 BulletShape newShape = null; 419 BulletShape newShape = new BulletShape();
412 420
413 IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, 421 IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
414 false, // say it is not physical so a bounding box is not built 422 false, // say it is not physical so a bounding box is not built
@@ -507,7 +515,7 @@ public class BSShapeHull : BSShape
507 515
508 // Check to see if hull was created (might require an asset). 516 // Check to see if hull was created (might require an asset).
509 newShape = VerifyMeshCreated(physicsScene, newShape, prim); 517 newShape = VerifyMeshCreated(physicsScene, newShape, prim);
510 if (newShape.shapeType == BSPhysicsShapeType.SHAPE_HULL) 518 if (!newShape.isNativeShape)
511 { 519 {
512 // If a mesh was what was created, remember the built shape for later sharing. 520 // If a mesh was what was created, remember the built shape for later sharing.
513 Hulls.Add(newHullKey, retHull); 521 Hulls.Add(newHullKey, retHull);
@@ -731,7 +739,7 @@ public class BSShapeCompound : BSShape
731 { 739 {
732 lock (physShapeInfo) 740 lock (physShapeInfo)
733 { 741 {
734 Dereference(physicsScene); 742 this.DecrementReference();
735 if (referenceCount <= 0) 743 if (referenceCount <= 0)
736 { 744 {
737 if (!physicsScene.PE.IsCompound(physShapeInfo)) 745 if (!physicsScene.PE.IsCompound(physShapeInfo))