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authorBlueWall2012-10-20 05:25:58 -0400
committerBlueWall2012-10-20 05:25:58 -0400
commit07f1d44174f5e2b4e3d5ffdec3619bb84f357af2 (patch)
tree83cc0442b2c1b89a5b3dd94cff23d5098415777e /OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
parentMerge branch 'master' into connector_plugin (diff)
parentFix: invinite loading for Viewer3 : parcelinfo request of traffic-value (impl... (diff)
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Merge branch 'master' into connector_plugin
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODEPrim.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs174
1 files changed, 153 insertions, 21 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index e7b3b2b..2548648 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -67,6 +67,14 @@ namespace OpenSim.Region.Physics.OdePlugin
67 private int m_expectedCollisionContacts = 0; 67 private int m_expectedCollisionContacts = 0;
68 68
69 /// <summary> 69 /// <summary>
70 /// Gets collide bits so that we can still perform land collisions if a mesh fails to load.
71 /// </summary>
72 private int BadMeshAssetCollideBits
73 {
74 get { return m_isphysical ? (int)CollisionCategories.Land : 0; }
75 }
76
77 /// <summary>
70 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. 78 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
71 /// </summary> 79 /// </summary>
72 public override bool IsPhysical 80 public override bool IsPhysical
@@ -100,6 +108,9 @@ namespace OpenSim.Region.Physics.OdePlugin
100 private Vector3 m_taintAngularLock = Vector3.One; 108 private Vector3 m_taintAngularLock = Vector3.One;
101 private IntPtr Amotor = IntPtr.Zero; 109 private IntPtr Amotor = IntPtr.Zero;
102 110
111 private object m_assetsLock = new object();
112 private bool m_assetFailed = false;
113
103 private Vector3 m_PIDTarget; 114 private Vector3 m_PIDTarget;
104 private float m_PIDTau; 115 private float m_PIDTau;
105 private float PID_D = 35f; 116 private float PID_D = 35f;
@@ -282,6 +293,7 @@ namespace OpenSim.Region.Physics.OdePlugin
282 } 293 }
283 294
284 m_taintadd = true; 295 m_taintadd = true;
296 m_assetFailed = false;
285 _parent_scene.AddPhysicsActorTaint(this); 297 _parent_scene.AddPhysicsActorTaint(this);
286 } 298 }
287 299
@@ -337,8 +349,16 @@ namespace OpenSim.Region.Physics.OdePlugin
337 prim_geom = geom; 349 prim_geom = geom;
338//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); 350//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
339 351
340 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 352 if (m_assetFailed)
341 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 353 {
354 d.GeomSetCategoryBits(prim_geom, 0);
355 d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
356 }
357 else
358 {
359 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
360 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
361 }
342 362
343 _parent_scene.geom_name_map[prim_geom] = Name; 363 _parent_scene.geom_name_map[prim_geom] = Name;
344 _parent_scene.actor_name_map[prim_geom] = this; 364 _parent_scene.actor_name_map[prim_geom] = this;
@@ -401,8 +421,17 @@ namespace OpenSim.Region.Physics.OdePlugin
401 myrot.W = _orientation.W; 421 myrot.W = _orientation.W;
402 d.BodySetQuaternion(Body, ref myrot); 422 d.BodySetQuaternion(Body, ref myrot);
403 d.GeomSetBody(prim_geom, Body); 423 d.GeomSetBody(prim_geom, Body);
404 m_collisionCategories |= CollisionCategories.Body; 424
405 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); 425 if (m_assetFailed)
426 {
427 d.GeomSetCategoryBits(prim_geom, 0);
428 d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
429 }
430 else
431 {
432 m_collisionCategories |= CollisionCategories.Body;
433 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
434 }
406 435
407 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 436 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
408 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 437 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
@@ -774,8 +803,16 @@ namespace OpenSim.Region.Physics.OdePlugin
774 m_collisionCategories &= ~CollisionCategories.Body; 803 m_collisionCategories &= ~CollisionCategories.Body;
775 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); 804 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
776 805
777 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 806 if (m_assetFailed)
778 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 807 {
808 d.GeomSetCategoryBits(prim_geom, 0);
809 d.GeomSetCollideBits(prim_geom, 0);
810 }
811 else
812 {
813 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
814 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
815 }
779 816
780 d.BodyDestroy(Body); 817 d.BodyDestroy(Body);
781 lock (childrenPrim) 818 lock (childrenPrim)
@@ -799,8 +836,17 @@ namespace OpenSim.Region.Physics.OdePlugin
799 m_collisionCategories &= ~CollisionCategories.Body; 836 m_collisionCategories &= ~CollisionCategories.Body;
800 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); 837 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
801 838
802 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 839 if (m_assetFailed)
803 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 840 {
841 d.GeomSetCategoryBits(prim_geom, 0);
842 d.GeomSetCollideBits(prim_geom, 0);
843 }
844 else
845 {
846
847 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
848 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
849 }
804 850
805 Body = IntPtr.Zero; 851 Body = IntPtr.Zero;
806 } 852 }
@@ -1090,8 +1136,16 @@ Console.WriteLine("ZProcessTaints for " + Name);
1090 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); 1136 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1091 1137
1092//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name); 1138//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name);
1093 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); 1139 if (prm.m_assetFailed)
1094 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); 1140 {
1141 d.GeomSetCategoryBits(prm.prim_geom, 0);
1142 d.GeomSetCollideBits(prm.prim_geom, prm.BadMeshAssetCollideBits);
1143 }
1144 else
1145 {
1146 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1147 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1148 }
1095 1149
1096 d.Quaternion quat = new d.Quaternion(); 1150 d.Quaternion quat = new d.Quaternion();
1097 quat.W = prm._orientation.W; 1151 quat.W = prm._orientation.W;
@@ -1136,10 +1190,18 @@ Console.WriteLine("ZProcessTaints for " + Name);
1136 m_collisionCategories |= CollisionCategories.Body; 1190 m_collisionCategories |= CollisionCategories.Body;
1137 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); 1191 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1138 1192
1139//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name); 1193 if (m_assetFailed)
1140 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 1194 {
1141//Console.WriteLine(" Post GeomSetCategoryBits 2"); 1195 d.GeomSetCategoryBits(prim_geom, 0);
1142 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 1196 d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
1197 }
1198 else
1199 {
1200 //Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name);
1201 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1202 //Console.WriteLine(" Post GeomSetCategoryBits 2");
1203 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1204 }
1143 1205
1144 d.Quaternion quat2 = new d.Quaternion(); 1206 d.Quaternion quat2 = new d.Quaternion();
1145 quat2.W = _orientation.W; 1207 quat2.W = _orientation.W;
@@ -1300,8 +1362,16 @@ Console.WriteLine("ZProcessTaints for " + Name);
1300 disableBodySoft(); 1362 disableBodySoft();
1301 } 1363 }
1302 1364
1303 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 1365 if (m_assetFailed)
1304 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 1366 {
1367 d.GeomSetCategoryBits(prim_geom, 0);
1368 d.GeomSetCollideBits(prim_geom, 0);
1369 }
1370 else
1371 {
1372 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1373 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1374 }
1305 1375
1306 if (IsPhysical) 1376 if (IsPhysical)
1307 { 1377 {
@@ -1322,8 +1392,16 @@ Console.WriteLine("ZProcessTaints for " + Name);
1322 if (m_collidesWater) 1392 if (m_collidesWater)
1323 m_collisionFlags |= CollisionCategories.Water; 1393 m_collisionFlags |= CollisionCategories.Water;
1324 1394
1325 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 1395 if (m_assetFailed)
1326 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 1396 {
1397 d.GeomSetCategoryBits(prim_geom, 0);
1398 d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
1399 }
1400 else
1401 {
1402 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1403 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1404 }
1327 1405
1328 if (IsPhysical) 1406 if (IsPhysical)
1329 { 1407 {
@@ -1498,6 +1576,10 @@ Console.WriteLine("CreateGeom:");
1498 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); 1576 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1499 // createmesh returns null when it's a shape that isn't a cube. 1577 // createmesh returns null when it's a shape that isn't a cube.
1500 // m_log.Debug(m_localID); 1578 // m_log.Debug(m_localID);
1579 if (mesh == null)
1580 CheckMeshAsset();
1581 else
1582 m_assetFailed = false;
1501 } 1583 }
1502 1584
1503#if SPAM 1585#if SPAM
@@ -1997,7 +2079,14 @@ Console.WriteLine(" JointCreateFixed");
1997 // Don't need to re-enable body.. it's done in SetMesh 2079 // Don't need to re-enable body.. it's done in SetMesh
1998 2080
1999 if (_parent_scene.needsMeshing(_pbs)) 2081 if (_parent_scene.needsMeshing(_pbs))
2082 {
2000 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); 2083 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
2084 if (mesh == null)
2085 CheckMeshAsset();
2086 else
2087 m_assetFailed = false;
2088 }
2089
2001 } 2090 }
2002 2091
2003 CreateGeom(m_targetSpace, mesh); 2092 CreateGeom(m_targetSpace, mesh);
@@ -2049,14 +2138,19 @@ Console.WriteLine(" JointCreateFixed");
2049 m_collisionFlags &= ~CollisionCategories.Water; 2138 m_collisionFlags &= ~CollisionCategories.Water;
2050 } 2139 }
2051 2140
2052 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 2141 if (m_assetFailed)
2053 } 2142 d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
2143 else
2054 2144
2145 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2146 }
2055 /// <summary> 2147 /// <summary>
2056 /// Change prim in response to a shape taint. 2148 /// Change prim in response to a shape taint.
2057 /// </summary> 2149 /// </summary>
2058 private void changeshape() 2150 private void changeshape()
2059 { 2151 {
2152 m_taintshape = false;
2153
2060 // Cleanup of old prim geometry and Bodies 2154 // Cleanup of old prim geometry and Bodies
2061 if (IsPhysical && Body != IntPtr.Zero) 2155 if (IsPhysical && Body != IntPtr.Zero)
2062 { 2156 {
@@ -2084,6 +2178,7 @@ Console.WriteLine(" JointCreateFixed");
2084 2178
2085 IMesh mesh = null; 2179 IMesh mesh = null;
2086 2180
2181
2087 if (_parent_scene.needsMeshing(_pbs)) 2182 if (_parent_scene.needsMeshing(_pbs))
2088 { 2183 {
2089 // Don't need to re-enable body.. it's done in CreateMesh 2184 // Don't need to re-enable body.. it's done in CreateMesh
@@ -2094,6 +2189,10 @@ Console.WriteLine(" JointCreateFixed");
2094 2189
2095 // createmesh returns null when it doesn't mesh. 2190 // createmesh returns null when it doesn't mesh.
2096 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); 2191 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical);
2192 if (mesh == null)
2193 CheckMeshAsset();
2194 else
2195 m_assetFailed = false;
2097 } 2196 }
2098 2197
2099 CreateGeom(m_targetSpace, mesh); 2198 CreateGeom(m_targetSpace, mesh);
@@ -2130,7 +2229,7 @@ Console.WriteLine(" JointCreateFixed");
2130 } 2229 }
2131 2230
2132 resetCollisionAccounting(); 2231 resetCollisionAccounting();
2133 m_taintshape = false; 2232// m_taintshape = false;
2134 } 2233 }
2135 2234
2136 /// <summary> 2235 /// <summary>
@@ -2396,6 +2495,7 @@ Console.WriteLine(" JointCreateFixed");
2396 set 2495 set
2397 { 2496 {
2398 _pbs = value; 2497 _pbs = value;
2498 m_assetFailed = false;
2399 m_taintshape = true; 2499 m_taintshape = true;
2400 } 2500 }
2401 } 2501 }
@@ -3234,5 +3334,37 @@ Console.WriteLine(" JointCreateFixed");
3234 { 3334 {
3235 m_material = pMaterial; 3335 m_material = pMaterial;
3236 } 3336 }
3337
3338
3339 private void CheckMeshAsset()
3340 {
3341 if (_pbs.SculptEntry && !m_assetFailed && _pbs.SculptTexture != UUID.Zero)
3342 {
3343 m_assetFailed = true;
3344 Util.FireAndForget(delegate
3345 {
3346 RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod;
3347 if (assetProvider != null)
3348 assetProvider(_pbs.SculptTexture, MeshAssetReveived);
3349 });
3350 }
3351 }
3352
3353 void MeshAssetReveived(AssetBase asset)
3354 {
3355 if (asset.Data != null && asset.Data.Length > 0)
3356 {
3357 if (!_pbs.SculptEntry)
3358 return;
3359 if (_pbs.SculptTexture.ToString() != asset.ID)
3360 return;
3361
3362 _pbs.SculptData = new byte[asset.Data.Length];
3363 asset.Data.CopyTo(_pbs.SculptData, 0);
3364// m_assetFailed = false;
3365 m_taintshape = true;
3366 _parent_scene.AddPhysicsActorTaint(this);
3367 }
3368 }
3237 } 3369 }
3238} \ No newline at end of file 3370} \ No newline at end of file