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authorRobert Adams2013-05-02 10:06:12 -0700
committerRobert Adams2013-05-02 10:06:12 -0700
commitd9c3947824feccd3522c70a72b75c72a84bab3e0 (patch)
tree32348167e8aea62420bb3158f790140f38609d2f /OpenSim/Region/Physics
parentMerge branch 'master' into bulletsim4 (diff)
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BulletSim: Rebuild physical body if physical shape changes for mesh and hull.
Properly rebuilds collision caches. Release asset data fetched when building mesh or hulls.
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs1
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs35
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs59
4 files changed, 73 insertions, 24 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index f535e50..b9bd909 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -596,6 +596,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
596 public override void Refresh() 596 public override void Refresh()
597 { 597 {
598 // If asking for a refresh, reset the physical parameters before the next simulation step. 598 // If asking for a refresh, reset the physical parameters before the next simulation step.
599 // Called whether active or not since the active state may be updated before the next step.
599 m_physicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate() 600 m_physicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate()
600 { 601 {
601 SetPhysicalParameters(); 602 SetPhysicalParameters();
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 7e2af78..3d68d7f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -767,7 +767,7 @@ public class BSPrim : BSPhysObject
767 if (!PhysBody.HasPhysicalBody) 767 if (!PhysBody.HasPhysicalBody)
768 { 768 {
769 // This would only happen if updates are called for during initialization when the body is not set up yet. 769 // This would only happen if updates are called for during initialization when the body is not set up yet.
770 DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID); 770 // DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID);
771 return; 771 return;
772 } 772 }
773 773
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index a4250be..809435d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -227,16 +227,41 @@ public sealed class BSShapeCollection : IDisposable
227 if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) 227 if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects)
228 { 228 {
229 // Update prim.BSShape to reference a hull of this shape. 229 // Update prim.BSShape to reference a hull of this shape.
230 DereferenceExistingShape(prim, shapeCallback); 230 BSShape potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim);
231 prim.PhysShape = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); 231 // If the current shape is not what is on the prim at the moment, time to change.
232 if (!prim.PhysShape.HasPhysicalShape
233 || potentialHull.ShapeType != prim.PhysShape.ShapeType
234 || potentialHull.physShapeInfo.shapeKey != prim.PhysShape.physShapeInfo.shapeKey)
235 {
236 DereferenceExistingShape(prim, shapeCallback);
237 prim.PhysShape = potentialHull;
238 ret = true;
239 }
240 else
241 {
242 potentialHull.Dereference(m_physicsScene);
243 }
232 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", 244 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
233 prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); 245 prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"));
234 } 246 }
235 else 247 else
236 { 248 {
237 // Update prim.BSShape to reference a mesh of this shape. 249 // Update prim.BSShape to reference a mesh of this shape.
238 DereferenceExistingShape(prim, shapeCallback); 250 BSShape potentialMesh = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim);
239 prim.PhysShape = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); 251 // If the current shape is not what is on the prim at the moment, time to change.
252 if (!prim.PhysShape.HasPhysicalShape
253 || potentialMesh.ShapeType != prim.PhysShape.ShapeType
254 || potentialMesh.physShapeInfo.shapeKey != prim.PhysShape.physShapeInfo.shapeKey)
255 {
256 DereferenceExistingShape(prim, shapeCallback);
257 prim.PhysShape = potentialMesh;
258 ret = true;
259 }
260 else
261 {
262 // We don't need this reference to the mesh that is already being using.
263 potentialMesh.Dereference(m_physicsScene);
264 }
240 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", 265 if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
241 prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); 266 prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"));
242 } 267 }
@@ -320,7 +345,7 @@ public sealed class BSShapeCollection : IDisposable
320 if (prim.IsSolid) 345 if (prim.IsSolid)
321 { 346 {
322 aBody = m_physicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); 347 aBody = m_physicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation);
323 if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,body={1}", prim.LocalID, aBody); 348 if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,rigid,body={1}", prim.LocalID, aBody);
324 } 349 }
325 else 350 else
326 { 351 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 2962249..3346626 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -115,10 +115,15 @@ public abstract class BSShape
115 public override string ToString() 115 public override string ToString()
116 { 116 {
117 StringBuilder buff = new StringBuilder(); 117 StringBuilder buff = new StringBuilder();
118 buff.Append("<t="); 118 if (physShapeInfo == null)
119 buff.Append(ShapeType.ToString()); 119 {
120 buff.Append(",p="); 120 buff.Append(",noPhys");
121 buff.Append(AddrString); 121 }
122 else
123 {
124 buff.Append(",phy=");
125 buff.Append(physShapeInfo.ToString());
126 }
122 buff.Append(",c="); 127 buff.Append(",c=");
123 buff.Append(referenceCount.ToString()); 128 buff.Append(referenceCount.ToString());
124 buff.Append(">"); 129 buff.Append(">");
@@ -184,21 +189,21 @@ public abstract class BSShape
184 BSPhysObject xprim = prim; 189 BSPhysObject xprim = prim;
185 Util.FireAndForget(delegate 190 Util.FireAndForget(delegate
186 { 191 {
187 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID); 192 // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID);
188 RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; 193 RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod;
189 if (assetProvider != null) 194 if (assetProvider != null)
190 { 195 {
191 BSPhysObject yprim = xprim; // probably not necessary, but, just in case. 196 BSPhysObject yprim = xprim; // probably not necessary, but, just in case.
192 assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) 197 assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset)
193 { 198 {
194 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID); 199 // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID);
195 bool assetFound = false; 200 bool assetFound = false;
196 string mismatchIDs = String.Empty; // DEBUG DEBUG 201 string mismatchIDs = String.Empty; // DEBUG DEBUG
197 if (asset != null && yprim.BaseShape.SculptEntry) 202 if (asset != null && yprim.BaseShape.SculptEntry)
198 { 203 {
199 if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) 204 if (yprim.BaseShape.SculptTexture.ToString() == asset.ID)
200 { 205 {
201 yprim.BaseShape.SculptData = (byte[])asset.Data.Clone(); 206 yprim.BaseShape.SculptData = asset.Data;
202 // This will cause the prim to see that the filler shape is not the right 207 // This will cause the prim to see that the filler shape is not the right
203 // one and try again to build the object. 208 // one and try again to build the object.
204 // No race condition with the normal shape setting since the rebuild is at taint time. 209 // No race condition with the normal shape setting since the rebuild is at taint time.
@@ -290,7 +295,7 @@ public class BSShapeNative : BSShape
290 { 295 {
291 if (physShapeInfo.HasPhysicalShape) 296 if (physShapeInfo.HasPhysicalShape)
292 { 297 {
293 physicsScene.DetailLog("{0},BSShapeNative.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); 298 physicsScene.DetailLog("{0},BSShapeNative.Dereference,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
294 physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); 299 physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
295 } 300 }
296 physShapeInfo.Clear(); 301 physShapeInfo.Clear();
@@ -347,9 +352,8 @@ public class BSShapeMesh : BSShape
347 float lod; 352 float lod;
348 System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); 353 System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
349 354
350 physicsScene.DetailLog("{0},BSShapeMesh,getReference,oldKey={1},newKey={2},size={3},lod={4}", 355 physicsScene.DetailLog("{0},BSShapeMesh,getReference,newKey={1},size={2},lod={3}",
351 prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"), 356 prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod);
352 newMeshKey.ToString("X"), prim.Size, lod);
353 357
354 BSShapeMesh retMesh = null; 358 BSShapeMesh retMesh = null;
355 lock (Meshes) 359 lock (Meshes)
@@ -389,6 +393,7 @@ public class BSShapeMesh : BSShape
389 lock (Meshes) 393 lock (Meshes)
390 { 394 {
391 this.DecrementReference(); 395 this.DecrementReference();
396 physicsScene.DetailLog("{0},BSShapeMesh.Dereference,shape={1}", BSScene.DetailLogZero, this);
392 // TODO: schedule aging and destruction of unused meshes. 397 // TODO: schedule aging and destruction of unused meshes.
393 } 398 }
394 } 399 }
@@ -425,6 +430,12 @@ public class BSShapeMesh : BSShape
425 430
426 if (meshData != null) 431 if (meshData != null)
427 { 432 {
433 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
434 {
435 // Release the fetched asset data once it has been used.
436 pbs.SculptData = new byte[0];
437 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown;
438 }
428 439
429 int[] indices = meshData.getIndexListAsInt(); 440 int[] indices = meshData.getIndexListAsInt();
430 int realIndicesIndex = indices.Length; 441 int realIndicesIndex = indices.Length;
@@ -462,8 +473,8 @@ public class BSShapeMesh : BSShape
462 } 473 }
463 } 474 }
464 } 475 }
465 physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}", 476 physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,key={1},origTri={2},realTri={3},numVerts={4}",
466 BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); 477 BSScene.DetailLogZero, newMeshKey.ToString("X"), indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
467 478
468 if (realIndicesIndex != 0) 479 if (realIndicesIndex != 0)
469 { 480 {
@@ -496,8 +507,8 @@ public class BSShapeHull : BSShape
496 float lod; 507 float lod;
497 System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); 508 System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
498 509
499 physicsScene.DetailLog("{0},BSShapeHull,getReference,oldKey={1},newKey={2},size={3},lod={4}", 510 physicsScene.DetailLog("{0},BSShapeHull,getReference,newKey={1},size={2},lod={3}",
500 prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"), newHullKey.ToString("X"), prim.Size, lod); 511 prim.LocalID, newHullKey.ToString("X"), prim.Size, lod);
501 512
502 BSShapeHull retHull = null; 513 BSShapeHull retHull = null;
503 lock (Hulls) 514 lock (Hulls)
@@ -537,6 +548,7 @@ public class BSShapeHull : BSShape
537 lock (Hulls) 548 lock (Hulls)
538 { 549 {
539 this.DecrementReference(); 550 this.DecrementReference();
551 physicsScene.DetailLog("{0},BSShapeHull.Dereference,shape={1}", BSScene.DetailLogZero, this);
540 // TODO: schedule aging and destruction of unused meshes. 552 // TODO: schedule aging and destruction of unused meshes.
541 } 553 }
542 } 554 }
@@ -549,6 +561,8 @@ public class BSShapeHull : BSShape
549 561
550 if (BSParam.ShouldUseBulletHACD) 562 if (BSParam.ShouldUseBulletHACD)
551 { 563 {
564 // Build the hull shape from an existing mesh shape.
565 // The mesh should have already been created in Bullet.
552 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); 566 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID);
553 BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); 567 BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim);
554 568
@@ -568,18 +582,26 @@ public class BSShapeHull : BSShape
568 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); 582 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
569 newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); 583 newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms);
570 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); 584 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
585
586 // Now done with the mesh shape.
587 meshShape.Dereference(physicsScene);
571 } 588 }
572 // Now done with the mesh shape.
573 meshShape.Dereference(physicsScene);
574 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); 589 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
575 } 590 }
576 if (!newShape.HasPhysicalShape) 591 if (!newShape.HasPhysicalShape)
577 { 592 {
578 // Build a new hull in the physical world. 593 // Build a new hull in the physical world using the C# HACD algorigthm.
579 // Pass true for physicalness as this prevents the creation of bounding box which is not needed 594 // Pass true for physicalness as this prevents the creation of bounding box which is not needed
580 IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); 595 IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */);
581 if (meshData != null) 596 if (meshData != null)
582 { 597 {
598 if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched)
599 {
600 // Release the fetched asset data once it has been used.
601 pbs.SculptData = new byte[0];
602 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown;
603 }
604
583 int[] indices = meshData.getIndexListAsInt(); 605 int[] indices = meshData.getIndexListAsInt();
584 List<OMV.Vector3> vertices = meshData.getVertexList(); 606 List<OMV.Vector3> vertices = meshData.getVertexList();
585 607
@@ -740,6 +762,7 @@ public class BSShapeCompound : BSShape
740 lock (physShapeInfo) 762 lock (physShapeInfo)
741 { 763 {
742 this.DecrementReference(); 764 this.DecrementReference();
765 physicsScene.DetailLog("{0},BSShapeCompound.Dereference,shape={1}", BSScene.DetailLogZero, this);
743 if (referenceCount <= 0) 766 if (referenceCount <= 0)
744 { 767 {
745 if (!physicsScene.PE.IsCompound(physShapeInfo)) 768 if (!physicsScene.PE.IsCompound(physShapeInfo))