aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics
diff options
context:
space:
mode:
authorRobert Adams2013-04-29 17:30:54 -0700
committerRobert Adams2013-04-29 17:30:54 -0700
commitd322625f9062d7748a1a896b6fd37c51f7f41435 (patch)
treeaada0be4611aa800d304b04f496aa2fe6c0f0edc /OpenSim/Region/Physics
parentBulletSim: LinksetCompound work to disable collision for root and (diff)
downloadopensim-SC_OLD-d322625f9062d7748a1a896b6fd37c51f7f41435.zip
opensim-SC_OLD-d322625f9062d7748a1a896b6fd37c51f7f41435.tar.gz
opensim-SC_OLD-d322625f9062d7748a1a896b6fd37c51f7f41435.tar.bz2
opensim-SC_OLD-d322625f9062d7748a1a896b6fd37c51f7f41435.tar.xz
BulletSim: Add non-static BSShape.GetReference for getting another reference
to an existing shape instance. BSShapeNative rebuilds shape for all references. BSShapeCompound returns another reference copy if the compound shape already exists (for linksets).
Diffstat (limited to 'OpenSim/Region/Physics')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs125
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt9
2 files changed, 102 insertions, 32 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 5c58ad5..f0c9fd5 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -47,26 +47,31 @@ public abstract class BSShape
47 47
48 public BSShape() 48 public BSShape()
49 { 49 {
50 referenceCount = 0; 50 referenceCount = 1;
51 lastReferenced = DateTime.Now; 51 lastReferenced = DateTime.Now;
52 physShapeInfo = new BulletShape(); 52 physShapeInfo = new BulletShape();
53 } 53 }
54 public BSShape(BulletShape pShape) 54 public BSShape(BulletShape pShape)
55 { 55 {
56 referenceCount = 0; 56 referenceCount = 1;
57 lastReferenced = DateTime.Now; 57 lastReferenced = DateTime.Now;
58 physShapeInfo = pShape; 58 physShapeInfo = pShape;
59 } 59 }
60 60
61 // Get another reference to this shape.
62 public abstract BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim);
63
61 // Called when this shape is being used again. 64 // Called when this shape is being used again.
62 public virtual void IncrementReference() 65 // Used internally. External callers should call instance.GetReference() to properly copy/reference
66 // the shape.
67 protected virtual void IncrementReference()
63 { 68 {
64 referenceCount++; 69 referenceCount++;
65 lastReferenced = DateTime.Now; 70 lastReferenced = DateTime.Now;
66 } 71 }
67 72
68 // Called when this shape is being used again. 73 // Called when this shape is being used again.
69 public virtual void DecrementReference() 74 protected virtual void DecrementReference()
70 { 75 {
71 referenceCount--; 76 referenceCount--;
72 lastReferenced = DateTime.Now; 77 lastReferenced = DateTime.Now;
@@ -99,12 +104,19 @@ public abstract class BSShape
99 // Returns a string for debugging that uniquily identifies the memory used by this instance 104 // Returns a string for debugging that uniquily identifies the memory used by this instance
100 public virtual string AddrString 105 public virtual string AddrString
101 { 106 {
102 get { return "unknown"; } 107 get
108 {
109 if (physShapeInfo != null)
110 return physShapeInfo.AddrString;
111 return "unknown";
112 }
103 } 113 }
104 114
105 public override string ToString() 115 public override string ToString()
106 { 116 {
107 StringBuilder buff = new StringBuilder(); 117 StringBuilder buff = new StringBuilder();
118 buff.Append("<t=");
119 buff.Append(ShapeType.ToString());
108 buff.Append("<p="); 120 buff.Append("<p=");
109 buff.Append(AddrString); 121 buff.Append(AddrString);
110 buff.Append(",c="); 122 buff.Append(",c=");
@@ -113,6 +125,7 @@ public abstract class BSShape
113 return buff.ToString(); 125 return buff.ToString();
114 } 126 }
115 127
128 #region Common shape routines
116 // Create a hash of all the shape parameters to be used as a key for this particular shape. 129 // Create a hash of all the shape parameters to be used as a key for this particular shape.
117 public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) 130 public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod)
118 { 131 {
@@ -225,6 +238,7 @@ public abstract class BSShape
225 return fillShape.physShapeInfo; 238 return fillShape.physShapeInfo;
226 } 239 }
227 240
241 #endregion // Common shape routines
228} 242}
229 243
230// ============================================================================================================ 244// ============================================================================================================
@@ -234,6 +248,7 @@ public class BSShapeNull : BSShape
234 { 248 {
235 } 249 }
236 public static BSShape GetReference() { return new BSShapeNull(); } 250 public static BSShape GetReference() { return new BSShapeNull(); }
251 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) { return new BSShapeNull(); }
237 public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } 252 public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ }
238} 253}
239 254
@@ -252,17 +267,27 @@ public class BSShapeNative : BSShape
252 return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); 267 return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey));
253 } 268 }
254 269
270 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
271 {
272 // Native shapes are not shared so we return a new shape.
273 return new BSShapeNative(CreatePhysicalNativeShape(pPhysicsScene, pPrim,
274 physShapeInfo.shapeType, (FixedShapeKey)physShapeInfo.shapeKey) );
275 }
276
255 // Make this reference to the physical shape go away since native shapes are not shared. 277 // Make this reference to the physical shape go away since native shapes are not shared.
256 public override void Dereference(BSScene physicsScene) 278 public override void Dereference(BSScene physicsScene)
257 { 279 {
258 // Native shapes are not tracked and are released immediately 280 // Native shapes are not tracked and are released immediately
259 if (physShapeInfo.HasPhysicalShape) 281 lock (physShapeInfo)
260 { 282 {
261 physicsScene.DetailLog("{0},BSShapeNative.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); 283 if (physShapeInfo.HasPhysicalShape)
262 physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); 284 {
285 physicsScene.DetailLog("{0},BSShapeNative.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
286 physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
287 }
288 physShapeInfo.Clear();
289 // Garbage collection will free up this instance.
263 } 290 }
264 physShapeInfo.Clear();
265 // Garbage collection will free up this instance.
266 } 291 }
267 292
268 private static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim, 293 private static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim,
@@ -345,6 +370,12 @@ public class BSShapeMesh : BSShape
345 } 370 }
346 return retMesh; 371 return retMesh;
347 } 372 }
373 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
374 {
375 // Another reference to this shape is just counted.
376 IncrementReference();
377 return this;
378 }
348 public override void Dereference(BSScene physicsScene) 379 public override void Dereference(BSScene physicsScene)
349 { 380 {
350 lock (Meshes) 381 lock (Meshes)
@@ -487,8 +518,19 @@ public class BSShapeHull : BSShape
487 } 518 }
488 return retHull; 519 return retHull;
489 } 520 }
521 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
522 {
523 // Another reference to this shape is just counted.
524 IncrementReference();
525 return this;
526 }
490 public override void Dereference(BSScene physicsScene) 527 public override void Dereference(BSScene physicsScene)
491 { 528 {
529 lock (Hulls)
530 {
531 this.DecrementReference();
532 // TODO: schedule aging and destruction of unused meshes.
533 }
492 } 534 }
493 List<ConvexResult> m_hulls; 535 List<ConvexResult> m_hulls;
494 private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey, 536 private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey,
@@ -520,7 +562,7 @@ public class BSShapeHull : BSShape
520 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); 562 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
521 } 563 }
522 // Now done with the mesh shape. 564 // Now done with the mesh shape.
523 meshShape.DecrementReference(); 565 meshShape.Dereference(physicsScene);
524 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); 566 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
525 } 567 }
526 if (!newShape.HasPhysicalShape) 568 if (!newShape.HasPhysicalShape)
@@ -671,37 +713,52 @@ public class BSShapeCompound : BSShape
671 public BSShapeCompound(BulletShape pShape) : base(pShape) 713 public BSShapeCompound(BulletShape pShape) : base(pShape)
672 { 714 {
673 } 715 }
674 public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) 716 public static BSShape GetReference(BSScene physicsScene)
717 {
718 // Base compound shapes are not shared so this returns a raw shape.
719 // A built compound shape can be reused in linksets.
720 return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene));
721 }
722 public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
675 { 723 {
676 // Compound shapes are not shared so a new one is created every time. 724 // Calling this reference means we want another handle to an existing compound shape
677 return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene, prim)); 725 // (usually linksets) so return this copy.
726 IncrementReference();
727 return this;
678 } 728 }
679 // Dereferencing a compound shape releases the hold on all the child shapes. 729 // Dereferencing a compound shape releases the hold on all the child shapes.
680 public override void Dereference(BSScene physicsScene) 730 public override void Dereference(BSScene physicsScene)
681 { 731 {
682 if (!physicsScene.PE.IsCompound(physShapeInfo)) 732 lock (physShapeInfo)
683 { 733 {
684 // Failed the sanity check!! 734 Dereference(physicsScene);
685 physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", 735 if (referenceCount <= 0)
686 LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString); 736 {
687 physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", 737 if (!physicsScene.PE.IsCompound(physShapeInfo))
688 BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString); 738 {
689 return; 739 // Failed the sanity check!!
690 } 740 physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}",
741 LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString);
742 physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}",
743 BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString);
744 return;
745 }
691 746
692 int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo); 747 int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo);
693 physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", 748 physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}",
694 BSScene.DetailLogZero, physShapeInfo, numChildren); 749 BSScene.DetailLogZero, physShapeInfo, numChildren);
695 750
696 // Loop through all the children dereferencing each. 751 // Loop through all the children dereferencing each.
697 for (int ii = numChildren - 1; ii >= 0; ii--) 752 for (int ii = numChildren - 1; ii >= 0; ii--)
698 { 753 {
699 BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii); 754 BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii);
700 DereferenceAnonCollisionShape(physicsScene, childShape); 755 DereferenceAnonCollisionShape(physicsScene, childShape);
756 }
757 physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
758 }
701 } 759 }
702 physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo);
703 } 760 }
704 private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene, BSPhysObject prim) 761 private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene)
705 { 762 {
706 BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false); 763 BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false);
707 return cShape; 764 return cShape;
@@ -754,6 +811,10 @@ public class BSShapeAvatar : BSShape
754 { 811 {
755 return new BSShapeNull(); 812 return new BSShapeNull();
756 } 813 }
814 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
815 {
816 return new BSShapeNull();
817 }
757 public override void Dereference(BSScene physicsScene) { } 818 public override void Dereference(BSScene physicsScene) { }
758 819
759 // From the front: 820 // From the front:
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index c67081a..559a73f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -1,3 +1,12 @@
1PROBLEMS TO LOOK INTO
2=================================================
3Nebadon vehicle ride, get up, ride again. Second time vehicle does not act correctly.
4 Have to rez new vehicle and delete the old to fix situation.
5Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd
6 position state where it will not settle onto ground properly, etc
7Two of Nebadon vehicles in a sim max the CPU. This is new.
8A sitting, active vehicle bobs up and down a small amount.
9
1CURRENT PRIORITIES 10CURRENT PRIORITIES
2================================================= 11=================================================
3Use the HACD convex hull routine in Bullet rather than the C# version. 12Use the HACD convex hull routine in Bullet rather than the C# version.