diff options
author | Robert Adams | 2013-01-31 15:52:50 -0800 |
---|---|---|
committer | Robert Adams | 2013-01-31 15:56:10 -0800 |
commit | 75a05c16c5c0ec0712f7f564b60530e0a3fd1c82 (patch) | |
tree | fc6700bc9c7b6e04ea0e6615b57b04ffc1fcb2cd /OpenSim | |
parent | BulletSim: make sure vehicle physical properties are set when going (diff) | |
download | opensim-SC_OLD-75a05c16c5c0ec0712f7f564b60530e0a3fd1c82.zip opensim-SC_OLD-75a05c16c5c0ec0712f7f564b60530e0a3fd1c82.tar.gz opensim-SC_OLD-75a05c16c5c0ec0712f7f564b60530e0a3fd1c82.tar.bz2 opensim-SC_OLD-75a05c16c5c0ec0712f7f564b60530e0a3fd1c82.tar.xz |
BulletSim: fix crash caused when linksets were rebuilt. A problem added
when individual child pos/rot changes were implementated a week or so ago.
Remove some passing of inTaintTime flag when it was never false.
Diffstat (limited to '')
5 files changed, 106 insertions, 80 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 73354bb..192bcb5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -126,9 +126,9 @@ public sealed class BSCharacter : BSPhysObject | |||
126 | DetailLog("{0},BSCharacter.Destroy", LocalID); | 126 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
127 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() | 127 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() |
128 | { | 128 | { |
129 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true /* inTaintTime */, null /* bodyCallback */); | 129 | PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); |
130 | PhysBody.Clear(); | 130 | PhysBody.Clear(); |
131 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true /* inTaintTime */, null /* bodyCallback */); | 131 | PhysicsScene.Shapes.DereferenceShape(PhysShape, null /* bodyCallback */); |
132 | PhysShape.Clear(); | 132 | PhysShape.Clear(); |
133 | }); | 133 | }); |
134 | } | 134 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 92f6ee2..6c6ca09 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -219,28 +219,45 @@ public sealed class BSLinksetCompound : BSLinkset | |||
219 | { | 219 | { |
220 | // Gather the child info. It might not be there if the linkset is in transition. | 220 | // Gather the child info. It might not be there if the linkset is in transition. |
221 | BSLinksetCompoundInfo lsi = updated.LinksetInfo as BSLinksetCompoundInfo; | 221 | BSLinksetCompoundInfo lsi = updated.LinksetInfo as BSLinksetCompoundInfo; |
222 | |||
223 | // The linksetInfo will need to be rebuilt either here or when the linkset is rebuilt | ||
222 | if (LinksetRoot.PhysShape.HasPhysicalShape && lsi != null) | 224 | if (LinksetRoot.PhysShape.HasPhysicalShape && lsi != null) |
223 | { | 225 | { |
224 | if (PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape)) | 226 | if (PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape)) |
225 | { | 227 | { |
226 | BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, lsi.Index); | 228 | int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape); |
227 | if (linksetChildShape.HasPhysicalShape) | 229 | if (lsi.Index < numLinksetChildren) |
228 | { | 230 | { |
229 | // Compute the offset from the center-of-gravity | 231 | // It is possible that the linkset is still under construction and the child is not yet |
230 | BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, LinksetRoot.PositionDisplacement); | 232 | // inserted into the compound shape. A rebuild of the linkset in a pre-step action will |
231 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, lsi.Index, | 233 | // build the whole thing with the new position or rotation. |
232 | newLsi.OffsetFromCenterOfMass, | 234 | // This must be checked for because Bullet references the child array but does no validity |
233 | newLsi.OffsetRot, | 235 | // checking of the child index passed. |
234 | true /* shouldRecalculateLocalAabb */); | 236 | BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, lsi.Index); |
235 | DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},newLsi={2}", | 237 | if (linksetChildShape.HasPhysicalShape) |
236 | updated.LocalID, whichUpdated, newLsi); | 238 | { |
237 | updated.LinksetInfo = newLsi; | 239 | // Compute the offset from the center-of-gravity |
238 | updatedChild = true; | 240 | BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, LinksetRoot.PositionDisplacement); |
241 | PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, lsi.Index, | ||
242 | newLsi.OffsetFromCenterOfMass, | ||
243 | newLsi.OffsetRot, | ||
244 | true /* shouldRecalculateLocalAabb */); | ||
245 | updated.LinksetInfo = newLsi; | ||
246 | updatedChild = true; | ||
247 | DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},newLsi={2}", | ||
248 | updated.LocalID, whichUpdated, newLsi); | ||
249 | } | ||
250 | else // DEBUG DEBUG | ||
251 | { // DEBUG DEBUG | ||
252 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noChildShape,shape={1}", | ||
253 | updated.LocalID, linksetChildShape); | ||
254 | } // DEBUG DEBUG | ||
239 | } | 255 | } |
240 | else // DEBUG DEBUG | 256 | else // DEBUG DEBUG |
241 | { // DEBUG DEBUG | 257 | { // DEBUG DEBUG |
242 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noChildShape,shape={1}", | 258 | // the child is not yet in the compound shape. This is non-fatal. |
243 | updated.LocalID, linksetChildShape); | 259 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,childNotInCompoundShape,numChildren={1},index={2}", |
260 | updated.LocalID, numLinksetChildren, lsi.Index); | ||
244 | } // DEBUG DEBUG | 261 | } // DEBUG DEBUG |
245 | } | 262 | } |
246 | else // DEBUG DEBUG | 263 | else // DEBUG DEBUG |
@@ -256,6 +273,9 @@ public sealed class BSLinksetCompound : BSLinkset | |||
256 | if (!updatedChild) | 273 | if (!updatedChild) |
257 | { | 274 | { |
258 | // If couldn't do the individual child, the linkset needs a rebuild to incorporate the new child info. | 275 | // If couldn't do the individual child, the linkset needs a rebuild to incorporate the new child info. |
276 | // Note that there are several ways through this code that will not update the child that can | ||
277 | // occur if the linkset is being rebuilt. In this case, scheduling a rebuild is a NOOP since | ||
278 | // there will already be a rebuild scheduled. | ||
259 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}", | 279 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}", |
260 | updated.LocalID, whichUpdated); | 280 | updated.LocalID, whichUpdated); |
261 | updated.LinksetInfo = null; // setting to 'null' causes relative position to be recomputed. | 281 | updated.LinksetInfo = null; // setting to 'null' causes relative position to be recomputed. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 0b81122..54bf063 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -146,9 +146,9 @@ public sealed class BSPrim : BSPhysObject | |||
146 | { | 146 | { |
147 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 147 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
148 | // If there are physical body and shape, release my use of same. | 148 | // If there are physical body and shape, release my use of same. |
149 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); | 149 | PhysicsScene.Shapes.DereferenceBody(PhysBody, null); |
150 | PhysBody.Clear(); | 150 | PhysBody.Clear(); |
151 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); | 151 | PhysicsScene.Shapes.DereferenceShape(PhysShape, null); |
152 | PhysShape.Clear(); | 152 | PhysShape.Clear(); |
153 | }); | 153 | }); |
154 | } | 154 | } |
@@ -181,11 +181,19 @@ public sealed class BSPrim : BSPhysObject | |||
181 | 181 | ||
182 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | 182 | public override bool ForceBodyShapeRebuild(bool inTaintTime) |
183 | { | 183 | { |
184 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() | 184 | if (inTaintTime) |
185 | { | 185 | { |
186 | _mass = CalculateMass(); // changing the shape changes the mass | 186 | _mass = CalculateMass(); // changing the shape changes the mass |
187 | CreateGeomAndObject(true); | 187 | CreateGeomAndObject(true); |
188 | }); | 188 | } |
189 | else | ||
190 | { | ||
191 | PhysicsScene.TaintedObject("BSPrim.ForceBodyShapeRebuild", delegate() | ||
192 | { | ||
193 | _mass = CalculateMass(); // changing the shape changes the mass | ||
194 | CreateGeomAndObject(true); | ||
195 | }); | ||
196 | } | ||
189 | return true; | 197 | return true; |
190 | } | 198 | } |
191 | public override bool Grabbed { | 199 | public override bool Grabbed { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index e2daa72..9febd90 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -133,48 +133,44 @@ public sealed class BSShapeCollection : IDisposable | |||
133 | // Track another user of a body. | 133 | // Track another user of a body. |
134 | // We presume the caller has allocated the body. | 134 | // We presume the caller has allocated the body. |
135 | // Bodies only have one user so the body is just put into the world if not already there. | 135 | // Bodies only have one user so the body is just put into the world if not already there. |
136 | public void ReferenceBody(BulletBody body, bool inTaintTime) | 136 | private void ReferenceBody(BulletBody body) |
137 | { | 137 | { |
138 | lock (m_collectionActivityLock) | 138 | lock (m_collectionActivityLock) |
139 | { | 139 | { |
140 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); | 140 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); |
141 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate() | 141 | if (!PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) |
142 | { | 142 | { |
143 | if (!PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) | 143 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body); |
144 | { | 144 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); |
145 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body); | 145 | } |
146 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); | ||
147 | } | ||
148 | }); | ||
149 | } | 146 | } |
150 | } | 147 | } |
151 | 148 | ||
152 | // Release the usage of a body. | 149 | // Release the usage of a body. |
153 | // Called when releasing use of a BSBody. BSShape is handled separately. | 150 | // Called when releasing use of a BSBody. BSShape is handled separately. |
154 | public void DereferenceBody(BulletBody body, bool inTaintTime, BodyDestructionCallback bodyCallback ) | 151 | // Called in taint time. |
152 | public void DereferenceBody(BulletBody body, BodyDestructionCallback bodyCallback ) | ||
155 | { | 153 | { |
156 | if (!body.HasPhysicalBody) | 154 | if (!body.HasPhysicalBody) |
157 | return; | 155 | return; |
158 | 156 | ||
157 | PhysicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody"); | ||
158 | |||
159 | lock (m_collectionActivityLock) | 159 | lock (m_collectionActivityLock) |
160 | { | 160 | { |
161 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.DereferenceBody", delegate() | 161 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body); |
162 | { | 162 | // If the caller needs to know the old body is going away, pass the event up. |
163 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1},inTaintTime={2}", | 163 | if (bodyCallback != null) bodyCallback(body); |
164 | body.ID, body, inTaintTime); | ||
165 | // If the caller needs to know the old body is going away, pass the event up. | ||
166 | if (bodyCallback != null) bodyCallback(body); | ||
167 | 164 | ||
168 | if (PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) | 165 | if (PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) |
169 | { | 166 | { |
170 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body); | 167 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body); |
171 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body); | 168 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body); |
172 | } | 169 | } |
173 | 170 | ||
174 | // Zero any reference to the shape so it is not freed when the body is deleted. | 171 | // Zero any reference to the shape so it is not freed when the body is deleted. |
175 | PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, null); | 172 | PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, null); |
176 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, body); | 173 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, body); |
177 | }); | ||
178 | } | 174 | } |
179 | } | 175 | } |
180 | 176 | ||
@@ -245,44 +241,43 @@ public sealed class BSShapeCollection : IDisposable | |||
245 | } | 241 | } |
246 | 242 | ||
247 | // Release the usage of a shape. | 243 | // Release the usage of a shape. |
248 | public void DereferenceShape(BulletShape shape, bool inTaintTime, ShapeDestructionCallback shapeCallback) | 244 | public void DereferenceShape(BulletShape shape, ShapeDestructionCallback shapeCallback) |
249 | { | 245 | { |
250 | if (!shape.HasPhysicalShape) | 246 | if (!shape.HasPhysicalShape) |
251 | return; | 247 | return; |
252 | 248 | ||
253 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.DereferenceShape", delegate() | 249 | PhysicsScene.AssertInTaintTime("BSShapeCollection.DereferenceShape"); |
250 | |||
251 | if (shape.HasPhysicalShape) | ||
254 | { | 252 | { |
255 | if (shape.HasPhysicalShape) | 253 | if (shape.isNativeShape) |
256 | { | 254 | { |
257 | if (shape.isNativeShape) | 255 | // Native shapes are not tracked and are released immediately |
258 | { | 256 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1}", |
259 | // Native shapes are not tracked and are released immediately | 257 | BSScene.DetailLogZero, shape.AddrString); |
260 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", | 258 | if (shapeCallback != null) shapeCallback(shape); |
261 | BSScene.DetailLogZero, shape.AddrString, inTaintTime); | 259 | PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape); |
262 | if (shapeCallback != null) shapeCallback(shape); | 260 | } |
263 | PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape); | 261 | else |
264 | } | 262 | { |
265 | else | 263 | switch (shape.type) |
266 | { | 264 | { |
267 | switch (shape.type) | 265 | case BSPhysicsShapeType.SHAPE_HULL: |
268 | { | 266 | DereferenceHull(shape, shapeCallback); |
269 | case BSPhysicsShapeType.SHAPE_HULL: | 267 | break; |
270 | DereferenceHull(shape, shapeCallback); | 268 | case BSPhysicsShapeType.SHAPE_MESH: |
271 | break; | 269 | DereferenceMesh(shape, shapeCallback); |
272 | case BSPhysicsShapeType.SHAPE_MESH: | 270 | break; |
273 | DereferenceMesh(shape, shapeCallback); | 271 | case BSPhysicsShapeType.SHAPE_COMPOUND: |
274 | break; | 272 | DereferenceCompound(shape, shapeCallback); |
275 | case BSPhysicsShapeType.SHAPE_COMPOUND: | 273 | break; |
276 | DereferenceCompound(shape, shapeCallback); | 274 | case BSPhysicsShapeType.SHAPE_UNKNOWN: |
277 | break; | 275 | break; |
278 | case BSPhysicsShapeType.SHAPE_UNKNOWN: | 276 | default: |
279 | break; | 277 | break; |
280 | default: | ||
281 | break; | ||
282 | } | ||
283 | } | 278 | } |
284 | } | 279 | } |
285 | }); | 280 | } |
286 | } | 281 | } |
287 | 282 | ||
288 | // Count down the reference count for a mesh shape | 283 | // Count down the reference count for a mesh shape |
@@ -393,7 +388,7 @@ public sealed class BSShapeCollection : IDisposable | |||
393 | 388 | ||
394 | if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN) | 389 | if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN) |
395 | { | 390 | { |
396 | DereferenceShape(shapeInfo, true, null); | 391 | DereferenceShape(shapeInfo, null); |
397 | } | 392 | } |
398 | else | 393 | else |
399 | { | 394 | { |
@@ -543,7 +538,7 @@ public sealed class BSShapeCollection : IDisposable | |||
543 | ShapeDestructionCallback shapeCallback) | 538 | ShapeDestructionCallback shapeCallback) |
544 | { | 539 | { |
545 | // release any previous shape | 540 | // release any previous shape |
546 | DereferenceShape(prim.PhysShape, true, shapeCallback); | 541 | DereferenceShape(prim.PhysShape, shapeCallback); |
547 | 542 | ||
548 | BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); | 543 | BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); |
549 | 544 | ||
@@ -611,7 +606,7 @@ public sealed class BSShapeCollection : IDisposable | |||
611 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); | 606 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); |
612 | 607 | ||
613 | // Since we're recreating new, get rid of the reference to the previous shape | 608 | // Since we're recreating new, get rid of the reference to the previous shape |
614 | DereferenceShape(prim.PhysShape, true, shapeCallback); | 609 | DereferenceShape(prim.PhysShape, shapeCallback); |
615 | 610 | ||
616 | newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, prim.BaseShape, prim.Size, lod); | 611 | newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, prim.BaseShape, prim.Size, lod); |
617 | // Take evasive action if the mesh was not constructed. | 612 | // Take evasive action if the mesh was not constructed. |
@@ -682,7 +677,7 @@ public sealed class BSShapeCollection : IDisposable | |||
682 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X")); | 677 | prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X")); |
683 | 678 | ||
684 | // Remove usage of the previous shape. | 679 | // Remove usage of the previous shape. |
685 | DereferenceShape(prim.PhysShape, true, shapeCallback); | 680 | DereferenceShape(prim.PhysShape, shapeCallback); |
686 | 681 | ||
687 | newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod); | 682 | newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod); |
688 | newShape = VerifyMeshCreated(newShape, prim); | 683 | newShape = VerifyMeshCreated(newShape, prim); |
@@ -817,7 +812,6 @@ public sealed class BSShapeCollection : IDisposable | |||
817 | // Don't need to do this as the shape is freed when the new root shape is created below. | 812 | // Don't need to do this as the shape is freed when the new root shape is created below. |
818 | // DereferenceShape(prim.PhysShape, true, shapeCallback); | 813 | // DereferenceShape(prim.PhysShape, true, shapeCallback); |
819 | 814 | ||
820 | |||
821 | BulletShape cShape = PhysicsScene.PE.CreateCompoundShape(PhysicsScene.World, false); | 815 | BulletShape cShape = PhysicsScene.PE.CreateCompoundShape(PhysicsScene.World, false); |
822 | 816 | ||
823 | // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. | 817 | // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. |
@@ -956,7 +950,7 @@ public sealed class BSShapeCollection : IDisposable | |||
956 | if (mustRebuild || forceRebuild) | 950 | if (mustRebuild || forceRebuild) |
957 | { | 951 | { |
958 | // Free any old body | 952 | // Free any old body |
959 | DereferenceBody(prim.PhysBody, true, bodyCallback); | 953 | DereferenceBody(prim.PhysBody, bodyCallback); |
960 | 954 | ||
961 | BulletBody aBody; | 955 | BulletBody aBody; |
962 | if (prim.IsSolid) | 956 | if (prim.IsSolid) |
@@ -970,7 +964,7 @@ public sealed class BSShapeCollection : IDisposable | |||
970 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody); | 964 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody); |
971 | } | 965 | } |
972 | 966 | ||
973 | ReferenceBody(aBody, true); | 967 | ReferenceBody(aBody); |
974 | 968 | ||
975 | prim.PhysBody = aBody; | 969 | prim.PhysBody = aBody; |
976 | 970 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index d574a49..7dfdec1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -65,6 +65,10 @@ Vehicle attributes are not restored when a vehicle is rezzed on region creation | |||
65 | 65 | ||
66 | GENERAL TODO LIST: | 66 | GENERAL TODO LIST: |
67 | ================================================= | 67 | ================================================= |
68 | Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't. | ||
69 | If arrow show at prim, collision reported about 1/3 of time. If collision reported, | ||
70 | both arrow and prim report it. The arrow bounces off the prim 9 out of 10 times. | ||
71 | Shooting 5m sphere "arrows" at 60m/s. | ||
68 | llMoveToTarget objects are not effected by gravity until target is removed. | 72 | llMoveToTarget objects are not effected by gravity until target is removed. |
69 | Compute CCD parameters based on body size | 73 | Compute CCD parameters based on body size |
70 | Can solver iterations be changed per body/shape? Can be for constraints but what | 74 | Can solver iterations be changed per body/shape? Can be for constraints but what |