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authorJustin Clark-Casey (justincc)2012-04-21 00:12:07 +0100
committerJustin Clark-Casey (justincc)2012-04-21 00:12:07 +0100
commit7a574be3fd28ffbd9bce4cfa08451d705728fa20 (patch)
tree6efe638d29bf90a65ee308eea51a815d23492818 /OpenSim
parentImprove bitmap disposal to do null checks and not to potentially try disposal... (diff)
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Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim.
prim_geom == IntPtr.Zero only before a new add prim taint is processed (which is the first taint) or in operations such as scale change which are done in taint or under lock. Therefore, we can remove these checks which were not consistently applied anyway. If there is a genuine problem, better to see it quickly in a NullReferenceException than hide the bug.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs204
1 files changed, 88 insertions, 116 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 7d67da3..0a8cf75 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -156,7 +156,15 @@ namespace OpenSim.Region.Physics.OdePlugin
156 /// </summary> 156 /// </summary>
157 public IntPtr m_targetSpace = IntPtr.Zero; 157 public IntPtr m_targetSpace = IntPtr.Zero;
158 158
159 /// <summary>
160 /// The prim geometry, used for collision detection.
161 /// </summary>
162 /// <remarks>
163 /// This is never null except for a brief period when the geometry needs to be replaced (due to resizing or
164 /// mesh change) or when the physical prim is being removed from the scene.
165 /// </remarks>
159 public IntPtr prim_geom { get; private set; } 166 public IntPtr prim_geom { get; private set; }
167
160 public IntPtr _triMeshData { get; private set; } 168 public IntPtr _triMeshData { get; private set; }
161 169
162 private IntPtr _linkJointGroup = IntPtr.Zero; 170 private IntPtr _linkJointGroup = IntPtr.Zero;
@@ -325,14 +333,11 @@ namespace OpenSim.Region.Physics.OdePlugin
325 { 333 {
326 prim_geom = geom; 334 prim_geom = geom;
327//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); 335//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
328 if (prim_geom != IntPtr.Zero)
329 {
330 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
331 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
332 336
333 _parent_scene.geom_name_map[prim_geom] = Name; 337 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
334 _parent_scene.actor_name_map[prim_geom] = this; 338 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
335 } 339
340 _parent_scene.geom_name_map[prim_geom] = Name;
336 341
337 if (childPrim) 342 if (childPrim)
338 { 343 {
@@ -765,11 +770,8 @@ namespace OpenSim.Region.Physics.OdePlugin
765 m_collisionCategories &= ~CollisionCategories.Body; 770 m_collisionCategories &= ~CollisionCategories.Body;
766 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); 771 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
767 772
768 if (prim_geom != IntPtr.Zero) 773 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
769 { 774 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
770 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
771 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
772 }
773 775
774 d.BodyDestroy(Body); 776 d.BodyDestroy(Body);
775 lock (childrenPrim) 777 lock (childrenPrim)
@@ -793,11 +795,8 @@ namespace OpenSim.Region.Physics.OdePlugin
793 m_collisionCategories &= ~CollisionCategories.Body; 795 m_collisionCategories &= ~CollisionCategories.Body;
794 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); 796 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
795 797
796 if (prim_geom != IntPtr.Zero) 798 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
797 { 799 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
798 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
799 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
800 }
801 800
802 Body = IntPtr.Zero; 801 Body = IntPtr.Zero;
803 } 802 }
@@ -864,10 +863,7 @@ namespace OpenSim.Region.Physics.OdePlugin
864// _parent_scene.waitForSpaceUnlock(m_targetSpace); 863// _parent_scene.waitForSpaceUnlock(m_targetSpace);
865 try 864 try
866 { 865 {
867 if (prim_geom == IntPtr.Zero) 866 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
868 {
869 SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
870 }
871 } 867 }
872 catch (AccessViolationException) 868 catch (AccessViolationException)
873 { 869 {
@@ -890,73 +886,67 @@ namespace OpenSim.Region.Physics.OdePlugin
890#if SPAM 886#if SPAM
891Console.WriteLine("ZProcessTaints for " + Name); 887Console.WriteLine("ZProcessTaints for " + Name);
892#endif 888#endif
889
890 // This must be processed as the very first taint so that later operations have a prim_geom to work with
891 // if this is a new prim.
893 if (m_taintadd) 892 if (m_taintadd)
894 {
895 changeadd(); 893 changeadd();
896 }
897
898 if (prim_geom != IntPtr.Zero)
899 {
900 if (!_position.ApproxEquals(m_taintposition, 0f))
901 changemove();
902 894
903 if (m_taintrot != _orientation) 895 if (!_position.ApproxEquals(m_taintposition, 0f))
904 { 896 changemove();
905 if (childPrim && IsPhysical) // For physical child prim... 897
906 { 898 if (m_taintrot != _orientation)
907 rotate(); 899 {
908 // KF: ODE will also rotate the parent prim! 900 if (childPrim && IsPhysical) // For physical child prim...
909 // so rotate the root back to where it was 901 {
910 OdePrim parent = (OdePrim)_parent; 902 rotate();
911 parent.rotate(); 903 // KF: ODE will also rotate the parent prim!
912 } 904 // so rotate the root back to where it was
913 else 905 OdePrim parent = (OdePrim)_parent;
914 { 906 parent.rotate();
915 //Just rotate the prim
916 rotate();
917 }
918 } 907 }
919 908 else
920 if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent)) 909 {
921 changePhysicsStatus(); 910 //Just rotate the prim
911 rotate();
912 }
913 }
914
915 if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent))
916 changePhysicsStatus();
922 917
923 if (!_size.ApproxEquals(m_taintsize, 0f)) 918 if (!_size.ApproxEquals(m_taintsize, 0f))
924 changesize(); 919 changesize();
925 920
926 if (m_taintshape) 921 if (m_taintshape)
927 changeshape(); 922 changeshape();
928 923
929 if (m_taintforce) 924 if (m_taintforce)
930 changeAddForce(); 925 changeAddForce();
931 926
932 if (m_taintaddangularforce) 927 if (m_taintaddangularforce)
933 changeAddAngularForce(); 928 changeAddAngularForce();
934 929
935 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) 930 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
936 changeSetTorque(); 931 changeSetTorque();
937 932
938 if (m_taintdisable) 933 if (m_taintdisable)
939 changedisable(); 934 changedisable();
940 935
941 if (m_taintselected != m_isSelected) 936 if (m_taintselected != m_isSelected)
942 changeSelectedStatus(); 937 changeSelectedStatus();
943 938
944 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) 939 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
945 changevelocity(); 940 changevelocity();
946 941
947 if (m_taintparent != _parent) 942 if (m_taintparent != _parent)
948 changelink(); 943 changelink();
949 944
950 if (m_taintCollidesWater != m_collidesWater) 945 if (m_taintCollidesWater != m_collidesWater)
951 changefloatonwater(); 946 changefloatonwater();
952 947
953 if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) 948 if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f))
954 changeAngularLock(); 949 changeAngularLock();
955 }
956 else
957 {
958 m_log.ErrorFormat("[PHYSICS]: The scene reused a disposed PhysActor for {0}! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)", Name);
959 }
960 } 950 }
961 951
962 /// <summary> 952 /// <summary>
@@ -1093,18 +1083,10 @@ Console.WriteLine("ZProcessTaints for " + Name);
1093 prm.m_collisionCategories |= CollisionCategories.Body; 1083 prm.m_collisionCategories |= CollisionCategories.Body;
1094 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); 1084 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1095 1085
1096 if (prm.prim_geom == IntPtr.Zero)
1097 {
1098 m_log.WarnFormat(
1099 "[PHYSICS]: Unable to link one of the linkset elements {0} for parent {1}. No geom yet",
1100 prm.Name, prim.Name);
1101 continue;
1102 }
1103//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name); 1086//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name);
1104 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); 1087 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1105 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); 1088 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1106 1089
1107
1108 d.Quaternion quat = new d.Quaternion(); 1090 d.Quaternion quat = new d.Quaternion();
1109 quat.W = prm._orientation.W; 1091 quat.W = prm._orientation.W;
1110 quat.X = prm._orientation.X; 1092 quat.X = prm._orientation.X;
@@ -1303,11 +1285,8 @@ Console.WriteLine("ZProcessTaints for " + Name);
1303 disableBodySoft(); 1285 disableBodySoft();
1304 } 1286 }
1305 1287
1306 if (prim_geom != IntPtr.Zero) 1288 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1307 { 1289 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1308 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1309 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1310 }
1311 1290
1312 if (IsPhysical) 1291 if (IsPhysical)
1313 { 1292 {
@@ -1328,11 +1307,8 @@ Console.WriteLine("ZProcessTaints for " + Name);
1328 if (m_collidesWater) 1307 if (m_collidesWater)
1329 m_collisionFlags |= CollisionCategories.Water; 1308 m_collisionFlags |= CollisionCategories.Water;
1330 1309
1331 if (prim_geom != IntPtr.Zero) 1310 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1332 { 1311 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1333 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1334 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1335 }
1336 1312
1337 if (IsPhysical) 1313 if (IsPhysical)
1338 { 1314 {
@@ -1472,6 +1448,9 @@ Console.WriteLine("CreateGeom:");
1472 } 1448 }
1473 else 1449 else
1474 { 1450 {
1451 m_log.WarnFormat(
1452 "[ODE PRIM]: Called RemoveGeom() on {0} {1} where geometry was already null.", Name, LocalID);
1453
1475 return false; 1454 return false;
1476 } 1455 }
1477 } 1456 }
@@ -1505,16 +1484,13 @@ Console.WriteLine("changeadd 1");
1505#endif 1484#endif
1506 CreateGeom(m_targetSpace, mesh); 1485 CreateGeom(m_targetSpace, mesh);
1507 1486
1508 if (prim_geom != IntPtr.Zero) 1487 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1509 { 1488 d.Quaternion myrot = new d.Quaternion();
1510 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); 1489 myrot.X = _orientation.X;
1511 d.Quaternion myrot = new d.Quaternion(); 1490 myrot.Y = _orientation.Y;
1512 myrot.X = _orientation.X; 1491 myrot.Z = _orientation.Z;
1513 myrot.Y = _orientation.Y; 1492 myrot.W = _orientation.W;
1514 myrot.Z = _orientation.Z; 1493 d.GeomSetQuaternion(prim_geom, ref myrot);
1515 myrot.W = _orientation.W;
1516 d.GeomSetQuaternion(prim_geom, ref myrot);
1517 }
1518 1494
1519 if (IsPhysical && Body == IntPtr.Zero) 1495 if (IsPhysical && Body == IntPtr.Zero)
1520 enableBody(); 1496 enableBody();
@@ -1588,13 +1564,11 @@ Console.WriteLine(" JointCreateFixed");
1588 m_targetSpace = tempspace; 1564 m_targetSpace = tempspace;
1589 1565
1590// _parent_scene.waitForSpaceUnlock(m_targetSpace); 1566// _parent_scene.waitForSpaceUnlock(m_targetSpace);
1591 if (prim_geom != IntPtr.Zero) 1567
1592 { 1568 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1593 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
1594 1569
1595// _parent_scene.waitForSpaceUnlock(m_targetSpace); 1570// _parent_scene.waitForSpaceUnlock(m_targetSpace);
1596 d.SpaceAdd(m_targetSpace, prim_geom); 1571 d.SpaceAdd(m_targetSpace, prim_geom);
1597 }
1598 1572
1599 changeSelectedStatus(); 1573 changeSelectedStatus();
1600 1574
@@ -2045,18 +2019,16 @@ Console.WriteLine(" JointCreateFixed");
2045 { 2019 {
2046 m_collidesWater = m_taintCollidesWater; 2020 m_collidesWater = m_taintCollidesWater;
2047 2021
2048 if (prim_geom != IntPtr.Zero) 2022 if (m_collidesWater)
2049 { 2023 {
2050 if (m_collidesWater) 2024 m_collisionFlags |= CollisionCategories.Water;
2051 { 2025 }
2052 m_collisionFlags |= CollisionCategories.Water; 2026 else
2053 } 2027 {
2054 else 2028 m_collisionFlags &= ~CollisionCategories.Water;
2055 {
2056 m_collisionFlags &= ~CollisionCategories.Water;
2057 }
2058 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2059 } 2029 }
2030
2031 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2060 } 2032 }
2061 2033
2062 /// <summary> 2034 /// <summary>