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authorRobert Adams2013-06-05 07:09:43 -0700
committerRobert Adams2013-06-05 07:09:43 -0700
commit0c971d148cbee691136a8e6f6c0b3dd40ba4e78a (patch)
tree198a245710be4a9efc98658e39de2158d1b8ebf6 /OpenSim
parentNew HttpServer_OpenSim.dll with increased limits on number of connections, re... (diff)
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BulletSim: fix corner case when rebuilding a compound linkset while
a mesh/hull while a mesh or hull is being rebuilt when its asset is fetched. This fixes a 'pure virtual function' crash when changing physical state of complex linksets that include many meshes.
Diffstat (limited to 'OpenSim')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs57
1 files changed, 46 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 81edc12..867d2ab 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -389,9 +389,21 @@ public class BSShapeMesh : BSShape
389 } 389 }
390 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) 390 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
391 { 391 {
392 // Another reference to this shape is just counted. 392 BSShape ret = null;
393 IncrementReference(); 393 // If the underlying shape is native, the actual shape has not been build (waiting for asset)
394 return this; 394 // and we must create a copy of the native shape since they are never shared.
395 if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
396 {
397 // TODO: decide when the native shapes should be freed. Check in Dereference?
398 ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
399 }
400 else
401 {
402 // Another reference to this shape is just counted.
403 IncrementReference();
404 ret = this;
405 }
406 return ret;
395 } 407 }
396 public override void Dereference(BSScene physicsScene) 408 public override void Dereference(BSScene physicsScene)
397 { 409 {
@@ -560,9 +572,21 @@ public class BSShapeHull : BSShape
560 } 572 }
561 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) 573 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
562 { 574 {
563 // Another reference to this shape is just counted. 575 BSShape ret = null;
564 IncrementReference(); 576 // If the underlying shape is native, the actual shape has not been build (waiting for asset)
565 return this; 577 // and we must create a copy of the native shape since they are never shared.
578 if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
579 {
580 // TODO: decide when the native shapes should be freed. Check in Dereference?
581 ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
582 }
583 else
584 {
585 // Another reference to this shape is just counted.
586 IncrementReference();
587 ret = this;
588 }
589 return ret;
566 } 590 }
567 public override void Dereference(BSScene physicsScene) 591 public override void Dereference(BSScene physicsScene)
568 { 592 {
@@ -1075,12 +1099,23 @@ public class BSShapeGImpact : BSShape
1075 (w, iC, i, vC, v) => physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v) ); 1099 (w, iC, i, vC, v) => physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v) );
1076 } 1100 }
1077 1101
1078 public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) 1102 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
1079 { 1103 {
1080 // Calling this reference means we want another handle to an existing shape 1104 BSShape ret = null;
1081 // (usually linksets) so return this copy. 1105 // If the underlying shape is native, the actual shape has not been build (waiting for asset)
1082 IncrementReference(); 1106 // and we must create a copy of the native shape since they are never shared.
1083 return this; 1107 if (physShapeInfo.HasPhysicalShape && physShapeInfo.isNativeShape)
1108 {
1109 // TODO: decide when the native shapes should be freed. Check in Dereference?
1110 ret = BSShapeNative.GetReference(pPhysicsScene, pPrim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
1111 }
1112 else
1113 {
1114 // Another reference to this shape is just counted.
1115 IncrementReference();
1116 ret = this;
1117 }
1118 return ret;
1084 } 1119 }
1085 // Dereferencing a compound shape releases the hold on all the child shapes. 1120 // Dereferencing a compound shape releases the hold on all the child shapes.
1086 public override void Dereference(BSScene physicsScene) 1121 public override void Dereference(BSScene physicsScene)