diff options
3 files changed, 88 insertions, 79 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 777c5cb..ce0fbe6 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -124,7 +124,7 @@ public abstract class BSLinkset | |||
124 | get { return ComputeLinksetGeometricCenter(); } | 124 | get { return ComputeLinksetGeometricCenter(); } |
125 | } | 125 | } |
126 | 126 | ||
127 | protected void Initialize(BSScene scene, BSPhysObject parent) | 127 | protected BSLinkset(BSScene scene, BSPhysObject parent) |
128 | { | 128 | { |
129 | // A simple linkset of one (no children) | 129 | // A simple linkset of one (no children) |
130 | LinksetID = m_nextLinksetID++; | 130 | LinksetID = m_nextLinksetID++; |
@@ -135,6 +135,7 @@ public abstract class BSLinkset | |||
135 | LinksetRoot = parent; | 135 | LinksetRoot = parent; |
136 | m_children = new HashSet<BSPhysObject>(); | 136 | m_children = new HashSet<BSPhysObject>(); |
137 | m_mass = parent.RawMass; | 137 | m_mass = parent.RawMass; |
138 | Rebuilding = false; | ||
138 | } | 139 | } |
139 | 140 | ||
140 | // Link to a linkset where the child knows the parent. | 141 | // Link to a linkset where the child knows the parent. |
@@ -227,7 +228,7 @@ public abstract class BSLinkset | |||
227 | // I am the root of a linkset and a new child is being added | 228 | // I am the root of a linkset and a new child is being added |
228 | // Called while LinkActivity is locked. | 229 | // Called while LinkActivity is locked. |
229 | protected abstract void AddChildToLinkset(BSPhysObject child); | 230 | protected abstract void AddChildToLinkset(BSPhysObject child); |
230 | 231 | ||
231 | // I am the root of a linkset and one of my children is being removed. | 232 | // I am the root of a linkset and one of my children is being removed. |
232 | // Safe to call even if the child is not really in my linkset. | 233 | // Safe to call even if the child is not really in my linkset. |
233 | protected abstract void RemoveChildFromLinkset(BSPhysObject child); | 234 | protected abstract void RemoveChildFromLinkset(BSPhysObject child); |
@@ -237,6 +238,10 @@ public abstract class BSLinkset | |||
237 | // May be called at runtime or taint-time. | 238 | // May be called at runtime or taint-time. |
238 | public abstract void Refresh(BSPhysObject requestor); | 239 | public abstract void Refresh(BSPhysObject requestor); |
239 | 240 | ||
241 | // Flag denoting the linkset is in the process of being rebuilt. | ||
242 | // Used to know not the schedule a rebuild in the middle of a rebuild. | ||
243 | protected bool Rebuilding { get; set; } | ||
244 | |||
240 | // The object is going dynamic (physical). Do any setup necessary | 245 | // The object is going dynamic (physical). Do any setup necessary |
241 | // for a dynamic linkset. | 246 | // for a dynamic linkset. |
242 | // Only the state of the passed object can be modified. The rest of the linkset | 247 | // Only the state of the passed object can be modified. The rest of the linkset |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 6cabe3a..2189468 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -61,9 +61,8 @@ public sealed class BSLinksetCompound : BSLinkset | |||
61 | { | 61 | { |
62 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; | 62 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; |
63 | 63 | ||
64 | public BSLinksetCompound(BSScene scene, BSPhysObject parent) | 64 | public BSLinksetCompound(BSScene scene, BSPhysObject parent) : base(scene, parent) |
65 | { | 65 | { |
66 | base.Initialize(scene, parent); | ||
67 | } | 66 | } |
68 | 67 | ||
69 | // For compound implimented linksets, if there are children, use compound shape for the root. | 68 | // For compound implimented linksets, if there are children, use compound shape for the root. |
@@ -81,8 +80,6 @@ public sealed class BSLinksetCompound : BSLinkset | |||
81 | 80 | ||
82 | // When physical properties are changed the linkset needs to recalculate | 81 | // When physical properties are changed the linkset needs to recalculate |
83 | // its internal properties. | 82 | // its internal properties. |
84 | // This is queued in the 'post taint' queue so the | ||
85 | // refresh will happen once after all the other taints are applied. | ||
86 | public override void Refresh(BSPhysObject requestor) | 83 | public override void Refresh(BSPhysObject requestor) |
87 | { | 84 | { |
88 | // External request for Refresh (from BSPrim) doesn't need to do anything | 85 | // External request for Refresh (from BSPrim) doesn't need to do anything |
@@ -92,12 +89,18 @@ public sealed class BSLinksetCompound : BSLinkset | |||
92 | // Schedule a refresh to happen after all the other taint processing. | 89 | // Schedule a refresh to happen after all the other taint processing. |
93 | private void InternalRefresh(BSPhysObject requestor) | 90 | private void InternalRefresh(BSPhysObject requestor) |
94 | { | 91 | { |
95 | DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1}", LinksetRoot.LocalID, requestor.LocalID); | 92 | DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1},rebuilding={2}", |
96 | PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate() | 93 | LinksetRoot.LocalID, requestor.LocalID, Rebuilding); |
94 | // When rebuilding, it is possible to set properties that would normally require a rebuild. | ||
95 | // If already rebuilding, don't request another rebuild. | ||
96 | if (!Rebuilding) | ||
97 | { | 97 | { |
98 | if (IsRoot(requestor) && HasAnyChildren) | 98 | PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate() |
99 | RecomputeLinksetCompound(); | 99 | { |
100 | }); | 100 | if (IsRoot(requestor) && HasAnyChildren) |
101 | RecomputeLinksetCompound(); | ||
102 | }); | ||
103 | } | ||
101 | } | 104 | } |
102 | 105 | ||
103 | // The object is going dynamic (physical). Do any setup necessary | 106 | // The object is going dynamic (physical). Do any setup necessary |
@@ -115,11 +118,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
115 | // The root is going dynamic. Make sure mass is properly set. | 118 | // The root is going dynamic. Make sure mass is properly set. |
116 | m_mass = ComputeLinksetMass(); | 119 | m_mass = ComputeLinksetMass(); |
117 | if (HasAnyChildren) | 120 | if (HasAnyChildren) |
118 | { | ||
119 | // Schedule a rebuilding as this will construct the complete compound shape | ||
120 | // and set all the properties correctly. | ||
121 | InternalRefresh(LinksetRoot); | 121 | InternalRefresh(LinksetRoot); |
122 | } | ||
123 | } | 122 | } |
124 | else | 123 | else |
125 | { | 124 | { |
@@ -149,16 +148,13 @@ public sealed class BSLinksetCompound : BSLinkset | |||
149 | if (IsRoot(child)) | 148 | if (IsRoot(child)) |
150 | { | 149 | { |
151 | if (HasAnyChildren) | 150 | if (HasAnyChildren) |
152 | { | ||
153 | // Schedule a rebuilding as this will construct the complete compound shape | ||
154 | // and set all the properties correctly. | ||
155 | InternalRefresh(LinksetRoot); | 151 | InternalRefresh(LinksetRoot); |
156 | } | ||
157 | } | 152 | } |
158 | else | 153 | else |
159 | { | 154 | { |
160 | // The non-physical children can come back to life. | 155 | // The non-physical children can come back to life. |
161 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 156 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
157 | |||
162 | child.PhysBody.collisionType = CollisionType.LinksetChild; | 158 | child.PhysBody.collisionType = CollisionType.LinksetChild; |
163 | 159 | ||
164 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. | 160 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. |
@@ -307,74 +303,83 @@ public sealed class BSLinksetCompound : BSLinkset | |||
307 | // Called at taint time!! | 303 | // Called at taint time!! |
308 | private void RecomputeLinksetCompound() | 304 | private void RecomputeLinksetCompound() |
309 | { | 305 | { |
310 | // Cause the root shape to be rebuilt as a compound object with just the root in it | 306 | try |
311 | LinksetRoot.ForceBodyShapeRebuild(true); | 307 | { |
308 | // Suppress rebuilding while rebuilding | ||
309 | Rebuilding = true; | ||
312 | 310 | ||
313 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", | 311 | // Cause the root shape to be rebuilt as a compound object with just the root in it |
314 | LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); | 312 | LinksetRoot.ForceBodyShapeRebuild(true); |
315 | 313 | ||
316 | // Add a shape for each of the other children in the linkset | 314 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", |
317 | ForEachMember(delegate(BSPhysObject cPrim) | 315 | LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); |
318 | { | 316 | |
319 | if (!IsRoot(cPrim)) | 317 | // Add a shape for each of the other children in the linkset |
318 | ForEachMember(delegate(BSPhysObject cPrim) | ||
320 | { | 319 | { |
321 | // Compute the displacement of the child from the root of the linkset. | 320 | if (!IsRoot(cPrim)) |
322 | // This info is saved in the child prim so the relationship does not | ||
323 | // change over time and the new child position can be computed | ||
324 | // when the linkset is being disassembled (the linkset may have moved). | ||
325 | BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo; | ||
326 | if (lci == null) | ||
327 | { | 321 | { |
328 | // Each child position and rotation is given relative to the root. | 322 | // Compute the displacement of the child from the root of the linkset. |
329 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); | 323 | // This info is saved in the child prim so the relationship does not |
330 | OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; | 324 | // change over time and the new child position can be computed |
331 | OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; | 325 | // when the linkset is being disassembled (the linkset may have moved). |
332 | 326 | BSLinksetCompoundInfo lci = cPrim.LinksetInfo as BSLinksetCompoundInfo; | |
333 | // Save relative position for recomputing child's world position after moving linkset. | 327 | if (lci == null) |
334 | lci = new BSLinksetCompoundInfo(displacementPos, displacementRot); | 328 | { |
335 | cPrim.LinksetInfo = lci; | 329 | // Each child position and rotation is given relative to the root. |
336 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci); | 330 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); |
337 | } | 331 | OMV.Vector3 displacementPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation; |
332 | OMV.Quaternion displacementRot = cPrim.RawOrientation * invRootOrientation; | ||
333 | |||
334 | // Save relative position for recomputing child's world position after moving linkset. | ||
335 | lci = new BSLinksetCompoundInfo(displacementPos, displacementRot); | ||
336 | cPrim.LinksetInfo = lci; | ||
337 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,creatingRelPos,lci={1}", cPrim.LocalID, lci); | ||
338 | } | ||
338 | 339 | ||
339 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}", | 340 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addMemberToShape,mID={1},mShape={2},dispPos={3},dispRot={4}", |
340 | LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot); | 341 | LinksetRoot.LocalID, cPrim.LocalID, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot); |
341 | 342 | ||
342 | if (cPrim.PhysShape.isNativeShape) | 343 | if (cPrim.PhysShape.isNativeShape) |
343 | { | 344 | { |
344 | // A native shape is turning into a hull collision shape because native | 345 | // A native shape is turning into a hull collision shape because native |
345 | // shapes are not shared so we have to hullify it so it will be tracked | 346 | // shapes are not shared so we have to hullify it so it will be tracked |
346 | // and freed at the correct time. This also solves the scaling problem | 347 | // and freed at the correct time. This also solves the scaling problem |
347 | // (native shapes scaled but hull/meshes are assumed to not be). | 348 | // (native shapes scaled but hull/meshes are assumed to not be). |
348 | // TODO: decide of the native shape can just be used in the compound shape. | 349 | // TODO: decide of the native shape can just be used in the compound shape. |
349 | // Use call to CreateGeomNonSpecial(). | 350 | // Use call to CreateGeomNonSpecial(). |
350 | BulletShape saveShape = cPrim.PhysShape; | 351 | BulletShape saveShape = cPrim.PhysShape; |
351 | cPrim.PhysShape.Clear(); // Don't let the create free the child's shape | 352 | cPrim.PhysShape.Clear(); // Don't let the create free the child's shape |
352 | // PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null); | 353 | // PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null); |
353 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); | 354 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); |
354 | BulletShape newShape = cPrim.PhysShape; | 355 | BulletShape newShape = cPrim.PhysShape; |
355 | cPrim.PhysShape = saveShape; | 356 | cPrim.PhysShape = saveShape; |
356 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, lci.OffsetPos , lci.OffsetRot); | 357 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, lci.OffsetPos, lci.OffsetRot); |
357 | } | 358 | } |
358 | else | 359 | else |
359 | { | ||
360 | // For the shared shapes (meshes and hulls), just use the shape in the child. | ||
361 | // The reference count added here will be decremented when the compound shape | ||
362 | // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced). | ||
363 | if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) | ||
364 | { | 360 | { |
365 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", | 361 | // For the shared shapes (meshes and hulls), just use the shape in the child. |
366 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); | 362 | // The reference count added here will be decremented when the compound shape |
363 | // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced). | ||
364 | if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) | ||
365 | { | ||
366 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", | ||
367 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); | ||
368 | } | ||
369 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, lci.OffsetPos, lci.OffsetRot); | ||
367 | } | 370 | } |
368 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, lci.OffsetPos , lci.OffsetRot); | ||
369 | } | 371 | } |
370 | } | 372 | return false; // 'false' says to move onto the next child in the list |
371 | 373 | }); | |
372 | return false; // 'false' says to move onto the next child in the list | ||
373 | }); | ||
374 | 374 | ||
375 | // With all of the linkset packed into the root prim, it has the mass of everyone. | 375 | // With all of the linkset packed into the root prim, it has the mass of everyone. |
376 | float linksetMass = LinksetMass; | 376 | float linksetMass = LinksetMass; |
377 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass); | 377 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass); |
378 | } | ||
379 | finally | ||
380 | { | ||
381 | Rebuilding = false; | ||
382 | } | ||
378 | 383 | ||
379 | BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr); | 384 | BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr); |
380 | 385 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index c855fda..732c084 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -36,9 +36,8 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
36 | { | 36 | { |
37 | // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; | 37 | // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; |
38 | 38 | ||
39 | public BSLinksetConstraints(BSScene scene, BSPhysObject parent) | 39 | public BSLinksetConstraints(BSScene scene, BSPhysObject parent) : base(scene, parent) |
40 | { | 40 | { |
41 | base.Initialize(scene, parent); | ||
42 | } | 41 | } |
43 | 42 | ||
44 | // When physical properties are changed the linkset needs to recalculate | 43 | // When physical properties are changed the linkset needs to recalculate |