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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs27
1 files changed, 14 insertions, 13 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index a7b3f02..bfc7ae7 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -161,7 +161,7 @@ public abstract class BSShape
161 && prim.BaseShape.SculptTexture != OMV.UUID.Zero 161 && prim.BaseShape.SculptTexture != OMV.UUID.Zero
162 ) 162 )
163 { 163 {
164 physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); 164 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset", prim.LocalID);
165 // Multiple requestors will know we're waiting for this asset 165 // Multiple requestors will know we're waiting for this asset
166 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; 166 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
167 167
@@ -196,7 +196,7 @@ public abstract class BSShape
196 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; 196 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched;
197 else 197 else
198 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; 198 yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
199 physicsScene.DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", 199 physicsScene.DetailLog("{0},BSShape,fetchAssetCallback,found={1},isSculpt={2},ids={3}",
200 yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); 200 yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs );
201 }); 201 });
202 } 202 }
@@ -220,7 +220,7 @@ public abstract class BSShape
220 220
221 // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object. 221 // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object.
222 BSShape fillShape = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); 222 BSShape fillShape = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
223 physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID); 223 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,boxTempShape", prim.LocalID);
224 224
225 return fillShape.physShapeInfo; 225 return fillShape.physShapeInfo;
226 } 226 }
@@ -318,7 +318,7 @@ public class BSShapeMesh : BSShape
318 prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"), 318 prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"),
319 newMeshKey.ToString("X"), prim.Size, lod); 319 newMeshKey.ToString("X"), prim.Size, lod);
320 320
321 BSShapeMesh retMesh = new BSShapeMesh(new BulletShape()); 321 BSShapeMesh retMesh = null;
322 lock (Meshes) 322 lock (Meshes)
323 { 323 {
324 if (Meshes.TryGetValue(newMeshKey, out retMesh)) 324 if (Meshes.TryGetValue(newMeshKey, out retMesh))
@@ -328,6 +328,7 @@ public class BSShapeMesh : BSShape
328 } 328 }
329 else 329 else
330 { 330 {
331 retMesh = new BSShapeMesh(new BulletShape());
331 // An instance of this mesh has not been created. Build and remember same. 332 // An instance of this mesh has not been created. Build and remember same.
332 BulletShape newShape = retMesh.CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); 333 BulletShape newShape = retMesh.CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod);
333 334
@@ -422,7 +423,7 @@ public class BSShapeMesh : BSShape
422 } 423 }
423 } 424 }
424 } 425 }
425 physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}", 426 physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}",
426 BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); 427 BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
427 428
428 if (realIndicesIndex != 0) 429 if (realIndicesIndex != 0)
@@ -459,7 +460,7 @@ public class BSShapeHull : BSShape
459 physicsScene.DetailLog("{0},BSShapeHull,getReference,oldKey={1},newKey={2},size={3},lod={4}", 460 physicsScene.DetailLog("{0},BSShapeHull,getReference,oldKey={1},newKey={2},size={3},lod={4}",
460 prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"), newHullKey.ToString("X"), prim.Size, lod); 461 prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"), newHullKey.ToString("X"), prim.Size, lod);
461 462
462 BSShapeHull retHull = new BSShapeHull(new BulletShape()); 463 BSShapeHull retHull = null;
463 lock (Hulls) 464 lock (Hulls)
464 { 465 {
465 if (Hulls.TryGetValue(newHullKey, out retHull)) 466 if (Hulls.TryGetValue(newHullKey, out retHull))
@@ -469,18 +470,18 @@ public class BSShapeHull : BSShape
469 } 470 }
470 else 471 else
471 { 472 {
473 retHull = new BSShapeHull(new BulletShape());
472 // An instance of this mesh has not been created. Build and remember same. 474 // An instance of this mesh has not been created. Build and remember same.
473 BulletShape newShape = retHull.CreatePhysicalHull(physicsScene, prim, newHullKey, prim.BaseShape, prim.Size, lod); 475 BulletShape newShape = retHull.CreatePhysicalHull(physicsScene, prim, newHullKey, prim.BaseShape, prim.Size, lod);
474 476
475 // Check to see if mesh was created (might require an asset). 477 // Check to see if hull was created (might require an asset).
476 newShape = VerifyMeshCreated(physicsScene, newShape, prim); 478 newShape = VerifyMeshCreated(physicsScene, newShape, prim);
477 if (newShape.shapeType == BSPhysicsShapeType.SHAPE_MESH) 479 if (newShape.shapeType == BSPhysicsShapeType.SHAPE_HULL)
478 { 480 {
479 // If a mesh was what was created, remember the built shape for later sharing. 481 // If a mesh was what was created, remember the built shape for later sharing.
480 Hulls.Add(newHullKey, retHull); 482 Hulls.Add(newHullKey, retHull);
481 } 483 }
482 484
483 retHull = new BSShapeHull(newShape);
484 retHull.physShapeInfo = newShape; 485 retHull.physShapeInfo = newShape;
485 } 486 }
486 } 487 }
@@ -498,7 +499,7 @@ public class BSShapeHull : BSShape
498 499
499 if (BSParam.ShouldUseBulletHACD) 500 if (BSParam.ShouldUseBulletHACD)
500 { 501 {
501 physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); 502 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID);
502 BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); 503 BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim);
503 504
504 if (meshShape.physShapeInfo.HasPhysicalShape) 505 if (meshShape.physShapeInfo.HasPhysicalShape)
@@ -514,13 +515,13 @@ public class BSShapeHull : BSShape
514 parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); 515 parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints);
515 parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); 516 parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin);
516 517
517 physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); 518 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
518 newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); 519 newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms);
519 physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); 520 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
520 } 521 }
521 // Now done with the mesh shape. 522 // Now done with the mesh shape.
522 meshShape.DecrementReference(); 523 meshShape.DecrementReference();
523 physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); 524 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
524 } 525 }
525 if (!newShape.HasPhysicalShape) 526 if (!newShape.HasPhysicalShape)
526 { 527 {