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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs30
1 files changed, 15 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 05cc822..38a9e46 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -497,6 +497,9 @@ public sealed class BSPrim : PhysicsActor
497 497
498 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); 498 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
499 499
500 // recompute any linkset parameters
501 _linkset.Refresh(this);
502
500 CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); 503 CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
501 DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); 504 DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
502 } 505 }
@@ -1095,28 +1098,21 @@ public sealed class BSPrim : PhysicsActor
1095 // if the hull hasn't changed, don't rebuild it 1098 // if the hull hasn't changed, don't rebuild it
1096 if (newHullKey == _hullKey) return; 1099 if (newHullKey == _hullKey) return;
1097 1100
1098 DetailLog("{0},BSPrim.CreateGeomHull,create,key={1}", LocalID, _meshKey); 1101 DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey);
1099 1102
1100 // Since we're recreating new, get rid of any previously generated shape 1103 // Since we're recreating new, get rid of any previously generated shape
1101 if (_hullKey != 0) 1104 if (_hullKey != 0)
1102 { 1105 {
1103 // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); 1106 // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
1104 DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey); 1107 DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey);
1105 BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); 1108 BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
1106 _hullKey = 0; 1109 _hullKey = 0;
1107 _hulls.Clear();
1108 DetailLog("{0},BSPrim.CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
1109 BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
1110 _mesh = null; // the mesh cannot match either
1111 _meshKey = 0;
1112 } 1110 }
1113 1111
1114 _hullKey = newHullKey; 1112 _hullKey = newHullKey;
1115 if (_meshKey != _hullKey) 1113
1116 { 1114 // Make sure the underlying mesh exists and is correct
1117 // if the underlying mesh has changed, rebuild it 1115 CreateGeomMesh();
1118 CreateGeomMesh();
1119 }
1120 1116
1121 int[] indices = _mesh.getIndexListAsInt(); 1117 int[] indices = _mesh.getIndexListAsInt();
1122 List<OMV.Vector3> vertices = _mesh.getVertexList(); 1118 List<OMV.Vector3> vertices = _mesh.getVertexList();
@@ -1142,7 +1138,7 @@ public sealed class BSPrim : PhysicsActor
1142 // create the hull into the _hulls variable 1138 // create the hull into the _hulls variable
1143 convexBuilder.process(dcomp); 1139 convexBuilder.process(dcomp);
1144 1140
1145 // Convert the vertices and indices for passing to unmanaged 1141 // Convert the vertices and indices for passing to unmanaged.
1146 // The hull information is passed as a large floating point array. 1142 // The hull information is passed as a large floating point array.
1147 // The format is: 1143 // The format is:
1148 // convHulls[0] = number of hulls 1144 // convHulls[0] = number of hulls
@@ -1355,7 +1351,7 @@ public sealed class BSPrim : PhysicsActor
1355 } 1351 }
1356 1352
1357 // I've collided with something 1353 // I've collided with something
1358 CollisionEventUpdate collisionCollection = null; 1354 CollisionEventUpdate collisionCollection;
1359 public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) 1355 public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
1360 { 1356 {
1361 // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); 1357 // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
@@ -1367,6 +1363,8 @@ public sealed class BSPrim : PhysicsActor
1367 _collidingGroundStep = _scene.SimulationStep; 1363 _collidingGroundStep = _scene.SimulationStep;
1368 } 1364 }
1369 1365
1366 // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith);
1367
1370 // if someone is subscribed to collision events.... 1368 // if someone is subscribed to collision events....
1371 if (_subscribedEventsMs != 0) { 1369 if (_subscribedEventsMs != 0) {
1372 // throttle the collisions to the number of milliseconds specified in the subscription 1370 // throttle the collisions to the number of milliseconds specified in the subscription
@@ -1387,7 +1385,9 @@ public sealed class BSPrim : PhysicsActor
1387 if (collisionCollection != null && collisionCollection.Count > 0) 1385 if (collisionCollection != null && collisionCollection.Count > 0)
1388 { 1386 {
1389 base.SendCollisionUpdate(collisionCollection); 1387 base.SendCollisionUpdate(collisionCollection);
1390 collisionCollection.Clear(); 1388 // The collisionCollection structure is passed around in the simulator.
1389 // Make sure we don't have a handle to that one and that a new one is used next time.
1390 collisionCollection = null;
1391 } 1391 }
1392 } 1392 }
1393 1393