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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs19
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs5
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs347
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs4
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs30
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs116
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs1
7 files changed, 256 insertions, 266 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 8c7061d..2a634b9 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -99,26 +99,12 @@ public sealed class BSCharacter : BSPhysObject
99 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", 99 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
100 LocalID, _size, Scale, _avatarDensity, _avatarVolume, MassRaw); 100 LocalID, _size, Scale, _avatarDensity, _avatarVolume, MassRaw);
101 101
102 ShapeData shapeData = new ShapeData();
103 shapeData.ID = LocalID;
104 shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR;
105 shapeData.Position = _position;
106 shapeData.Rotation = _orientation;
107 shapeData.Velocity = _velocity;
108 shapeData.Size = Scale; // capsule is a native shape but scale is not just <1,1,1>
109 shapeData.Scale = Scale;
110 shapeData.Mass = _mass;
111 shapeData.Buoyancy = _buoyancy;
112 shapeData.Static = ShapeData.numericFalse;
113 shapeData.Friction = PhysicsScene.Params.avatarStandingFriction;
114 shapeData.Restitution = PhysicsScene.Params.avatarRestitution;
115
116 // do actual create at taint time 102 // do actual create at taint time
117 PhysicsScene.TaintedObject("BSCharacter.create", delegate() 103 PhysicsScene.TaintedObject("BSCharacter.create", delegate()
118 { 104 {
119 DetailLog("{0},BSCharacter.create,taint", LocalID); 105 DetailLog("{0},BSCharacter.create,taint", LocalID);
120 // New body and shape into BSBody and BSShape 106 // New body and shape into BSBody and BSShape
121 PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, shapeData, null, null, null); 107 PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, null, null);
122 108
123 SetPhysicalProperties(); 109 SetPhysicalProperties();
124 }); 110 });
@@ -212,6 +198,9 @@ public sealed class BSCharacter : BSPhysObject
212 { 198 {
213 set { BaseShape = value; } 199 set { BaseShape = value; }
214 } 200 }
201 // I want the physics engine to make an avatar capsule
202 public override ShapeData.PhysicsShapeType PreferredPhysicalShape
203 { get { return ShapeData.PhysicsShapeType.SHAPE_AVATAR; } }
215 204
216 public override bool Grabbed { 205 public override bool Grabbed {
217 set { _grabbed = value; } 206 set { _grabbed = value; }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 525ec28..f56851f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -68,6 +68,11 @@ public abstract class BSLinkset
68 // to the physical representation is done via the tainting mechenism. 68 // to the physical representation is done via the tainting mechenism.
69 protected object m_linksetActivityLock = new Object(); 69 protected object m_linksetActivityLock = new Object();
70 70
71 // Some linksets have a preferred physical shape.
72 // Returns SHAPE_UNKNOWN if there is no preference.
73 public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape
74 { get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; } }
75
71 // We keep the prim's mass in the linkset structure since it could be dependent on other prims 76 // We keep the prim's mass in the linkset structure since it could be dependent on other prims
72 protected float m_mass; 77 protected float m_mass;
73 public float LinksetMass 78 public float LinksetMass
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index 1c569b5..638fae1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -1,173 +1,176 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyrightD 9 * * Redistributions in binary form must reproduce the above copyrightD
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Text; 29using System.Text;
30 30
31using OMV = OpenMetaverse; 31using OMV = OpenMetaverse;
32 32
33namespace OpenSim.Region.Physics.BulletSPlugin 33namespace OpenSim.Region.Physics.BulletSPlugin
34{ 34{
35public sealed class BSLinksetCompound : BSLinkset 35public sealed class BSLinksetCompound : BSLinkset
36{ 36{
37 // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; 37 // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
38 38
39 public BSLinksetCompound(BSScene scene, BSPhysObject parent) 39 public BSLinksetCompound(BSScene scene, BSPhysObject parent)
40 { 40 {
41 base.Initialize(scene, parent); 41 base.Initialize(scene, parent);
42 } 42 }
43 43
44 // When physical properties are changed the linkset needs to recalculate 44 // When physical properties are changed the linkset needs to recalculate
45 // its internal properties. 45 // its internal properties.
46 // This is queued in the 'post taint' queue so the 46 // This is queued in the 'post taint' queue so the
47 // refresh will happen once after all the other taints are applied. 47 // refresh will happen once after all the other taints are applied.
48 public override void Refresh(BSPhysObject requestor) 48 public override void Refresh(BSPhysObject requestor)
49 { 49 {
50 // Queue to happen after all the other taint processing 50 // Queue to happen after all the other taint processing
51 PhysicsScene.PostTaintObject("BSLinksetcompound.Refresh", requestor.LocalID, delegate() 51 PhysicsScene.PostTaintObject("BSLinksetcompound.Refresh", requestor.LocalID, delegate()
52 { 52 {
53 if (HasAnyChildren && IsRoot(requestor)) 53 if (HasAnyChildren && IsRoot(requestor))
54 RecomputeLinksetCompound(); 54 RecomputeLinksetCompound();
55 }); 55 });
56 } 56 }
57 57
58 // The object is going dynamic (physical). Do any setup necessary 58 // The object is going dynamic (physical). Do any setup necessary
59 // for a dynamic linkset. 59 // for a dynamic linkset.
60 // Only the state of the passed object can be modified. The rest of the linkset 60 // Only the state of the passed object can be modified. The rest of the linkset
61 // has not yet been fully constructed. 61 // has not yet been fully constructed.
62 // Return 'true' if any properties updated on the passed object. 62 // Return 'true' if any properties updated on the passed object.
63 // Called at taint-time! 63 // Called at taint-time!
64 public override bool MakeDynamic(BSPhysObject child) 64 public override bool MakeDynamic(BSPhysObject child)
65 { 65 {
66 // What is done for each object in BSPrim is what we want. 66 // What is done for each object in BSPrim is what we want.
67 return false; 67 return false;
68 } 68 }
69 69
70 // The object is going static (non-physical). Do any setup necessary for a static linkset. 70 // The object is going static (non-physical). Do any setup necessary for a static linkset.
71 // Return 'true' if any properties updated on the passed object. 71 // Return 'true' if any properties updated on the passed object.
72 // This doesn't normally happen -- OpenSim removes the objects from the physical 72 // This doesn't normally happen -- OpenSim removes the objects from the physical
73 // world if it is a static linkset. 73 // world if it is a static linkset.
74 // Called at taint-time! 74 // Called at taint-time!
75 public override bool MakeStatic(BSPhysObject child) 75 public override bool MakeStatic(BSPhysObject child)
76 { 76 {
77 // What is done for each object in BSPrim is what we want. 77 // What is done for each object in BSPrim is what we want.
78 return false; 78 return false;
79 } 79 }
80 80
81 // Called at taint-time!! 81 // Called at taint-time!!
82 public override void UpdateProperties(BSPhysObject updated) 82 public override void UpdateProperties(BSPhysObject updated)
83 { 83 {
84 // Nothing to do for constraints on property updates 84 // Nothing to do for constraints on property updates
85 } 85 }
86 86
87 // Routine called when rebuilding the body of some member of the linkset. 87 // Routine called when rebuilding the body of some member of the linkset.
88 // Destroy all the constraints have have been made to root and set 88 // Destroy all the constraints have have been made to root and set
89 // up to rebuild the constraints before the next simulation step. 89 // up to rebuild the constraints before the next simulation step.
90 // Returns 'true' of something was actually removed and would need restoring 90 // Returns 'true' of something was actually removed and would need restoring
91 // Called at taint-time!! 91 // Called at taint-time!!
92 public override bool RemoveBodyDependencies(BSPrim child) 92 public override bool RemoveBodyDependencies(BSPrim child)
93 { 93 {
94 bool ret = false; 94 bool ret = false;
95 95
96 DetailLog("{0},BSLinksetcompound.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", 96 DetailLog("{0},BSLinksetcompound.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
97 child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X")); 97 child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"));
98 98
99 // Cause the current shape to be freed and the new one to be built. 99 // Cause the current shape to be freed and the new one to be built.
100 Refresh(LinksetRoot); 100 Refresh(LinksetRoot);
101 101
102 return ret; 102 return ret;
103 } 103 }
104 104
105 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', 105 // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
106 // this routine will restore the removed constraints. 106 // this routine will restore the removed constraints.
107 // Called at taint-time!! 107 // Called at taint-time!!
108 public override void RestoreBodyDependencies(BSPrim child) 108 public override void RestoreBodyDependencies(BSPrim child)
109 { 109 {
110 // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. 110 // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
111 } 111 }
112 112
113 // ================================================================ 113 // ================================================================
114 114
115 // Add a new child to the linkset. 115 // Add a new child to the linkset.
116 // Called while LinkActivity is locked. 116 // Called while LinkActivity is locked.
117 protected override void AddChildToLinkset(BSPhysObject child) 117 protected override void AddChildToLinkset(BSPhysObject child)
118 { 118 {
119 if (!HasChild(child)) 119 if (!HasChild(child))
120 { 120 {
121 m_children.Add(child); 121 m_children.Add(child);
122 122
123 DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); 123 DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
124 124
125 // Cause constraints and assorted properties to be recomputed before the next simulation step. 125 // Cause constraints and assorted properties to be recomputed before the next simulation step.
126 Refresh(LinksetRoot); 126 Refresh(LinksetRoot);
127 } 127 }
128 return; 128 return;
129 } 129 }
130 130
131 // Remove the specified child from the linkset. 131 // Remove the specified child from the linkset.
132 // Safe to call even if the child is not really in my linkset. 132 // Safe to call even if the child is not really in my linkset.
133 protected override void RemoveChildFromLinkset(BSPhysObject child) 133 protected override void RemoveChildFromLinkset(BSPhysObject child)
134 { 134 {
135 if (m_children.Remove(child)) 135 if (m_children.Remove(child))
136 { 136 {
137 DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", 137 DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
138 child.LocalID, 138 child.LocalID,
139 LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), 139 LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"),
140 child.LocalID, child.PhysBody.ptr.ToString("X")); 140 child.LocalID, child.PhysBody.ptr.ToString("X"));
141 141
142 // See that the linkset parameters are recomputed at the end of the taint time. 142 // See that the linkset parameters are recomputed at the end of the taint time.
143 Refresh(LinksetRoot); 143 Refresh(LinksetRoot);
144 } 144 }
145 else 145 else
146 { 146 {
147 // Non-fatal occurance. 147 // Non-fatal occurance.
148 // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); 148 // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
149 } 149 }
150 return; 150 return;
151 } 151 }
152 152
153 153
154 // Call each of the constraints that make up this linkset and recompute the 154 // Call each of the constraints that make up this linkset and recompute the
155 // various transforms and variables. Create constraints of not created yet. 155 // various transforms and variables. Create constraints of not created yet.
156 // Called before the simulation step to make sure the constraint based linkset 156 // Called before the simulation step to make sure the constraint based linkset
157 // is all initialized. 157 // is all initialized.
158 // Called at taint time!! 158 // Called at taint time!!
159 private void RecomputeLinksetCompound() 159 private void RecomputeLinksetCompound()
160 { 160 {
161 float linksetMass = LinksetMass; 161 // Release the existing shape
162 LinksetRoot.UpdatePhysicalMassProperties(linksetMass); 162 PhysicsScene.Shapes.DereferenceShape(LinksetRoot.PhysShape, true, null);
163 163
164 // DEBUG: see of inter-linkset collisions are causing problems 164 float linksetMass = LinksetMass;
165 // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, 165 LinksetRoot.UpdatePhysicalMassProperties(linksetMass);
166 // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); 166
167 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,set,rBody={1},linksetMass={2}", 167 // DEBUG: see of inter-linkset collisions are causing problems
168 LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass); 168 // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
169 169 // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
170 170 DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,set,rBody={1},linksetMass={2}",
171 } 171 LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass);
172} 172
173
174 }
175}
173} \ No newline at end of file 176} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 6220b21..7d91468 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -78,6 +78,10 @@ public abstract class BSPhysObject : PhysicsActor
78 78
79 // The objects base shape information. Null if not a prim type shape. 79 // The objects base shape information. Null if not a prim type shape.
80 public PrimitiveBaseShape BaseShape { get; protected set; } 80 public PrimitiveBaseShape BaseShape { get; protected set; }
81 // Some types of objects have preferred physical representations.
82 // Returns SHAPE_UNKNOWN if there is no preference.
83 public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape
84 { get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; } }
81 85
82 // When the physical properties are updated, an EntityProperty holds the update values. 86 // When the physical properties are updated, an EntityProperty holds the update values.
83 // Keep the current and last EntityProperties to enable computation of differences 87 // Keep the current and last EntityProperties to enable computation of differences
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 8dd48ca..8ce960d 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -171,6 +171,10 @@ public sealed class BSPrim : BSPhysObject
171 ForceBodyShapeRebuild(false); 171 ForceBodyShapeRebuild(false);
172 } 172 }
173 } 173 }
174 // Whatever the linkset wants is what I want.
175 public override ShapeData.PhysicsShapeType PreferredPhysicalShape
176 { get { return Linkset.PreferredPhysicalShape; } }
177
174 public override bool ForceBodyShapeRebuild(bool inTaintTime) 178 public override bool ForceBodyShapeRebuild(bool inTaintTime)
175 { 179 {
176 LastAssetBuildFailed = false; 180 LastAssetBuildFailed = false;
@@ -1310,34 +1314,11 @@ public sealed class BSPrim : BSPhysObject
1310 }// end CalculateMass 1314 }// end CalculateMass
1311 #endregion Mass Calculation 1315 #endregion Mass Calculation
1312 1316
1313 // Copy prim's info into the BulletSim shape description structure
1314 public void FillShapeInfo(out ShapeData shape)
1315 {
1316 shape.ID = LocalID;
1317 shape.Type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
1318 shape.Position = _position;
1319 shape.Rotation = _orientation;
1320 shape.Velocity = _velocity;
1321 shape.Size = _size;
1322 shape.Scale = Scale;
1323 shape.Mass = _isPhysical ? _mass : 0f;
1324 shape.Buoyancy = _buoyancy;
1325 shape.HullKey = 0;
1326 shape.MeshKey = 0;
1327 shape.Friction = _friction;
1328 shape.Restitution = _restitution;
1329 shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
1330 shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
1331 shape.Solid = IsSolid ? ShapeData.numericFalse : ShapeData.numericTrue;
1332 }
1333 // Rebuild the geometry and object. 1317 // Rebuild the geometry and object.
1334 // This is called when the shape changes so we need to recreate the mesh/hull. 1318 // This is called when the shape changes so we need to recreate the mesh/hull.
1335 // Called at taint-time!!! 1319 // Called at taint-time!!!
1336 private void CreateGeomAndObject(bool forceRebuild) 1320 private void CreateGeomAndObject(bool forceRebuild)
1337 { 1321 {
1338 ShapeData shapeData;
1339 FillShapeInfo(out shapeData);
1340
1341 // If this prim is part of a linkset, we must remove and restore the physical 1322 // If this prim is part of a linkset, we must remove and restore the physical
1342 // links if the body is rebuilt. 1323 // links if the body is rebuilt.
1343 bool needToRestoreLinkset = false; 1324 bool needToRestoreLinkset = false;
@@ -1346,8 +1327,7 @@ public sealed class BSPrim : BSPhysObject
1346 // Updates BSBody and BSShape with the new information. 1327 // Updates BSBody and BSShape with the new information.
1347 // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. 1328 // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
1348 // Returns 'true' if either the body or the shape was changed. 1329 // Returns 'true' if either the body or the shape was changed.
1349 PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, 1330 PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody)
1350 null, delegate(BulletBody dBody)
1351 { 1331 {
1352 // Called if the current prim body is about to be destroyed. 1332 // Called if the current prim body is about to be destroyed.
1353 // Remove all the physical dependencies on the old body. 1333 // Remove all the physical dependencies on the old body.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index a38e650..478924a 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -90,7 +90,6 @@ public sealed class BSShapeCollection : IDisposable
90 // remove the physical constraints before the body is destroyed. 90 // remove the physical constraints before the body is destroyed.
91 // Called at taint-time!! 91 // Called at taint-time!!
92 public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, 92 public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim,
93 ShapeData shapeData, PrimitiveBaseShape pbs,
94 ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) 93 ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
95 { 94 {
96 bool ret = false; 95 bool ret = false;
@@ -101,12 +100,12 @@ public sealed class BSShapeCollection : IDisposable
101 // Do we have the correct geometry for this type of object? 100 // Do we have the correct geometry for this type of object?
102 // Updates prim.BSShape with information/pointers to shape. 101 // Updates prim.BSShape with information/pointers to shape.
103 // CreateGeom returns 'true' of BSShape as changed to a new shape. 102 // CreateGeom returns 'true' of BSShape as changed to a new shape.
104 bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback); 103 bool newGeom = CreateGeom(forceRebuild, prim, shapeCallback);
105 // If we had to select a new shape geometry for the object, 104 // If we had to select a new shape geometry for the object,
106 // rebuild the body around it. 105 // rebuild the body around it.
107 // Updates prim.BSBody with information/pointers to requested body 106 // Updates prim.BSBody with information/pointers to requested body
108 bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, 107 bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
109 prim.PhysShape, shapeData, bodyCallback); 108 prim.PhysShape, bodyCallback);
110 ret = newGeom || newBody; 109 ret = newGeom || newBody;
111 } 110 }
112 DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", 111 DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}",
@@ -261,6 +260,9 @@ public sealed class BSShapeCollection : IDisposable
261 case ShapeData.PhysicsShapeType.SHAPE_MESH: 260 case ShapeData.PhysicsShapeType.SHAPE_MESH:
262 DereferenceMesh(shape, shapeCallback); 261 DereferenceMesh(shape, shapeCallback);
263 break; 262 break;
263 case ShapeData.PhysicsShapeType.SHAPE_COMPOUND:
264 DereferenceCompound(shape, shapeCallback);
265 break;
264 case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: 266 case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN:
265 break; 267 break;
266 default: 268 default:
@@ -317,6 +319,13 @@ public sealed class BSShapeCollection : IDisposable
317 } 319 }
318 } 320 }
319 321
322 // Remove a reference to a compound shape.
323 // Called at taint-time.
324 private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback)
325 {
326 // Compound shape is made of a bunch of meshes and natives.
327 }
328
320 // Create the geometry information in Bullet for later use. 329 // Create the geometry information in Bullet for later use.
321 // The objects needs a hull if it's physical otherwise a mesh is enough. 330 // The objects needs a hull if it's physical otherwise a mesh is enough.
322 // if 'forceRebuild' is true, the geometry is unconditionally rebuilt. For meshes and hulls, 331 // if 'forceRebuild' is true, the geometry is unconditionally rebuilt. For meshes and hulls,
@@ -325,17 +334,17 @@ public sealed class BSShapeCollection : IDisposable
325 // Info in prim.BSShape is updated to the new shape. 334 // Info in prim.BSShape is updated to the new shape.
326 // Returns 'true' if the geometry was rebuilt. 335 // Returns 'true' if the geometry was rebuilt.
327 // Called at taint-time! 336 // Called at taint-time!
328 private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData, 337 private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback)
329 PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
330 { 338 {
331 bool ret = false; 339 bool ret = false;
332 bool haveShape = false; 340 bool haveShape = false;
333 bool nativeShapePossible = true; 341 bool nativeShapePossible = true;
342 PrimitiveBaseShape pbs = prim.BaseShape;
334 343
335 if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR) 344 if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
336 { 345 {
337 // an avatar capsule is close to a native shape (it is not shared) 346 // an avatar capsule is close to a native shape (it is not shared)
338 ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, 347 ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
339 ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); 348 ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
340 DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); 349 DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
341 ret = true; 350 ret = true;
@@ -359,11 +368,11 @@ public sealed class BSShapeCollection : IDisposable
359 { 368 {
360 haveShape = true; 369 haveShape = true;
361 if (forceRebuild 370 if (forceRebuild
362 || prim.Scale != shapeData.Size 371 || prim.Scale != prim.Size
363 || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE 372 || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
364 ) 373 )
365 { 374 {
366 ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE, 375 ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
367 ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback); 376 ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
368 DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", 377 DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
369 prim.LocalID, forceRebuild, prim.PhysShape); 378 prim.LocalID, forceRebuild, prim.PhysShape);
@@ -373,11 +382,11 @@ public sealed class BSShapeCollection : IDisposable
373 { 382 {
374 haveShape = true; 383 haveShape = true;
375 if (forceRebuild 384 if (forceRebuild
376 || prim.Scale != shapeData.Size 385 || prim.Scale != prim.Size
377 || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX 386 || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
378 ) 387 )
379 { 388 {
380 ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, 389 ret = GetReferenceToNativeShape( prim, ShapeData.PhysicsShapeType.SHAPE_BOX,
381 ShapeData.FixedShapeKey.KEY_BOX, shapeCallback); 390 ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
382 DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", 391 DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
383 prim.LocalID, forceRebuild, prim.PhysShape); 392 prim.LocalID, forceRebuild, prim.PhysShape);
@@ -392,15 +401,15 @@ public sealed class BSShapeCollection : IDisposable
392 if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) 401 if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects)
393 { 402 {
394 // Update prim.BSShape to reference a hull of this shape. 403 // Update prim.BSShape to reference a hull of this shape.
395 ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback); 404 ret = GetReferenceToHull(prim,shapeCallback);
396 DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", 405 DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}",
397 shapeData.ID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); 406 prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
398 } 407 }
399 else 408 else
400 { 409 {
401 ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback); 410 ret = GetReferenceToMesh(prim, shapeCallback);
402 DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", 411 DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}",
403 shapeData.ID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); 412 prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X"));
404 } 413 }
405 } 414 }
406 return ret; 415 return ret;
@@ -408,44 +417,45 @@ public sealed class BSShapeCollection : IDisposable
408 417
409 // Creates a native shape and assignes it to prim.BSShape. 418 // Creates a native shape and assignes it to prim.BSShape.
410 // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). 419 // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape().
411 private bool GetReferenceToNativeShape(BSPhysObject prim, ShapeData shapeData, 420 private bool GetReferenceToNativeShape(BSPhysObject prim,
412 ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, 421 ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
413 ShapeDestructionCallback shapeCallback) 422 ShapeDestructionCallback shapeCallback)
414 { 423 {
415 // release any previous shape 424 // release any previous shape
416 DereferenceShape(prim.PhysShape, true, shapeCallback); 425 DereferenceShape(prim.PhysShape, true, shapeCallback);
417 426
418 shapeData.Type = shapeType;
419 // Bullet native objects are scaled by the Bullet engine so pass the size in 427 // Bullet native objects are scaled by the Bullet engine so pass the size in
420 prim.Scale = shapeData.Size; 428 prim.Scale = prim.Size;
421 shapeData.Scale = shapeData.Size;
422 429
423 BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey); 430 BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey);
424 431
425 // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. 432 // Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
426 DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", 433 DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
427 shapeData.ID, newShape, shapeData.Scale); 434 prim.LocalID, newShape, prim.Scale);
428 435
429 prim.PhysShape = newShape; 436 prim.PhysShape = newShape;
430 return true; 437 return true;
431 } 438 }
432 439
433 private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType, 440 private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, ShapeData.PhysicsShapeType shapeType,
434 ShapeData shapeData, ShapeData.FixedShapeKey shapeKey) 441 ShapeData.FixedShapeKey shapeKey)
435 { 442 {
436 BulletShape newShape; 443 BulletShape newShape;
437 // Need to make sure the passed shape information is for the native type. 444 // Need to make sure the passed shape information is for the native type.
438 ShapeData nativeShapeData = shapeData; 445 ShapeData nativeShapeData = new ShapeData();
439 nativeShapeData.Type = shapeType; 446 nativeShapeData.Type = shapeType;
447 nativeShapeData.ID = prim.LocalID;
448 nativeShapeData.Scale = prim.Scale;
449 nativeShapeData.Size = prim.Scale;
440 nativeShapeData.MeshKey = (ulong)shapeKey; 450 nativeShapeData.MeshKey = (ulong)shapeKey;
441 nativeShapeData.HullKey = (ulong)shapeKey; 451 nativeShapeData.HullKey = (ulong)shapeKey;
442 452
443 if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) 453 if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
444 { 454 {
445 newShape = new BulletShape( 455 newShape = new BulletShape(
446 BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, nativeShapeData.Scale) 456 BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)
447 , shapeType); 457 , shapeType);
448 DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", nativeShapeData.ID, nativeShapeData.Scale); 458 DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
449 } 459 }
450 else 460 else
451 { 461 {
@@ -454,7 +464,7 @@ public sealed class BSShapeCollection : IDisposable
454 if (newShape.ptr == IntPtr.Zero) 464 if (newShape.ptr == IntPtr.Zero)
455 { 465 {
456 PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", 466 PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
457 LogHeader, nativeShapeData.ID, nativeShapeData.Type); 467 LogHeader, prim.LocalID, shapeType);
458 } 468 }
459 newShape.shapeKey = (System.UInt64)shapeKey; 469 newShape.shapeKey = (System.UInt64)shapeKey;
460 newShape.isNativeShape = true; 470 newShape.isNativeShape = true;
@@ -466,13 +476,12 @@ public sealed class BSShapeCollection : IDisposable
466 // Dereferences previous shape in BSShape and adds a reference for this new shape. 476 // Dereferences previous shape in BSShape and adds a reference for this new shape.
467 // Returns 'true' of a mesh was actually built. Otherwise . 477 // Returns 'true' of a mesh was actually built. Otherwise .
468 // Called at taint-time! 478 // Called at taint-time!
469 private bool GetReferenceToMesh(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, 479 private bool GetReferenceToMesh(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
470 ShapeDestructionCallback shapeCallback)
471 { 480 {
472 BulletShape newShape = new BulletShape(IntPtr.Zero); 481 BulletShape newShape = new BulletShape(IntPtr.Zero);
473 482
474 float lod; 483 float lod;
475 System.UInt64 newMeshKey = ComputeShapeKey(shapeData, pbs, out lod); 484 System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
476 485
477 // if this new shape is the same as last time, don't recreate the mesh 486 // if this new shape is the same as last time, don't recreate the mesh
478 if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH) 487 if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH)
@@ -484,9 +493,9 @@ public sealed class BSShapeCollection : IDisposable
484 // Since we're recreating new, get rid of the reference to the previous shape 493 // Since we're recreating new, get rid of the reference to the previous shape
485 DereferenceShape(prim.PhysShape, true, shapeCallback); 494 DereferenceShape(prim.PhysShape, true, shapeCallback);
486 495
487 newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod); 496 newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, prim.BaseShape, prim.Size, lod);
488 // Take evasive action if the mesh was not constructed. 497 // Take evasive action if the mesh was not constructed.
489 newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs); 498 newShape = VerifyMeshCreated(newShape, prim);
490 499
491 ReferenceShape(newShape); 500 ReferenceShape(newShape);
492 501
@@ -541,13 +550,12 @@ public sealed class BSShapeCollection : IDisposable
541 550
542 // See that hull shape exists in the physical world and update prim.BSShape. 551 // See that hull shape exists in the physical world and update prim.BSShape.
543 // We could be creating the hull because scale changed or whatever. 552 // We could be creating the hull because scale changed or whatever.
544 private bool GetReferenceToHull(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, 553 private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback)
545 ShapeDestructionCallback shapeCallback)
546 { 554 {
547 BulletShape newShape; 555 BulletShape newShape;
548 556
549 float lod; 557 float lod;
550 System.UInt64 newHullKey = ComputeShapeKey(shapeData, pbs, out lod); 558 System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
551 559
552 // if the hull hasn't changed, don't rebuild it 560 // if the hull hasn't changed, don't rebuild it
553 if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) 561 if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL)
@@ -559,8 +567,8 @@ public sealed class BSShapeCollection : IDisposable
559 // Remove usage of the previous shape. 567 // Remove usage of the previous shape.
560 DereferenceShape(prim.PhysShape, true, shapeCallback); 568 DereferenceShape(prim.PhysShape, true, shapeCallback);
561 569
562 newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod); 570 newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, prim.BaseShape, prim.Size, lod);
563 newShape = VerifyMeshCreated(newShape, prim, shapeData, pbs); 571 newShape = VerifyMeshCreated(newShape, prim);
564 572
565 ReferenceShape(newShape); 573 ReferenceShape(newShape);
566 574
@@ -687,7 +695,7 @@ public sealed class BSShapeCollection : IDisposable
687 695
688 // Create a hash of all the shape parameters to be used as a key 696 // Create a hash of all the shape parameters to be used as a key
689 // for this particular shape. 697 // for this particular shape.
690 private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs, out float retLod) 698 private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod)
691 { 699 {
692 // level of detail based on size and type of the object 700 // level of detail based on size and type of the object
693 float lod = PhysicsScene.MeshLOD; 701 float lod = PhysicsScene.MeshLOD;
@@ -695,40 +703,40 @@ public sealed class BSShapeCollection : IDisposable
695 lod = PhysicsScene.SculptLOD; 703 lod = PhysicsScene.SculptLOD;
696 704
697 // Mega prims usually get more detail because one can interact with shape approximations at this size. 705 // Mega prims usually get more detail because one can interact with shape approximations at this size.
698 float maxAxis = Math.Max(shapeData.Size.X, Math.Max(shapeData.Size.Y, shapeData.Size.Z)); 706 float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z));
699 if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) 707 if (maxAxis > PhysicsScene.MeshMegaPrimThreshold)
700 lod = PhysicsScene.MeshMegaPrimLOD; 708 lod = PhysicsScene.MeshMegaPrimLOD;
701 709
702 retLod = lod; 710 retLod = lod;
703 return pbs.GetMeshKey(shapeData.Size, lod); 711 return pbs.GetMeshKey(size, lod);
704 } 712 }
705 // For those who don't want the LOD 713 // For those who don't want the LOD
706 private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs) 714 private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs)
707 { 715 {
708 float lod; 716 float lod;
709 return ComputeShapeKey(shapeData, pbs, out lod); 717 return ComputeShapeKey(size, pbs, out lod);
710 } 718 }
711 719
712 // The creation of a mesh or hull can fail if an underlying asset is not available. 720 // The creation of a mesh or hull can fail if an underlying asset is not available.
713 // There are two cases: 1) the asset is not in the cache and it needs to be fetched; 721 // There are two cases: 1) the asset is not in the cache and it needs to be fetched;
714 // and 2) the asset cannot be converted (like decompressing JPEG2000s). 722 // and 2) the asset cannot be converted (like failed decompression of JPEG2000s).
715 // The first case causes the asset to be fetched. The second case just requires 723 // The first case causes the asset to be fetched. The second case requires
716 // us to not loop forever. 724 // us to not loop forever.
717 // Called after creating a physical mesh or hull. If the physical shape was created, 725 // Called after creating a physical mesh or hull. If the physical shape was created,
718 // just return. 726 // just return.
719 private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs) 727 private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim)
720 { 728 {
721 // If the shape was successfully created, nothing more to do 729 // If the shape was successfully created, nothing more to do
722 if (newShape.ptr != IntPtr.Zero) 730 if (newShape.ptr != IntPtr.Zero)
723 return newShape; 731 return newShape;
724 732
725 // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset 733 // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
726 if (pbs.SculptEntry && !prim.LastAssetBuildFailed && pbs.SculptTexture != OMV.UUID.Zero) 734 if (prim.BaseShape.SculptEntry && !prim.LastAssetBuildFailed && prim.BaseShape.SculptTexture != OMV.UUID.Zero)
727 { 735 {
728 prim.LastAssetBuildFailed = true; 736 prim.LastAssetBuildFailed = true;
729 BSPhysObject xprim = prim; 737 BSPhysObject xprim = prim;
730 DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}", 738 DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}",
731 LogHeader, shapeData.ID.ToString("X"), prim.LastAssetBuildFailed); 739 LogHeader, prim.LocalID, prim.LastAssetBuildFailed);
732 Util.FireAndForget(delegate 740 Util.FireAndForget(delegate
733 { 741 {
734 RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; 742 RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
@@ -745,7 +753,7 @@ public sealed class BSShapeCollection : IDisposable
745 yprim.BaseShape.SculptData = asset.Data; 753 yprim.BaseShape.SculptData = asset.Data;
746 // This will cause the prim to see that the filler shape is not the right 754 // This will cause the prim to see that the filler shape is not the right
747 // one and try again to build the object. 755 // one and try again to build the object.
748 // No race condition with the native sphere setting since the rebuild is at taint time. 756 // No race condition with the normal shape setting since the rebuild is at taint time.
749 yprim.ForceBodyShapeRebuild(false); 757 yprim.ForceBodyShapeRebuild(false);
750 758
751 }); 759 });
@@ -757,13 +765,13 @@ public sealed class BSShapeCollection : IDisposable
757 if (prim.LastAssetBuildFailed) 765 if (prim.LastAssetBuildFailed)
758 { 766 {
759 PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}", 767 PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}",
760 LogHeader, shapeData.ID, pbs.SculptTexture); 768 LogHeader, prim.LocalID, prim.BaseShape.SculptTexture);
761 } 769 }
762 } 770 }
763 771
764 // While we figure out the real problem, stick a simple native shape on the object. 772 // While we figure out the real problem, stick a simple native shape on the object.
765 BulletShape fillinShape = 773 BulletShape fillinShape =
766 BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_BOX, shapeData, ShapeData.FixedShapeKey.KEY_BOX); 774 BuildPhysicalNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX);
767 775
768 return fillinShape; 776 return fillinShape;
769 } 777 }
@@ -773,7 +781,7 @@ public sealed class BSShapeCollection : IDisposable
773 // Returns 'true' if an object was actually created. 781 // Returns 'true' if an object was actually created.
774 // Called at taint-time. 782 // Called at taint-time.
775 private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, 783 private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape,
776 ShapeData shapeData, BodyDestructionCallback bodyCallback) 784 BodyDestructionCallback bodyCallback)
777 { 785 {
778 bool ret = false; 786 bool ret = false;
779 787
@@ -803,16 +811,16 @@ public sealed class BSShapeCollection : IDisposable
803 if (prim.IsSolid) 811 if (prim.IsSolid)
804 { 812 {
805 bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, 813 bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr,
806 shapeData.ID, shapeData.Position, shapeData.Rotation); 814 prim.LocalID, prim.ForcePosition, prim.ForceOrientation);
807 DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); 815 DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
808 } 816 }
809 else 817 else
810 { 818 {
811 bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, 819 bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr,
812 shapeData.ID, shapeData.Position, shapeData.Rotation); 820 prim.LocalID, prim.ForcePosition, prim.ForceOrientation);
813 DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); 821 DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
814 } 822 }
815 aBody = new BulletBody(shapeData.ID, bodyPtr); 823 aBody = new BulletBody(prim.LocalID, bodyPtr);
816 824
817 ReferenceBody(aBody, true); 825 ReferenceBody(aBody, true);
818 826
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 9b7ba03..3b6355c 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -194,6 +194,7 @@ public struct ShapeData
194 // following defined by BulletSim 194 // following defined by BulletSim
195 SHAPE_GROUNDPLANE = 20, 195 SHAPE_GROUNDPLANE = 20,
196 SHAPE_TERRAIN = 21, 196 SHAPE_TERRAIN = 21,
197 SHAPE_COMPOUND = 22,
197 }; 198 };
198 public uint ID; 199 public uint ID;
199 public PhysicsShapeType Type; 200 public PhysicsShapeType Type;