From 74dea4cfd52be75b4dd6277260c3ada80b939fbb Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 27 Sep 2012 19:57:35 -0700 Subject: BulletSim: rename some constraint variables to be consistant with other name use. Added callbacks for shape and body changes in GetBodyAndShape() so the linkset constraints can be picked up and restored. A better design might be to have a "prim shape changed" event. Think about that. Added constraint types to general constraint class. --- .../Physics/BulletSPlugin/BSShapeCollection.cs | 65 ++++++++++++++-------- 1 file changed, 41 insertions(+), 24 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index b428ba3..2618971 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -81,12 +81,21 @@ public class BSShapeCollection : IDisposable // TODO!!!!!!!!! } + // Callbacks called just before either the body or shape is destroyed. + // Mostly used for changing bodies out from under Linksets. + // Useful for other cases where parameters need saving. + // Passing 'null' says no callback. + public delegate void ShapeDestructionCallback(BulletShape shape); + public delegate void BodyDestructionCallback(BulletBody body); + // Called to update/change the body and shape for an object. // First checks the shape and updates that if necessary then makes // sure the body is of the right type. // Return 'true' if either the body or the shape changed. // Called at taint-time!! - public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) + public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim, + ShapeData shapeData, PrimitiveBaseShape pbs, + ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) { bool ret = false; @@ -95,11 +104,11 @@ public class BSShapeCollection : IDisposable { // Do we have the correct geometry for this type of object? // Updates prim.BSShape with information/pointers to requested shape - bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs); + bool newGeom = CreateGeom(forceRebuild, prim, shapeData, pbs, shapeCallback); // If we had to select a new shape geometry for the object, // rebuild the body around it. // Updates prim.BSBody with information/pointers to requested body - bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData); + bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData, bodyCallback); ret = newGeom || newBody; } DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}", @@ -135,7 +144,7 @@ public class BSShapeCollection : IDisposable // Release the usage of a body. // Called when releasing use of a BSBody. BSShape is handled separately. - public void DereferenceBody(BulletBody shape, bool inTaintTime) + public void DereferenceBody(BulletBody shape, bool inTaintTime, BodyDestructionCallback bodyCallback ) { if (shape.ptr == IntPtr.Zero) return; @@ -244,7 +253,7 @@ public class BSShapeCollection : IDisposable // Release the usage of a shape. // The collisionObject is released since it is a copy of the real collision shape. - private void DereferenceShape(BulletShape shape, bool atTaintTime) + private void DereferenceShape(BulletShape shape, bool atTaintTime, ShapeDestructionCallback shapeCallback) { if (shape.ptr == IntPtr.Zero) return; @@ -254,10 +263,10 @@ public class BSShapeCollection : IDisposable switch (shape.type) { case ShapeData.PhysicsShapeType.SHAPE_HULL: - DereferenceHull(shape); + DereferenceHull(shape, shapeCallback); break; case ShapeData.PhysicsShapeType.SHAPE_MESH: - DereferenceMesh(shape); + DereferenceMesh(shape, shapeCallback); break; case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: break; @@ -267,6 +276,7 @@ public class BSShapeCollection : IDisposable { DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", BSScene.DetailLogZero, shape.ptr.ToString("X"), atTaintTime); + if (shapeCallback != null) shapeCallback(shape); BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); } break; @@ -287,13 +297,14 @@ public class BSShapeCollection : IDisposable // Count down the reference count for a mesh shape // Called at taint-time. - private void DereferenceMesh(BulletShape shape) + private void DereferenceMesh(BulletShape shape, ShapeDestructionCallback shapeCallback) { MeshDesc meshDesc; if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) { meshDesc.referenceCount--; // TODO: release the Bullet storage + if (shapeCallback != null) shapeCallback(shape); meshDesc.lastReferenced = System.DateTime.Now; Meshes[shape.shapeKey] = meshDesc; DetailLog("{0},BSShapeCollection.DereferenceMesh,key={1},refCnt={2}", @@ -304,13 +315,14 @@ public class BSShapeCollection : IDisposable // Count down the reference count for a hull shape // Called at taint-time. - private void DereferenceHull(BulletShape shape) + private void DereferenceHull(BulletShape shape, ShapeDestructionCallback shapeCallback) { HullDesc hullDesc; if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) { hullDesc.referenceCount--; // TODO: release the Bullet storage (aging old entries?) + if (shapeCallback != null) shapeCallback(shape); hullDesc.lastReferenced = System.DateTime.Now; Hulls[shape.shapeKey] = hullDesc; DetailLog("{0},BSShapeCollection.DereferenceHull,key={1},refCnt={2}", @@ -324,7 +336,8 @@ public class BSShapeCollection : IDisposable // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. // Returns 'true' if the geometry was rebuilt. // Called at taint-time! - private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) + private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData, + PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) { bool ret = false; bool haveShape = false; @@ -349,8 +362,8 @@ public class BSShapeCollection : IDisposable || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE ) { - ret = GetReferenceToNativeShape(prim, shapeData, - ShapeData.PhysicsShapeType.SHAPE_SPHERE, ShapeData.FixedShapeKey.KEY_SPHERE); + ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE, + ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback); DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", prim.LocalID, forceRebuild, prim.BSShape); } @@ -363,8 +376,8 @@ public class BSShapeCollection : IDisposable || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX ) { - ret = GetReferenceToNativeShape( - prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX); + ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, + ShapeData.FixedShapeKey.KEY_BOX, shapeCallback); DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", prim.LocalID, forceRebuild, prim.BSShape); } @@ -378,13 +391,13 @@ public class BSShapeCollection : IDisposable if (prim.IsPhysical) { // Update prim.BSShape to reference a hull of this shape. - ret = GetReferenceToHull(prim, shapeData, pbs); + ret = GetReferenceToHull(prim, shapeData, pbs, shapeCallback); DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); } else { - ret = GetReferenceToMesh(prim, shapeData, pbs); + ret = GetReferenceToMesh(prim, shapeData, pbs, shapeCallback); DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", shapeData.ID, prim.BSShape, prim.BSShape.shapeKey.ToString("X")); } @@ -394,7 +407,8 @@ public class BSShapeCollection : IDisposable // Creates a native shape and assignes it to prim.BSShape private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData, - ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) + ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, + ShapeDestructionCallback shapeCallback) { BulletShape newShape; @@ -404,7 +418,7 @@ public class BSShapeCollection : IDisposable shapeData.Scale = shapeData.Size; // release any previous shape - DereferenceShape(prim.BSShape, true); + DereferenceShape(prim.BSShape, true, shapeCallback); // Native shapes are always built independently. newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); @@ -422,7 +436,8 @@ public class BSShapeCollection : IDisposable // Dereferences previous shape in BSShape and adds a reference for this new shape. // Returns 'true' of a mesh was actually built. Otherwise . // Called at taint-time! - private bool GetReferenceToMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) + private bool GetReferenceToMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs, + ShapeDestructionCallback shapeCallback) { BulletShape newShape = new BulletShape(IntPtr.Zero); @@ -436,7 +451,7 @@ public class BSShapeCollection : IDisposable prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); // Since we're recreating new, get rid of the reference to the previous shape - DereferenceShape(prim.BSShape, true); + DereferenceShape(prim.BSShape, true, shapeCallback); newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, pbs, shapeData.Size, lod); @@ -490,7 +505,8 @@ public class BSShapeCollection : IDisposable // See that hull shape exists in the physical world and update prim.BSShape. // We could be creating the hull because scale changed or whatever. - private bool GetReferenceToHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs) + private bool GetReferenceToHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs, + ShapeDestructionCallback shapeCallback) { BulletShape newShape; @@ -505,7 +521,7 @@ public class BSShapeCollection : IDisposable prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newHullKey.ToString("X")); // Remove usage of the previous shape. Also removes reference to underlying mesh if it is a hull. - DereferenceShape(prim.BSShape, true); + DereferenceShape(prim.BSShape, true, shapeCallback); newShape = CreatePhysicalHull(prim.PhysObjectName, newHullKey, pbs, shapeData.Size, lod); @@ -656,7 +672,8 @@ public class BSShapeCollection : IDisposable // Updates prim.BSBody with the information about the new body if one is created. // Returns 'true' if an object was actually created. // Called at taint-time. - private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, ShapeData shapeData) + private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, + ShapeData shapeData, BodyDestructionCallback bodyCallback) { bool ret = false; @@ -679,7 +696,7 @@ public class BSShapeCollection : IDisposable if (mustRebuild || forceRebuild) { - DereferenceBody(prim.BSBody, true); + DereferenceBody(prim.BSBody, true, bodyCallback); BulletBody aBody; IntPtr bodyPtr = IntPtr.Zero; -- cgit v1.1