From 79f7c466a116bf368423d4e18163f34fd8d66ce1 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 3 Nov 2012 21:08:39 -0700 Subject: BulletSim: fix compound linkset crash by not freeing shape of child prims. Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 6 +++--- .../Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 11 ++++++----- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 3 +++ OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 4 ++-- .../Region/Physics/BulletSPlugin/BSShapeCollection.cs | 16 ++++++++++------ OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 2 +- 6 files changed, 25 insertions(+), 17 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 38609e3..819635a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -89,7 +89,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin //Angular properties private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor - private int m_angularMotorApply = 0; // application frame counter + // private int m_angularMotorApply = 0; // application frame counter private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate @@ -199,7 +199,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin break; case Vehicle.ANGULAR_MOTOR_DIRECTION: m_angularMotorDirection = new Vector3(pValue, pValue, pValue); - m_angularMotorApply = 100; + // m_angularMotorApply = 100; break; case Vehicle.LINEAR_FRICTION_TIMESCALE: m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); @@ -229,7 +229,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f)); pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f)); m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); - m_angularMotorApply = 100; + // m_angularMotorApply = 100; break; case Vehicle.LINEAR_FRICTION_TIMESCALE: m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 6e68695..12c6d7a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -83,8 +83,8 @@ public sealed class BSLinksetCompound : BSLinkset public override bool MakeDynamic(BSPhysObject child) { bool ret = false; - DetailLog("{0},BSLinksetCompound.MakeDynamic,call,isChild={1}", child.LocalID, HasChild(child)); - if (HasChild(child)) + DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); + if (!IsRoot(child)) { // Physical children are removed from the world as the shape ofthe root compound // shape takes over. @@ -103,8 +103,8 @@ public sealed class BSLinksetCompound : BSLinkset public override bool MakeStatic(BSPhysObject child) { bool ret = false; - DetailLog("{0},BSLinksetCompound.MakeStatic,call,hasChild={1}", child.LocalID, HasChild(child)); - if (HasChild(child)) + DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); + if (!IsRoot(child)) { // The non-physical children can come back to life. BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); @@ -240,6 +240,7 @@ public sealed class BSLinksetCompound : BSLinkset // A mesh or hull is created because scale is not available on a native shape. // (TODO: Bullet does have a btScaledCollisionShape. Can that be used?) BulletShape saveShape = cPrim.PhysShape; + cPrim.PhysShape.ptr = IntPtr.Zero; // Don't let the create free the child's shape PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); BulletShape newShape = cPrim.PhysShape; cPrim.PhysShape = saveShape; @@ -263,7 +264,7 @@ public sealed class BSLinksetCompound : BSLinkset float linksetMass = LinksetMass; LinksetRoot.UpdatePhysicalMassProperties(linksetMass); - // DEBUG: see of inter-linkset collisions are causing problems + // DEBUG: see of inter-linkset collisions are causing problems for constraint linksets. // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index af403aa..aaa0d93 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -703,6 +703,9 @@ public sealed class BSPrim : BSPhysObject // For good measure, make sure the transform is set through to the motion state BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); + // Center of mass is at the center of the object + BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); + // A dynamic object has mass UpdatePhysicalMassProperties(RawMass); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index c2e0ef1..740f339 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -1391,7 +1391,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // If the local ID is APPLY_TO_NONE, just change the default value // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs // If the localID is a specific object, apply the parameter change to only that object - protected void UpdateParameterObject(ref float defaultLoc, string parm, uint localID, float val) + private void UpdateParameterObject(ref float defaultLoc, string parm, uint localID, float val) { List objectIDs = new List(); switch (localID) @@ -1416,7 +1416,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters } // schedule the actual updating of the paramter to when the phys engine is not busy - protected void TaintedUpdateParameter(string parm, List lIDs, float val) + private void TaintedUpdateParameter(string parm, List lIDs, float val) { float xval = val; List xlIDs = lIDs; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 4a31c7d..29a23c0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -38,7 +38,7 @@ public sealed class BSShapeCollection : IDisposable { private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; - protected BSScene PhysicsScene { get; set; } + private BSScene PhysicsScene { get; set; } private Object m_collectionActivityLock = new Object(); @@ -103,11 +103,12 @@ public sealed class BSShapeCollection : IDisposable { // Do we have the correct geometry for this type of object? // Updates prim.BSShape with information/pointers to shape. - // CreateGeom returns 'true' of BSShape as changed to a new shape. + // Returns 'true' of BSShape is changed to a new shape. bool newGeom = CreateGeom(forceRebuild, prim, 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 + // Returns 'true' if BSBody was changed. bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.PhysShape, bodyCallback); ret = newGeom || newBody; @@ -431,6 +432,7 @@ public sealed class BSShapeCollection : IDisposable return ret; } + // Create a mesh/hull shape or a native shape if 'nativeShapePossible' is 'true'. private bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) { bool ret = false; @@ -797,15 +799,17 @@ public sealed class BSShapeCollection : IDisposable private bool GetReferenceToCompoundShape(BSPhysObject prim, ShapeDestructionCallback shapeCallback) { // Remove reference to the old shape - // Don't need to do this as the shape is freed when we create the new root shape below. + // Don't need to do this as the shape is freed when the new root shape is created below. // DereferenceShape(prim.PhysShape, true, shapeCallback); BulletShape cShape = new BulletShape( - BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr), ShapeData.PhysicsShapeType.SHAPE_COMPOUND); + BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), ShapeData.PhysicsShapeType.SHAPE_COMPOUND); - // Create the shape for the root prim and add it to the compound shape - CreateGeomNonSpecial(true, prim, null); + // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. + CreateGeomMeshOrHull(prim, shapeCallback); BulletSimAPI.AddChildShapeToCompoundShape2(cShape.ptr, prim.PhysShape.ptr, OMV.Vector3.Zero, OMV.Quaternion.Identity); + DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}", + prim.LocalID, cShape, prim.PhysShape); prim.PhysShape = cShape; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index ac6d2b2..702bd77 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs @@ -614,7 +614,7 @@ public static extern bool IsNativeShape2(IntPtr shape); public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern IntPtr CreateCompoundShape2(IntPtr sim); +public static extern IntPtr CreateCompoundShape2(IntPtr sim, bool enableDynamicAabbTree); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern int GetNumberOfCompoundChildren2(IntPtr cShape); -- cgit v1.1