BulletSim: rearrange code for sensing whether shapes have been
constructed. Add routine to check for failed and use that method rather than checking individual state.bullet-2.82
parent
327632dc66
commit
9c804466e5
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@ -401,11 +401,9 @@ public sealed class BSLinksetCompound : BSLinkset
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// The linkset must be in an intermediate state where all the children have not yet
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// been constructed. This sometimes happens on startup when everything is getting
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// built and some shapes have to wait for assets to be read in.
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// Just skip this child for the moment and cause the shape to be rebuilt next tick.
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// Just skip this linkset for the moment and cause the shape to be rebuilt next tick.
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// One problem might be that the shape is broken somehow and it never becomes completely
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// available. This might cause the rebuild to happen over and over.
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if (LinksetRebuildFailureLoopPrevention-- > 0)
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{
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LinksetRoot.ForceBodyShapeRebuild(false);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChildWithNoShape,indx={1},cShape={2},offPos={3},offRot={4}",
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LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot);
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@ -414,7 +412,10 @@ public sealed class BSLinksetCompound : BSLinkset
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m_physicsScene.Logger.WarnFormat("{0} Linkset rebuild warning. If this happens more than one or two times, please report in Mantis 7191", LogHeader);
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m_physicsScene.Logger.WarnFormat("{0} pName={1}, childIdx={2}, shape={3}",
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LogHeader, LinksetRoot.Name, cPrim.LinksetChildIndex, childShape);
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}
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// This causes the loop to bail on building the rest of this linkset.
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// The rebuild operation should fix it up or declare the object unbuildable.
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return true;
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}
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return false; // 'false' says to move onto the next child in the list
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@ -159,6 +159,11 @@ public abstract class BSPhysObject : PhysicsActor
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Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched
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}
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public PrimAssetCondition PrimAssetState { get; set; }
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public virtual bool AssetFailed()
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{
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return ( (this.PrimAssetState == PrimAssetCondition.FailedAssetFetch)
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|| (this.PrimAssetState == PrimAssetCondition.FailedMeshing) );
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}
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// The objects base shape information. Null if not a prim type shape.
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public PrimitiveBaseShape BaseShape { get; protected set; }
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@ -177,8 +177,7 @@ public abstract class BSShape
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{
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// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
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if (prim.BaseShape.SculptEntry
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&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedAssetFetch
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&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedMeshing
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&& !prim.AssetFailed()
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&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting
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&& prim.BaseShape.SculptTexture != OMV.UUID.Zero
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)
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@ -189,9 +188,6 @@ public abstract class BSShape
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prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
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BSPhysObject xprim = prim;
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Util.FireAndForget(delegate
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{
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// physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID);
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RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod;
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if (assetProvider != null)
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{
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@ -232,7 +228,6 @@ public abstract class BSShape
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physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
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LogHeader, physicsScene.Name);
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}
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});
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}
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else
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{
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@ -395,9 +390,7 @@ public class BSShapeMesh : BSShape
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// Check to see if mesh was created (might require an asset).
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newShape = VerifyMeshCreated(physicsScene, newShape, prim);
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if (!newShape.isNativeShape
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|| prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing
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|| prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
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if (!newShape.isNativeShape || prim.AssetFailed() )
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{
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// If a mesh was what was created, remember the built shape for later sharing.
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// Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh.
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@ -584,9 +577,7 @@ public class BSShapeHull : BSShape
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// Check to see if hull was created (might require an asset).
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newShape = VerifyMeshCreated(physicsScene, newShape, prim);
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if (!newShape.isNativeShape
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|| prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing
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|| prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
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if (!newShape.isNativeShape || prim.AssetFailed())
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{
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// If a mesh was what was created, remember the built shape for later sharing.
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Hulls.Add(newHullKey, retHull);
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@ -994,6 +985,11 @@ public class BSShapeCompound : BSShape
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BSShapeNative nativeShape = new BSShapeNative(pShape);
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nativeShape.Dereference(physicsScene);
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}
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else
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{
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physicsScene.Logger.WarnFormat("{0} DereferenceAnonCollisionShape. Did not find shape. {1}",
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LogHeader, pShape);
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}
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}
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}
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}
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@ -1137,9 +1133,7 @@ public class BSShapeGImpact : BSShape
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// Check to see if mesh was created (might require an asset).
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newShape = VerifyMeshCreated(physicsScene, newShape, prim);
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newShape.shapeKey = newMeshKey;
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if (!newShape.isNativeShape
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|| prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing
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|| prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
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if (!newShape.isNativeShape || prim.AssetFailed())
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{
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// If a mesh was what was created, remember the built shape for later sharing.
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// Also note that if meshing failed we put it in the mesh list as there is nothing
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