diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 05cc8227a3..38a9e4653b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -497,6 +497,9 @@ public sealed class BSPrim : PhysicsActor BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); + // recompute any linkset parameters + _linkset.Refresh(this); + CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); } @@ -1095,28 +1098,21 @@ public sealed class BSPrim : PhysicsActor // if the hull hasn't changed, don't rebuild it if (newHullKey == _hullKey) return; - DetailLog("{0},BSPrim.CreateGeomHull,create,key={1}", LocalID, _meshKey); + DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); // Since we're recreating new, get rid of any previously generated shape if (_hullKey != 0) { // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); - DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey); + DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); _hullKey = 0; - _hulls.Clear(); - DetailLog("{0},BSPrim.CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey); - BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); - _mesh = null; // the mesh cannot match either - _meshKey = 0; } _hullKey = newHullKey; - if (_meshKey != _hullKey) - { - // if the underlying mesh has changed, rebuild it - CreateGeomMesh(); - } + + // Make sure the underlying mesh exists and is correct + CreateGeomMesh(); int[] indices = _mesh.getIndexListAsInt(); List vertices = _mesh.getVertexList(); @@ -1142,7 +1138,7 @@ public sealed class BSPrim : PhysicsActor // create the hull into the _hulls variable convexBuilder.process(dcomp); - // Convert the vertices and indices for passing to unmanaged + // Convert the vertices and indices for passing to unmanaged. // The hull information is passed as a large floating point array. // The format is: // convHulls[0] = number of hulls @@ -1355,7 +1351,7 @@ public sealed class BSPrim : PhysicsActor } // I've collided with something - CollisionEventUpdate collisionCollection = null; + CollisionEventUpdate collisionCollection; public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) { // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); @@ -1367,6 +1363,8 @@ public sealed class BSPrim : PhysicsActor _collidingGroundStep = _scene.SimulationStep; } + // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); + // if someone is subscribed to collision events.... if (_subscribedEventsMs != 0) { // throttle the collisions to the number of milliseconds specified in the subscription @@ -1387,7 +1385,9 @@ public sealed class BSPrim : PhysicsActor if (collisionCollection != null && collisionCollection.Count > 0) { base.SendCollisionUpdate(collisionCollection); - collisionCollection.Clear(); + // The collisionCollection structure is passed around in the simulator. + // Make sure we don't have a handle to that one and that a new one is used next time. + collisionCollection = null; } }