BulletSim: don't recreate mesh unless it needs it when rebuilding the hull. Make sure the collisionCollection is reallocated each tick to fix race condition of it being cleared while still in use.
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257446889b
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b05a2fc4ed
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@ -497,6 +497,9 @@ public sealed class BSPrim : PhysicsActor
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BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
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// recompute any linkset parameters
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_linkset.Refresh(this);
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CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
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DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
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}
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@ -1095,28 +1098,21 @@ public sealed class BSPrim : PhysicsActor
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// if the hull hasn't changed, don't rebuild it
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if (newHullKey == _hullKey) return;
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DetailLog("{0},BSPrim.CreateGeomHull,create,key={1}", LocalID, _meshKey);
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DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey);
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// Since we're recreating new, get rid of any previously generated shape
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if (_hullKey != 0)
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{
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// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
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DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey);
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DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey);
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BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
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_hullKey = 0;
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_hulls.Clear();
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DetailLog("{0},BSPrim.CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
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BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
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_mesh = null; // the mesh cannot match either
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_meshKey = 0;
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}
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_hullKey = newHullKey;
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if (_meshKey != _hullKey)
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{
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// if the underlying mesh has changed, rebuild it
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// Make sure the underlying mesh exists and is correct
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CreateGeomMesh();
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}
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int[] indices = _mesh.getIndexListAsInt();
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List<OMV.Vector3> vertices = _mesh.getVertexList();
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@ -1142,7 +1138,7 @@ public sealed class BSPrim : PhysicsActor
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// create the hull into the _hulls variable
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convexBuilder.process(dcomp);
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// Convert the vertices and indices for passing to unmanaged
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// Convert the vertices and indices for passing to unmanaged.
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// The hull information is passed as a large floating point array.
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// The format is:
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// convHulls[0] = number of hulls
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@ -1355,7 +1351,7 @@ public sealed class BSPrim : PhysicsActor
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}
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// I've collided with something
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CollisionEventUpdate collisionCollection = null;
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CollisionEventUpdate collisionCollection;
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public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
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{
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// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
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@ -1367,6 +1363,8 @@ public sealed class BSPrim : PhysicsActor
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_collidingGroundStep = _scene.SimulationStep;
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}
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// DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith);
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// if someone is subscribed to collision events....
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if (_subscribedEventsMs != 0) {
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// throttle the collisions to the number of milliseconds specified in the subscription
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@ -1387,7 +1385,9 @@ public sealed class BSPrim : PhysicsActor
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if (collisionCollection != null && collisionCollection.Count > 0)
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{
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base.SendCollisionUpdate(collisionCollection);
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collisionCollection.Clear();
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// The collisionCollection structure is passed around in the simulator.
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// Make sure we don't have a handle to that one and that a new one is used next time.
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collisionCollection = null;
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}
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}
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