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.
0.8.0.3
Robert Adams 2014-07-26 16:03:43 -07:00 committed by Justin Clark-Casey
parent 05dfc38f66
commit eedefdc5ff
3 changed files with 60 additions and 60 deletions

View File

@ -401,11 +401,9 @@ public sealed class BSLinksetCompound : BSLinkset
// The linkset must be in an intermediate state where all the children have not yet
// been constructed. This sometimes happens on startup when everything is getting
// built and some shapes have to wait for assets to be read in.
// Just skip this child for the moment and cause the shape to be rebuilt next tick.
// Just skip this linkset for the moment and cause the shape to be rebuilt next tick.
// One problem might be that the shape is broken somehow and it never becomes completely
// available. This might cause the rebuild to happen over and over.
if (LinksetRebuildFailureLoopPrevention-- > 0)
{
LinksetRoot.ForceBodyShapeRebuild(false);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChildWithNoShape,indx={1},cShape={2},offPos={3},offRot={4}",
LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot);
@ -414,7 +412,10 @@ public sealed class BSLinksetCompound : BSLinkset
m_physicsScene.Logger.WarnFormat("{0} Linkset rebuild warning. If this happens more than one or two times, please report in Mantis 7191", LogHeader);
m_physicsScene.Logger.WarnFormat("{0} pName={1}, childIdx={2}, shape={3}",
LogHeader, LinksetRoot.Name, cPrim.LinksetChildIndex, childShape);
}
// This causes the loop to bail on building the rest of this linkset.
// The rebuild operation should fix it up or declare the object unbuildable.
return true;
}
return false; // 'false' says to move onto the next child in the list

View File

@ -159,6 +159,11 @@ public abstract class BSPhysObject : PhysicsActor
Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched
}
public PrimAssetCondition PrimAssetState { get; set; }
public virtual bool AssetFailed()
{
return ( (this.PrimAssetState == PrimAssetCondition.FailedAssetFetch)
|| (this.PrimAssetState == PrimAssetCondition.FailedMeshing) );
}
// The objects base shape information. Null if not a prim type shape.
public PrimitiveBaseShape BaseShape { get; protected set; }

View File

@ -177,8 +177,7 @@ public abstract class BSShape
{
// If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
if (prim.BaseShape.SculptEntry
&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedAssetFetch
&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedMeshing
&& !prim.AssetFailed()
&& prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting
&& prim.BaseShape.SculptTexture != OMV.UUID.Zero
)
@ -189,9 +188,6 @@ public abstract class BSShape
prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
BSPhysObject xprim = prim;
Util.FireAndForget(delegate
{
// physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID);
RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod;
if (assetProvider != null)
{
@ -232,7 +228,6 @@ public abstract class BSShape
physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
LogHeader, physicsScene.Name);
}
});
}
else
{
@ -395,9 +390,7 @@ public class BSShapeMesh : BSShape
// Check to see if mesh was created (might require an asset).
newShape = VerifyMeshCreated(physicsScene, newShape, prim);
if (!newShape.isNativeShape
|| prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing
|| prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
if (!newShape.isNativeShape || prim.AssetFailed() )
{
// If a mesh was what was created, remember the built shape for later sharing.
// Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh.
@ -584,9 +577,7 @@ public class BSShapeHull : BSShape
// Check to see if hull was created (might require an asset).
newShape = VerifyMeshCreated(physicsScene, newShape, prim);
if (!newShape.isNativeShape
|| prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing
|| prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
if (!newShape.isNativeShape || prim.AssetFailed())
{
// If a mesh was what was created, remember the built shape for later sharing.
Hulls.Add(newHullKey, retHull);
@ -994,6 +985,11 @@ public class BSShapeCompound : BSShape
BSShapeNative nativeShape = new BSShapeNative(pShape);
nativeShape.Dereference(physicsScene);
}
else
{
physicsScene.Logger.WarnFormat("{0} DereferenceAnonCollisionShape. Did not find shape. {1}",
LogHeader, pShape);
}
}
}
}
@ -1137,9 +1133,7 @@ public class BSShapeGImpact : BSShape
// Check to see if mesh was created (might require an asset).
newShape = VerifyMeshCreated(physicsScene, newShape, prim);
newShape.shapeKey = newMeshKey;
if (!newShape.isNativeShape
|| prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing
|| prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch)
if (!newShape.isNativeShape || prim.AssetFailed())
{
// If a mesh was what was created, remember the built shape for later sharing.
// Also note that if meshing failed we put it in the mesh list as there is nothing