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
parent
05dfc38f66
commit
eedefdc5ff
|
@ -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
|
||||
|
|
|
@ -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; }
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in New Issue