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BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh assets weren't already in the cache. Comment cleanups.
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@@ -36,7 +36,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSShapeCollection : IDisposable
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{
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// private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
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private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]";
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protected BSScene PhysicsScene { get; set; }
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@@ -434,16 +434,26 @@ public class BSShapeCollection : IDisposable
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ShapeData shapeData, ShapeData.FixedShapeKey shapeKey)
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{
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BulletShape newShape;
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// Need to make sure the passed shape information is for the native type.
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ShapeData nativeShapeData = shapeData;
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nativeShapeData.Type = shapeType;
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nativeShapeData.MeshKey = (ulong)shapeKey;
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nativeShapeData.HullKey = (ulong)shapeKey;
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if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
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{
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newShape = new BulletShape(
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BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale),
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shapeType);
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BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, nativeShapeData.Scale), shapeType);
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DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", nativeShapeData.ID, nativeShapeData.Scale);
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}
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else
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{
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newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType);
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newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType);
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}
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if (newShape.ptr == IntPtr.Zero)
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{
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PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
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LogHeader, nativeShapeData.ID, nativeShapeData.Type);
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}
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newShape.shapeKey = (System.UInt64)shapeKey;
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newShape.isNativeShape = true;
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@@ -716,6 +726,8 @@ public class BSShapeCollection : IDisposable
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{
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prim.LastAssetBuildFailed = true;
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BSPhysObject xprim = prim;
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DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}",
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LogHeader, shapeData.ID.ToString("X"), prim.LastAssetBuildFailed);
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Util.FireAndForget(delegate
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{
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RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod;
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@@ -732,16 +744,25 @@ public class BSShapeCollection : IDisposable
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yprim.BaseShape.SculptData = asset.Data;
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// This will cause the prim to see that the filler shape is not the right
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// one and try again to build the object.
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// No race condition with the native sphere setting since the rebuild is at taint time.
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yprim.ForceBodyShapeRebuild(false);
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});
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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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if (prim.LastAssetBuildFailed)
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{
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PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}",
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LogHeader, shapeData.ID, pbs.SculptTexture);
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}
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}
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// While we figure out the real problem, stick a simple native shape on the object.
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BulletShape fillinShape =
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BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_SPHERE, shapeData, ShapeData.FixedShapeKey.KEY_SPHERE);
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BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_BOX, shapeData, ShapeData.FixedShapeKey.KEY_BOX);
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return fillinShape;
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}
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