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author | Robert Adams | 2012-08-09 15:17:19 -0700 |
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committer | Robert Adams | 2012-08-09 15:17:19 -0700 |
commit | 320982cae388814b8e7e9e9fe62724caa9621d90 (patch) | |
tree | ef2d7bd50cfb5276b7573022867d812446a2e54e /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | BulletSim: separate out the constraints by type. The linksets use (diff) | |
download | opensim-SC-320982cae388814b8e7e9e9fe62724caa9621d90.zip opensim-SC-320982cae388814b8e7e9e9fe62724caa9621d90.tar.gz opensim-SC-320982cae388814b8e7e9e9fe62724caa9621d90.tar.bz2 opensim-SC-320982cae388814b8e7e9e9fe62724caa9621d90.tar.xz |
BulletSim: add an identifier to the TaintObject call so exceptions that happen when the taint is invoked can be debugged
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 8149a53..d49a578 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -122,7 +122,7 @@ public class BSCharacter : PhysicsActor | |||
122 | shapeData.Restitution = _scene.Params.avatarRestitution; | 122 | shapeData.Restitution = _scene.Params.avatarRestitution; |
123 | 123 | ||
124 | // do actual create at taint time | 124 | // do actual create at taint time |
125 | _scene.TaintedObject(delegate() | 125 | _scene.TaintedObject("BSCharacter.create", delegate() |
126 | { | 126 | { |
127 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); | 127 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); |
128 | 128 | ||
@@ -138,7 +138,7 @@ public class BSCharacter : PhysicsActor | |||
138 | public void Destroy() | 138 | public void Destroy() |
139 | { | 139 | { |
140 | // DetailLog("{0},Destroy", LocalID); | 140 | // DetailLog("{0},Destroy", LocalID); |
141 | _scene.TaintedObject(delegate() | 141 | _scene.TaintedObject("BSCharacter.destroy", delegate() |
142 | { | 142 | { |
143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); |
144 | }); | 144 | }); |
@@ -169,7 +169,7 @@ public class BSCharacter : PhysicsActor | |||
169 | 169 | ||
170 | ComputeAvatarVolumeAndMass(); | 170 | ComputeAvatarVolumeAndMass(); |
171 | 171 | ||
172 | _scene.TaintedObject(delegate() | 172 | _scene.TaintedObject("BSCharacter.setSize", delegate() |
173 | { | 173 | { |
174 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true); | 174 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true); |
175 | }); | 175 | }); |
@@ -207,7 +207,7 @@ public class BSCharacter : PhysicsActor | |||
207 | _position = value; | 207 | _position = value; |
208 | PositionSanityCheck(); | 208 | PositionSanityCheck(); |
209 | 209 | ||
210 | _scene.TaintedObject(delegate() | 210 | _scene.TaintedObject("BSCharacter.setPosition", delegate() |
211 | { | 211 | { |
212 | DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 212 | DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
213 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 213 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
@@ -246,7 +246,7 @@ public class BSCharacter : PhysicsActor | |||
246 | set { | 246 | set { |
247 | _force = value; | 247 | _force = value; |
248 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 248 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
249 | Scene.TaintedObject(delegate() | 249 | Scene.TaintedObject("BSCharacter.SetForce", delegate() |
250 | { | 250 | { |
251 | DetailLog("{0},setForce,taint,force={1}", LocalID, _force); | 251 | DetailLog("{0},setForce,taint,force={1}", LocalID, _force); |
252 | BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force); | 252 | BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force); |
@@ -273,7 +273,7 @@ public class BSCharacter : PhysicsActor | |||
273 | set { | 273 | set { |
274 | _velocity = value; | 274 | _velocity = value; |
275 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 275 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); |
276 | _scene.TaintedObject(delegate() | 276 | _scene.TaintedObject("BSCharacter.setVelocity", delegate() |
277 | { | 277 | { |
278 | DetailLog("{0},setVelocity,taint,vel={1}", LocalID, _velocity); | 278 | DetailLog("{0},setVelocity,taint,vel={1}", LocalID, _velocity); |
279 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); | 279 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); |
@@ -299,7 +299,7 @@ public class BSCharacter : PhysicsActor | |||
299 | set { | 299 | set { |
300 | _orientation = value; | 300 | _orientation = value; |
301 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | 301 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); |
302 | _scene.TaintedObject(delegate() | 302 | _scene.TaintedObject("BSCharacter.setOrientation", delegate() |
303 | { | 303 | { |
304 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 304 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
305 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 305 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
@@ -366,7 +366,7 @@ public class BSCharacter : PhysicsActor | |||
366 | public override float Buoyancy { | 366 | public override float Buoyancy { |
367 | get { return _buoyancy; } | 367 | get { return _buoyancy; } |
368 | set { _buoyancy = value; | 368 | set { _buoyancy = value; |
369 | _scene.TaintedObject(delegate() | 369 | _scene.TaintedObject("BSCharacter.setBuoyancy", delegate() |
370 | { | 370 | { |
371 | DetailLog("{0},setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 371 | DetailLog("{0},setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
372 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | 372 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); |
@@ -413,7 +413,7 @@ public class BSCharacter : PhysicsActor | |||
413 | _force.Y += force.Y; | 413 | _force.Y += force.Y; |
414 | _force.Z += force.Z; | 414 | _force.Z += force.Z; |
415 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); | 415 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); |
416 | _scene.TaintedObject(delegate() | 416 | _scene.TaintedObject("BSCharacter.AddForce", delegate() |
417 | { | 417 | { |
418 | DetailLog("{0},setAddForce,taint,addedForce={1}", LocalID, _force); | 418 | DetailLog("{0},setAddForce,taint,addedForce={1}", LocalID, _force); |
419 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); | 419 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); |
@@ -439,7 +439,7 @@ public class BSCharacter : PhysicsActor | |||
439 | // make sure first collision happens | 439 | // make sure first collision happens |
440 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | 440 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; |
441 | 441 | ||
442 | Scene.TaintedObject(delegate() | 442 | Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() |
443 | { | 443 | { |
444 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 444 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
445 | }); | 445 | }); |
@@ -449,7 +449,7 @@ public class BSCharacter : PhysicsActor | |||
449 | public override void UnSubscribeEvents() { | 449 | public override void UnSubscribeEvents() { |
450 | _subscribedEventsMs = 0; | 450 | _subscribedEventsMs = 0; |
451 | // Avatars get all their collision events | 451 | // Avatars get all their collision events |
452 | // Scene.TaintedObject(delegate() | 452 | // Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() |
453 | // { | 453 | // { |
454 | // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 454 | // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
455 | // }); | 455 | // }); |