diff options
author | Robert Adams | 2012-08-10 16:22:44 -0700 |
---|---|---|
committer | Robert Adams | 2012-08-10 16:22:44 -0700 |
commit | 0c7ce4fc98d4be185d5a5d83d4cc1c596b5cb1d3 (patch) | |
tree | cf1df356454765a2de5920db78146b0f408a00b4 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: Add module names to DetailLog output. Fix some problems with links... (diff) | |
download | opensim-SC-0c7ce4fc98d4be185d5a5d83d4cc1c596b5cb1d3.zip opensim-SC-0c7ce4fc98d4be185d5a5d83d4cc1c596b5cb1d3.tar.gz opensim-SC-0c7ce4fc98d4be185d5a5d83d4cc1c596b5cb1d3.tar.bz2 opensim-SC-0c7ce4fc98d4be185d5a5d83d4cc1c596b5cb1d3.tar.xz |
BulletSim: many, many detailed logging messages for physical linkset
debugging.
Linkset bugs fixed where accounting of children would get lost.
Moved scene based vehicle tracking logic from prim to the scene.
Added GetCollisionFlags2 method to BulletSimAPI.
Updated DLLs and SOs.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 58 |
1 files changed, 31 insertions, 27 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 4193d22..05cc822 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -138,13 +138,14 @@ public sealed class BSPrim : PhysicsActor | |||
138 | _isPhysical = pisPhysical; | 138 | _isPhysical = pisPhysical; |
139 | _isVolumeDetect = false; | 139 | _isVolumeDetect = false; |
140 | _subscribedEventsMs = 0; | 140 | _subscribedEventsMs = 0; |
141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material |
142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material |
143 | _restitution = _scene.Params.defaultRestitution; | 143 | _restitution = _scene.Params.defaultRestitution; |
144 | _linkset = new BSLinkset(_scene, this); // a linkset of one | 144 | _linkset = new BSLinkset(_scene, this); // a linkset of one |
145 | _vehicle = new BSDynamics(this); // add vehicleness | 145 | _vehicle = new BSDynamics(this); // add vehicleness |
146 | _mass = CalculateMass(); | 146 | _mass = CalculateMass(); |
147 | // do the actual object creation at taint time | 147 | // do the actual object creation at taint time |
148 | DetailLog("{0},BSPrim.constructor,call", LocalID); | ||
148 | _scene.TaintedObject("BSPrim.create", delegate() | 149 | _scene.TaintedObject("BSPrim.create", delegate() |
149 | { | 150 | { |
150 | RecreateGeomAndObject(); | 151 | RecreateGeomAndObject(); |
@@ -160,19 +161,22 @@ public sealed class BSPrim : PhysicsActor | |||
160 | public void Destroy() | 161 | public void Destroy() |
161 | { | 162 | { |
162 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | 163 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); |
163 | // DetailLog("{0},BSPrim.Destroy", LocalID); | ||
164 | |||
165 | // Undo any vehicle properties | ||
166 | _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE); | ||
167 | _scene.RemoveVehiclePrim(this); // just to make sure | ||
168 | 164 | ||
169 | // Undo any links between me and any other object | 165 | // Undo any links between me and any other object |
166 | BSPrim parentBefore = _linkset.Root; | ||
167 | int childrenBefore = _linkset.NumberOfChildren; | ||
168 | |||
170 | _linkset = _linkset.RemoveMeFromLinkset(this); | 169 | _linkset = _linkset.RemoveMeFromLinkset(this); |
171 | 170 | ||
171 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", | ||
172 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren); | ||
173 | |||
174 | // Undo any vehicle properties | ||
175 | this.VehicleType = (int)Vehicle.TYPE_NONE; | ||
176 | |||
172 | _scene.TaintedObject("BSPrim.destroy", delegate() | 177 | _scene.TaintedObject("BSPrim.destroy", delegate() |
173 | { | 178 | { |
174 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 179 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
175 | |||
176 | // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. | 180 | // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. |
177 | BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); | 181 | BulletSimAPI.DestroyObject(_scene.WorldID, LocalID); |
178 | }); | 182 | }); |
@@ -229,8 +233,13 @@ public sealed class BSPrim : PhysicsActor | |||
229 | if (parent != null) | 233 | if (parent != null) |
230 | { | 234 | { |
231 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); | 235 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); |
232 | DetailLog("{0},BSPrim.link,parent={1}", LocalID, parent.LocalID); | 236 | BSPrim parentBefore = _linkset.Root; |
233 | _linkset = _linkset.AddMeToLinkset(this, parent); | 237 | int childrenBefore = _linkset.NumberOfChildren; |
238 | |||
239 | _linkset = parent.Linkset.AddMeToLinkset(this); | ||
240 | |||
241 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | ||
242 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren); | ||
234 | } | 243 | } |
235 | return; | 244 | return; |
236 | } | 245 | } |
@@ -340,21 +349,14 @@ public sealed class BSPrim : PhysicsActor | |||
340 | } | 349 | } |
341 | set { | 350 | set { |
342 | Vehicle type = (Vehicle)value; | 351 | Vehicle type = (Vehicle)value; |
343 | _scene.TaintedObject("BSPrim.setVehicleType", delegate() | 352 | BSPrim vehiclePrim = this; |
353 | _scene.TaintedObject("setVehicleType", delegate() | ||
344 | { | 354 | { |
345 | DetailLog("{0},BSPrim.SetVehicleType,taint,type={1}", LocalID, type); | 355 | // Done at taint time so we're sure the physics engine is not using the variables |
356 | // Vehicle code changes the parameters for this vehicle type. | ||
346 | _vehicle.ProcessTypeChange(type); | 357 | _vehicle.ProcessTypeChange(type); |
347 | if (type == Vehicle.TYPE_NONE) | 358 | // Tell the scene about the vehicle so it will get processing each frame. |
348 | { | 359 | _scene.VehicleInSceneTypeChanged(this, type); |
349 | _scene.RemoveVehiclePrim(this); | ||
350 | } | ||
351 | else | ||
352 | { | ||
353 | BulletSimAPI.ClearForces2(this.Body.Ptr); | ||
354 | // make it so the scene will call us each tick to do vehicle things | ||
355 | _scene.AddVehiclePrim(this); | ||
356 | } | ||
357 | return; | ||
358 | }); | 360 | }); |
359 | } | 361 | } |
360 | } | 362 | } |
@@ -493,8 +495,10 @@ public sealed class BSPrim : PhysicsActor | |||
493 | // Bullet wants static objects to have a mass of zero | 495 | // Bullet wants static objects to have a mass of zero |
494 | float mass = IsStatic ? 0f : _mass; | 496 | float mass = IsStatic ? 0f : _mass; |
495 | 497 | ||
496 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass); | ||
497 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 498 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); |
499 | |||
500 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); | ||
501 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); | ||
498 | } | 502 | } |
499 | 503 | ||
500 | // prims don't fly | 504 | // prims don't fly |
@@ -1224,7 +1228,7 @@ public sealed class BSPrim : PhysicsActor | |||
1224 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); | 1228 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); |
1225 | 1229 | ||
1226 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. | 1230 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. |
1227 | m_body.Ptr = BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID); | 1231 | Body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
1228 | 1232 | ||
1229 | return ret; | 1233 | return ret; |
1230 | } | 1234 | } |
@@ -1344,7 +1348,7 @@ public sealed class BSPrim : PhysicsActor | |||
1344 | else | 1348 | else |
1345 | { | 1349 | { |
1346 | // For debugging, we also report the movement of children | 1350 | // For debugging, we also report the movement of children |
1347 | DetailLog("{0},BSPrim.BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1351 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1348 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 1352 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
1349 | entprop.Acceleration, entprop.RotationalVelocity); | 1353 | entprop.Acceleration, entprop.RotationalVelocity); |
1350 | } | 1354 | } |