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authorRobert Adams2012-08-10 16:22:44 -0700
committerRobert Adams2012-08-10 16:22:44 -0700
commit0c7ce4fc98d4be185d5a5d83d4cc1c596b5cb1d3 (patch)
treecf1df356454765a2de5920db78146b0f408a00b4 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentBulletSim: Add module names to DetailLog output. Fix some problems with links... (diff)
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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.cs58
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 }