aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
diff options
context:
space:
mode:
authorRobert Adams2013-03-28 10:56:21 -0700
committerRobert Adams2013-03-28 10:59:18 -0700
commit6a9630d2bdc27ed702936f4c44e6978f728a9ef0 (patch)
tree0f5a4a00d4108d3e1015fb9a36a0bbb456545668 /OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
parentBulletSim: tweaks to terrain boundry computation. No functional changes. (diff)
downloadopensim-SC-6a9630d2bdc27ed702936f4c44e6978f728a9ef0.zip
opensim-SC-6a9630d2bdc27ed702936f4c44e6978f728a9ef0.tar.gz
opensim-SC-6a9630d2bdc27ed702936f4c44e6978f728a9ef0.tar.bz2
opensim-SC-6a9630d2bdc27ed702936f4c44e6978f728a9ef0.tar.xz
BulletSim: fix race condition when creating very large mega-regions.
The symptom was exceptions while creating physical terrain. Reduce default terrain mesh magnification to 2 from 3 because the higher resolution uses a lot of memory and doesn't solve the terrain smoothness for vehicles. Added comments here and there and improved some debugging log messages.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index a9cd8a1..2ce1513 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -98,20 +98,20 @@ public sealed class BSTerrainMesh : BSTerrainPhys
98 if (!meshCreationSuccess) 98 if (!meshCreationSuccess)
99 { 99 {
100 // DISASTER!! 100 // DISASTER!!
101 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID); 101 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID);
102 PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); 102 PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
103 // Something is very messed up and a crash is in our future. 103 // Something is very messed up and a crash is in our future.
104 return; 104 return;
105 } 105 }
106 106
107 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}", 107 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}",
108 ID, indicesCount, indices.Length, verticesCount, vertices.Length); 108 BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length);
109 109
110 m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices); 110 m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices);
111 if (!m_terrainShape.HasPhysicalShape) 111 if (!m_terrainShape.HasPhysicalShape)
112 { 112 {
113 // DISASTER!! 113 // DISASTER!!
114 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); 114 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID);
115 PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); 115 PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
116 // Something is very messed up and a crash is in our future. 116 // Something is very messed up and a crash is in our future.
117 return; 117 return;
@@ -151,7 +151,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
151 151
152 if (BSParam.UseSingleSidedMeshes) 152 if (BSParam.UseSingleSidedMeshes)
153 { 153 {
154 PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial", id); 154 PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id);
155 PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); 155 PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
156 } 156 }
157 157