diff options
author | Robert Adams | 2012-08-15 11:33:38 -0700 |
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committer | Robert Adams | 2012-08-15 12:08:13 -0700 |
commit | 68f112888bd02b33e3b2f58f5b2adb90ce23e84b (patch) | |
tree | b7003425fe307b769176720ce5cc0349eccea33e /OpenSim | |
parent | BulletSim: don't recreate mesh unless it needs it when rebuilding the hull. M... (diff) | |
download | opensim-SC-68f112888bd02b33e3b2f58f5b2adb90ce23e84b.zip opensim-SC-68f112888bd02b33e3b2f58f5b2adb90ce23e84b.tar.gz opensim-SC-68f112888bd02b33e3b2f58f5b2adb90ce23e84b.tar.bz2 opensim-SC-68f112888bd02b33e3b2f58f5b2adb90ce23e84b.tar.xz |
BulletSim: clean up detail logging by adding many more debug log statements and then commenting out most of the additions.
Diffstat (limited to 'OpenSim')
5 files changed, 44 insertions, 34 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index d288ab7..e2f7af9 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -488,9 +488,11 @@ public class BSCharacter : PhysicsActor | |||
488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
489 | // base.RequestPhysicsterseUpdate(); | 489 | // base.RequestPhysicsterseUpdate(); |
490 | 490 | ||
491 | /* | ||
491 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 492 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
492 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 493 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
493 | entprop.Acceleration, entprop.RotationalVelocity); | 494 | entprop.Acceleration, entprop.RotationalVelocity); |
495 | */ | ||
494 | } | 496 | } |
495 | 497 | ||
496 | // Called by the scene when a collision with this object is reported | 498 | // Called by the scene when a collision with this object is reported |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index cf8dbc5..25084d8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -97,8 +97,14 @@ public abstract class BSConstraint : IDisposable | |||
97 | ret = CalculateTransforms(); | 97 | ret = CalculateTransforms(); |
98 | if (ret) | 98 | if (ret) |
99 | { | 99 | { |
100 | // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", | ||
101 | // BSScene.DetailLogZero, Body1.ID, Body2.ID); | ||
100 | BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); | 102 | BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); |
101 | } | 103 | } |
104 | else | ||
105 | { | ||
106 | m_world.scene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID); | ||
107 | } | ||
102 | } | 108 | } |
103 | return ret; | 109 | return ret; |
104 | } | 110 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index c197e61..5a9f135 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -613,7 +613,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
613 | MoveAngular(pTimestep); | 613 | MoveAngular(pTimestep); |
614 | LimitRotation(pTimestep); | 614 | LimitRotation(pTimestep); |
615 | 615 | ||
616 | DetailLog("{0},Dynamics,done,pos={1},force={2},velocity={3},angvel={4}", | 616 | DetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
617 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); | 617 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); |
618 | }// end Step | 618 | }// end Step |
619 | 619 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 38a9e46..9c20004 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -163,13 +163,13 @@ public sealed class BSPrim : PhysicsActor | |||
163 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); | 163 | // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); |
164 | 164 | ||
165 | // Undo any links between me and any other object | 165 | // Undo any links between me and any other object |
166 | BSPrim parentBefore = _linkset.Root; | 166 | BSPrim parentBefore = _linkset.LinksetRoot; |
167 | int childrenBefore = _linkset.NumberOfChildren; | 167 | int childrenBefore = _linkset.NumberOfChildren; |
168 | 168 | ||
169 | _linkset = _linkset.RemoveMeFromLinkset(this); | 169 | _linkset = _linkset.RemoveMeFromLinkset(this); |
170 | 170 | ||
171 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", | 171 | DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}", |
172 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren); | 172 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); |
173 | 173 | ||
174 | // Undo any vehicle properties | 174 | // Undo any vehicle properties |
175 | this.VehicleType = (int)Vehicle.TYPE_NONE; | 175 | this.VehicleType = (int)Vehicle.TYPE_NONE; |
@@ -233,13 +233,13 @@ public sealed class BSPrim : PhysicsActor | |||
233 | if (parent != null) | 233 | if (parent != null) |
234 | { | 234 | { |
235 | 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); |
236 | BSPrim parentBefore = _linkset.Root; | 236 | BSPrim parentBefore = _linkset.LinksetRoot; |
237 | int childrenBefore = _linkset.NumberOfChildren; | 237 | int childrenBefore = _linkset.NumberOfChildren; |
238 | 238 | ||
239 | _linkset = parent.Linkset.AddMeToLinkset(this); | 239 | _linkset = parent.Linkset.AddMeToLinkset(this); |
240 | 240 | ||
241 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | 241 | DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", |
242 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren); | 242 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); |
243 | } | 243 | } |
244 | return; | 244 | return; |
245 | } | 245 | } |
@@ -249,15 +249,15 @@ public sealed class BSPrim : PhysicsActor | |||
249 | // TODO: decide if this parent checking needs to happen at taint time | 249 | // TODO: decide if this parent checking needs to happen at taint time |
250 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 250 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
251 | DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, | 251 | DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, |
252 | _linkset.Root._avName+"/"+_linkset.Root.LocalID.ToString()); | 252 | _linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString()); |
253 | 253 | ||
254 | BSPrim parentBefore = _linkset.Root; | 254 | BSPrim parentBefore = _linkset.LinksetRoot; |
255 | int childrenBefore = _linkset.NumberOfChildren; | 255 | int childrenBefore = _linkset.NumberOfChildren; |
256 | 256 | ||
257 | _linkset = _linkset.RemoveMeFromLinkset(this); | 257 | _linkset = _linkset.RemoveMeFromLinkset(this); |
258 | 258 | ||
259 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", | 259 | DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", |
260 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren); | 260 | LocalID, parentBefore.LocalID, childrenBefore, _linkset.LinksetRoot.LocalID, _linkset.NumberOfChildren); |
261 | return; | 261 | return; |
262 | } | 262 | } |
263 | 263 | ||
@@ -280,7 +280,7 @@ public sealed class BSPrim : PhysicsActor | |||
280 | 280 | ||
281 | public override void LockAngularMotion(OMV.Vector3 axis) | 281 | public override void LockAngularMotion(OMV.Vector3 axis) |
282 | { | 282 | { |
283 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | 283 | // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); |
284 | return; | 284 | return; |
285 | } | 285 | } |
286 | 286 | ||
@@ -299,7 +299,7 @@ public sealed class BSPrim : PhysicsActor | |||
299 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 299 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
300 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 300 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
301 | { | 301 | { |
302 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 302 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
303 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 303 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
304 | }); | 304 | }); |
305 | } | 305 | } |
@@ -336,7 +336,7 @@ public sealed class BSPrim : PhysicsActor | |||
336 | _force = value; | 336 | _force = value; |
337 | _scene.TaintedObject("BSPrim.setForce", delegate() | 337 | _scene.TaintedObject("BSPrim.setForce", delegate() |
338 | { | 338 | { |
339 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 339 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
340 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 340 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); |
341 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); | 341 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); |
342 | }); | 342 | }); |
@@ -414,7 +414,7 @@ public sealed class BSPrim : PhysicsActor | |||
414 | _velocity = value; | 414 | _velocity = value; |
415 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 415 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
416 | { | 416 | { |
417 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 417 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
418 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 418 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); |
419 | }); | 419 | }); |
420 | } | 420 | } |
@@ -422,7 +422,7 @@ public sealed class BSPrim : PhysicsActor | |||
422 | public override OMV.Vector3 Torque { | 422 | public override OMV.Vector3 Torque { |
423 | get { return _torque; } | 423 | get { return _torque; } |
424 | set { _torque = value; | 424 | set { _torque = value; |
425 | DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | 425 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
426 | } | 426 | } |
427 | } | 427 | } |
428 | public override float CollisionScore { | 428 | public override float CollisionScore { |
@@ -449,7 +449,7 @@ public sealed class BSPrim : PhysicsActor | |||
449 | _scene.TaintedObject("BSPrim.setOrientation", delegate() | 449 | _scene.TaintedObject("BSPrim.setOrientation", delegate() |
450 | { | 450 | { |
451 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 451 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
452 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 452 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
453 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 453 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
454 | }); | 454 | }); |
455 | } | 455 | } |
@@ -501,7 +501,7 @@ public sealed class BSPrim : PhysicsActor | |||
501 | _linkset.Refresh(this); | 501 | _linkset.Refresh(this); |
502 | 502 | ||
503 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); | 503 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); |
504 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); | 504 | // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); |
505 | } | 505 | } |
506 | 506 | ||
507 | // prims don't fly | 507 | // prims don't fly |
@@ -558,7 +558,7 @@ public sealed class BSPrim : PhysicsActor | |||
558 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 558 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
559 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 559 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
560 | { | 560 | { |
561 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 561 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
562 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 562 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); |
563 | }); | 563 | }); |
564 | } | 564 | } |
@@ -575,7 +575,7 @@ public sealed class BSPrim : PhysicsActor | |||
575 | _buoyancy = value; | 575 | _buoyancy = value; |
576 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 576 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
577 | { | 577 | { |
578 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 578 | // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
579 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 579 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); |
580 | }); | 580 | }); |
581 | } | 581 | } |
@@ -638,17 +638,17 @@ public sealed class BSPrim : PhysicsActor | |||
638 | } | 638 | } |
639 | m_accumulatedForces.Clear(); | 639 | m_accumulatedForces.Clear(); |
640 | } | 640 | } |
641 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 641 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); |
642 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); | 642 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); |
643 | }); | 643 | }); |
644 | } | 644 | } |
645 | 645 | ||
646 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 646 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
647 | DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | 647 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); |
648 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | 648 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); |
649 | } | 649 | } |
650 | public override void SetMomentum(OMV.Vector3 momentum) { | 650 | public override void SetMomentum(OMV.Vector3 momentum) { |
651 | DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | 651 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); |
652 | } | 652 | } |
653 | public override void SubscribeEvents(int ms) { | 653 | public override void SubscribeEvents(int ms) { |
654 | _subscribedEventsMs = ms; | 654 | _subscribedEventsMs = ms; |
@@ -992,7 +992,7 @@ public sealed class BSPrim : PhysicsActor | |||
992 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 992 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); |
993 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 993 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
994 | { | 994 | { |
995 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | 995 | // DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
996 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 996 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
997 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 997 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
998 | _scale = _size; | 998 | _scale = _size; |
@@ -1006,7 +1006,7 @@ public sealed class BSPrim : PhysicsActor | |||
1006 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | 1006 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
1007 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 1007 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
1008 | { | 1008 | { |
1009 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | 1009 | // DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
1010 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | 1010 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; |
1011 | _scale = _size; | 1011 | _scale = _size; |
1012 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1012 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
@@ -1049,12 +1049,12 @@ public sealed class BSPrim : PhysicsActor | |||
1049 | // if this new shape is the same as last time, don't recreate the mesh | 1049 | // if this new shape is the same as last time, don't recreate the mesh |
1050 | if (_meshKey == newMeshKey) return; | 1050 | if (_meshKey == newMeshKey) return; |
1051 | 1051 | ||
1052 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | 1052 | // DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); |
1053 | // Since we're recreating new, get rid of any previously generated shape | 1053 | // Since we're recreating new, get rid of any previously generated shape |
1054 | if (_meshKey != 0) | 1054 | if (_meshKey != 0) |
1055 | { | 1055 | { |
1056 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); | 1056 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); |
1057 | DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | 1057 | // DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); |
1058 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | 1058 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); |
1059 | _mesh = null; | 1059 | _mesh = null; |
1060 | _meshKey = 0; | 1060 | _meshKey = 0; |
@@ -1084,7 +1084,7 @@ public sealed class BSPrim : PhysicsActor | |||
1084 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1084 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
1085 | // meshes are already scaled by the meshmerizer | 1085 | // meshes are already scaled by the meshmerizer |
1086 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1086 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1087 | DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); | 1087 | // DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); |
1088 | return; | 1088 | return; |
1089 | } | 1089 | } |
1090 | 1090 | ||
@@ -1098,13 +1098,13 @@ public sealed class BSPrim : PhysicsActor | |||
1098 | // if the hull hasn't changed, don't rebuild it | 1098 | // if the hull hasn't changed, don't rebuild it |
1099 | if (newHullKey == _hullKey) return; | 1099 | if (newHullKey == _hullKey) return; |
1100 | 1100 | ||
1101 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | 1101 | // DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1102 | 1102 | ||
1103 | // Since we're recreating new, get rid of any previously generated shape | 1103 | // Since we're recreating new, get rid of any previously generated shape |
1104 | if (_hullKey != 0) | 1104 | if (_hullKey != 0) |
1105 | { | 1105 | { |
1106 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | 1106 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); |
1107 | DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); | 1107 | // DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); |
1108 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | 1108 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); |
1109 | _hullKey = 0; | 1109 | _hullKey = 0; |
1110 | } | 1110 | } |
@@ -1198,7 +1198,7 @@ public sealed class BSPrim : PhysicsActor | |||
1198 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | 1198 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; |
1199 | // meshes are already scaled by the meshmerizer | 1199 | // meshes are already scaled by the meshmerizer |
1200 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1200 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1201 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | 1201 | // DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); |
1202 | return; | 1202 | return; |
1203 | } | 1203 | } |
1204 | 1204 | ||
@@ -1336,11 +1336,12 @@ public sealed class BSPrim : PhysicsActor | |||
1336 | 1336 | ||
1337 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", | 1337 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", |
1338 | // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1338 | // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1339 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1339 | // DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1340 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1340 | // LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1341 | 1341 | ||
1342 | base.RequestPhysicsterseUpdate(); | 1342 | base.RequestPhysicsterseUpdate(); |
1343 | } | 1343 | } |
1344 | /* | ||
1344 | else | 1345 | else |
1345 | { | 1346 | { |
1346 | // For debugging, we also report the movement of children | 1347 | // For debugging, we also report the movement of children |
@@ -1348,6 +1349,7 @@ public sealed class BSPrim : PhysicsActor | |||
1348 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 1349 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
1349 | entprop.Acceleration, entprop.RotationalVelocity); | 1350 | entprop.Acceleration, entprop.RotationalVelocity); |
1350 | } | 1351 | } |
1352 | */ | ||
1351 | } | 1353 | } |
1352 | 1354 | ||
1353 | // I've collided with something | 1355 | // I've collided with something |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index cacab01..a31c578 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -362,7 +362,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
362 | BSPrim bsprim = prim as BSPrim; | 362 | BSPrim bsprim = prim as BSPrim; |
363 | if (bsprim != null) | 363 | if (bsprim != null) |
364 | { | 364 | { |
365 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); | 365 | // DetailLog("{0},RemovePrim,call", bsprim.LocalID); |
366 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | 366 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); |
367 | try | 367 | try |
368 | { | 368 | { |
@@ -388,7 +388,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
388 | 388 | ||
389 | if (!m_initialized) return null; | 389 | if (!m_initialized) return null; |
390 | 390 | ||
391 | DetailLog("{0},AddPrimShape,call", localID); | 391 | // DetailLog("{0},AddPrimShape,call", localID); |
392 | 392 | ||
393 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | 393 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); |
394 | lock (m_prims) m_prims.Add(localID, prim); | 394 | lock (m_prims) m_prims.Add(localID, prim); |
@@ -429,12 +429,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
429 | { | 429 | { |
430 | numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | 430 | numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, |
431 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | 431 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); |
432 | DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 432 | // DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); |
433 | } | 433 | } |
434 | catch (Exception e) | 434 | catch (Exception e) |
435 | { | 435 | { |
436 | m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); | 436 | m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); |
437 | DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 437 | // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); |
438 | // updatedEntityCount = 0; | 438 | // updatedEntityCount = 0; |
439 | collidersCount = 0; | 439 | collidersCount = 0; |
440 | } | 440 | } |