diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 29 |
1 files changed, 21 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 242aa80..b575e37 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -39,9 +39,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
39 | // unless the difference is significant. | 39 | // unless the difference is significant. |
40 | public abstract class BSPhysObject : PhysicsActor | 40 | public abstract class BSPhysObject : PhysicsActor |
41 | { | 41 | { |
42 | protected void BaseInitialize(BSScene parentScene) | 42 | protected void BaseInitialize(BSScene parentScene, uint localID, string name) |
43 | { | 43 | { |
44 | PhysicsScene = parentScene; | 44 | PhysicsScene = parentScene; |
45 | LocalID = localID; | ||
46 | PhysObjectName = name; | ||
47 | |||
45 | Linkset = new BSLinkset(PhysicsScene, this); | 48 | Linkset = new BSLinkset(PhysicsScene, this); |
46 | 49 | ||
47 | CollisionCollection = new CollisionEventUpdate(); | 50 | CollisionCollection = new CollisionEventUpdate(); |
@@ -51,6 +54,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
51 | } | 54 | } |
52 | 55 | ||
53 | public BSScene PhysicsScene { get; protected set; } | 56 | public BSScene PhysicsScene { get; protected set; } |
57 | // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor | ||
58 | public string PhysObjectName { get; protected set; } | ||
54 | 59 | ||
55 | public BSLinkset Linkset { get; set; } | 60 | public BSLinkset Linkset { get; set; } |
56 | 61 | ||
@@ -111,13 +116,13 @@ public abstract class BSPhysObject : PhysicsActor | |||
111 | return ret; | 116 | return ret; |
112 | } | 117 | } |
113 | 118 | ||
114 | PhysicsScene.PhysicsLogging.Write("{0},BSPhysObject.Collison,call,with={1}", LocalID, collidingWith); | 119 | DetailLog("{0},BSPhysObject.Collison,call,with={1}", LocalID, collidingWith); |
115 | 120 | ||
116 | // if someone has subscribed for collision events.... | 121 | // if someone has subscribed for collision events.... |
117 | if (SubscribedEvents()) { | 122 | if (SubscribedEvents()) { |
118 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 123 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
119 | PhysicsScene.PhysicsLogging.Write("{0},BSPhysObject.Collison.AddCollider,call,with={1},point={2},normal={3},depth={4},next={5}", | 124 | DetailLog("{0},BSPhysObject.Collison.AddCollider,call,with={1},point={2},normal={3},depth={4}", |
120 | LocalID, collidingWith, contactPoint, contactNormal, pentrationDepth, NextCollisionOkTime.ToString("yyyyMMddHHmmssfff")); | 125 | LocalID, collidingWith, contactPoint, contactNormal, pentrationDepth); |
121 | ret = true; | 126 | ret = true; |
122 | } | 127 | } |
123 | return ret; | 128 | return ret; |
@@ -127,6 +132,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
127 | // Also handles removal of this from the collection of objects with collisions if | 132 | // Also handles removal of this from the collection of objects with collisions if |
128 | // there are no collisions from this object. Mechanism is create one last | 133 | // there are no collisions from this object. Mechanism is create one last |
129 | // collision event to make collision_end work. | 134 | // collision event to make collision_end work. |
135 | // Called at taint time from within the Step() function thus no locking problems | ||
136 | // with CollisionCollection and ObjectsWithNoMoreCollisions. | ||
130 | public virtual void SendCollisions() | 137 | public virtual void SendCollisions() |
131 | { | 138 | { |
132 | // throttle the collisions to the number of milliseconds specified in the subscription | 139 | // throttle the collisions to the number of milliseconds specified in the subscription |
@@ -140,10 +147,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
140 | if (CollisionCollection.Count == 0) | 147 | if (CollisionCollection.Count == 0) |
141 | PhysicsScene.ObjectsWithNoMoreCollisions.Add(this); | 148 | PhysicsScene.ObjectsWithNoMoreCollisions.Add(this); |
142 | 149 | ||
150 | DetailLog("{0},SendCollisions.SendCollisionUpdate,call,numCollisions={1}", LocalID, CollisionCollection.Count); | ||
143 | base.SendCollisionUpdate(CollisionCollection); | 151 | base.SendCollisionUpdate(CollisionCollection); |
144 | 152 | ||
145 | // The collisionCollection structure is passed around in the simulator. | 153 | // The collisionCollection structure is passed around in the simulator. |
146 | // Make sure we don't have a handle to that one and that a new one is used next time. | 154 | // Make sure we don't have a handle to that one and that a new one is used for next time. |
147 | CollisionCollection = new CollisionEventUpdate(); | 155 | CollisionCollection = new CollisionEventUpdate(); |
148 | } | 156 | } |
149 | } | 157 | } |
@@ -156,8 +164,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
156 | { | 164 | { |
157 | // make sure first collision happens | 165 | // make sure first collision happens |
158 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | 166 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); |
159 | PhysicsScene.PhysicsLogging.Write("{0},SubscribeEvents,call,ms={1},nextOKTime={2}", | 167 | DetailLog("{0},SubscribeEvents,call,ms={1}", LocalID, SubscribedEventsMs); |
160 | LocalID, SubscribedEventsMs, NextCollisionOkTime.ToString("yyyyMMddHHmmssfff")); | ||
161 | 168 | ||
162 | PhysicsScene.TaintedObject("BSPhysObject.SubscribeEvents", delegate() | 169 | PhysicsScene.TaintedObject("BSPhysObject.SubscribeEvents", delegate() |
163 | { | 170 | { |
@@ -172,7 +179,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
172 | } | 179 | } |
173 | public override void UnSubscribeEvents() { | 180 | public override void UnSubscribeEvents() { |
174 | SubscribedEventsMs = 0; | 181 | SubscribedEventsMs = 0; |
175 | PhysicsScene.PhysicsLogging.Write("{0},UnSubscribeEvents,call", LocalID); | 182 | DetailLog("{0},UnSubscribeEvents,call", LocalID); |
176 | PhysicsScene.TaintedObject("BSPhysObject.UnSubscribeEvents", delegate() | 183 | PhysicsScene.TaintedObject("BSPhysObject.UnSubscribeEvents", delegate() |
177 | { | 184 | { |
178 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 185 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
@@ -184,5 +191,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
184 | } | 191 | } |
185 | 192 | ||
186 | #endregion // Collisions | 193 | #endregion // Collisions |
194 | |||
195 | // High performance detailed logging routine used by the physical objects. | ||
196 | protected void DetailLog(string msg, params Object[] args) | ||
197 | { | ||
198 | PhysicsScene.PhysicsLogging.Write(msg, args); | ||
199 | } | ||
187 | } | 200 | } |
188 | } | 201 | } |