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authorRobert Adams2012-08-10 16:22:44 -0700
committerRobert Adams2012-08-10 16:22:44 -0700
commit0c7ce4fc98d4be185d5a5d83d4cc1c596b5cb1d3 (patch)
treecf1df356454765a2de5920db78146b0f408a00b4
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.
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs8
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs14
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs58
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs27
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs9
7 files changed, 78 insertions, 44 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 4f48cfb..f164afe 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -488,7 +488,7 @@ 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 DetailLog("{0},BSCharacter.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 491 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
492 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, 492 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
493 entprop.Acceleration, entprop.RotationalVelocity); 493 entprop.Acceleration, entprop.RotationalVelocity);
494 } 494 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
index a17efea..da26b72 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
@@ -49,7 +49,9 @@ public abstract class BSConstraint : IDisposable
49 if (m_enabled) 49 if (m_enabled)
50 { 50 {
51 // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID); 51 // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID);
52 BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); 52 bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
53 m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success);
54 m_constraint.Ptr = System.IntPtr.Zero;
53 m_enabled = false; 55 m_enabled = false;
54 } 56 }
55 } 57 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs
index 397045a..3df2ddc 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs
@@ -68,6 +68,8 @@ public class BSConstraintCollection : IDisposable
68 // There is only one constraint between any bodies. Remove any old just to make sure. 68 // There is only one constraint between any bodies. Remove any old just to make sure.
69 RemoveAndDestroyConstraint(cons.Body1, cons.Body2); 69 RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
70 70
71 m_world.scene.DetailLog("{0},BSConstraintCollection.AddConstraint,call,body1={1},body2={2}", BSScene.DetailLogZero, cons.Body1.ID, cons.Body2.ID);
72
71 m_constraints.Add(cons); 73 m_constraints.Add(cons);
72 74
73 return true; 75 return true;
@@ -108,6 +110,7 @@ public class BSConstraintCollection : IDisposable
108 110
109 if (this.TryGetConstraint(body1, body2, out constrain)) 111 if (this.TryGetConstraint(body1, body2, out constrain))
110 { 112 {
113 m_world.scene.DetailLog("{0},BSConstraintCollection.RemoveAndDestroyConstraint,taint,body1={1},body2={2}", BSScene.DetailLogZero, body1.ID, body2.ID);
111 // remove the constraint from our collection 114 // remove the constraint from our collection
112 m_constraints.Remove(constrain); 115 m_constraints.Remove(constrain);
113 // tell the engine that all its structures need to be freed 116 // tell the engine that all its structures need to be freed
@@ -148,10 +151,11 @@ public class BSConstraintCollection : IDisposable
148 151
149 public bool RecalculateAllConstraints() 152 public bool RecalculateAllConstraints()
150 { 153 {
151 foreach (BSConstraint constrain in m_constraints) 154 ForEachConstraint(delegate(BSConstraint constrain)
152 { 155 {
153 constrain.CalculateTransforms(); 156 constrain.CalculateTransforms();
154 } 157 return false;
158 });
155 return true; 159 return true;
156 } 160 }
157 161
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index f68e06e..4a71612 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -44,8 +44,6 @@ public class BSLinkset
44 44
45 private List<BSPrim> m_children; 45 private List<BSPrim> m_children;
46 46
47 public int NumberOfChildren { get { return m_children.Count; } }
48
49 // We lock the diddling of linkset classes to prevent any badness. 47 // We lock the diddling of linkset classes to prevent any badness.
50 // This locks the modification of the instances of this class. Changes 48 // This locks the modification of the instances of this class. Changes
51 // to the physical representation is done via the tainting mechenism. 49 // to the physical representation is done via the tainting mechenism.
@@ -83,14 +81,14 @@ public class BSLinkset
83 81
84 // Link to a linkset where the child knows the parent. 82 // Link to a linkset where the child knows the parent.
85 // Parent changing should not happen so do some sanity checking. 83 // Parent changing should not happen so do some sanity checking.
86 // We return the parent's linkset so the child can track it's membership. 84 // We return the parent's linkset so the child can track its membership.
87 public BSLinkset AddMeToLinkset(BSPrim child, BSPrim parent) 85 public BSLinkset AddMeToLinkset(BSPrim child)
88 { 86 {
89 lock (m_linksetActivityLock) 87 lock (m_linksetActivityLock)
90 { 88 {
91 parent.Linkset.AddChildToLinkset(child); 89 AddChildToLinkset(child);
92 } 90 }
93 return parent.Linkset; 91 return this;
94 } 92 }
95 93
96 public BSLinkset RemoveMeFromLinkset(BSPrim child) 94 public BSLinkset RemoveMeFromLinkset(BSPrim child)
@@ -176,6 +174,8 @@ public class BSLinkset
176 return (requestor.LocalID == m_linksetRoot.LocalID); 174 return (requestor.LocalID == m_linksetRoot.LocalID);
177 } 175 }
178 176
177 public int NumberOfChildren { get { return m_children.Count; } }
178
179 // Return 'true' if this linkset has any children (more than the root member) 179 // Return 'true' if this linkset has any children (more than the root member)
180 public bool HasAnyChildren { get { return (m_children.Count > 0); } } 180 public bool HasAnyChildren { get { return (m_children.Count > 0); } }
181 181
@@ -303,7 +303,7 @@ public class BSLinkset
303 // create a constraint that allows no freedom of movement between the two objects 303 // create a constraint that allows no freedom of movement between the two objects
304 // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 304 // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
305 // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); 305 // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
306 DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); 306 DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
307 BS6DofConstraint constrain = new BS6DofConstraint( 307 BS6DofConstraint constrain = new BS6DofConstraint(
308 m_scene.World, rootPrim.Body, childPrim.Body, 308 m_scene.World, rootPrim.Body, childPrim.Body,
309 childRelativePosition, 309 childRelativePosition,
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 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 65a8014..beaea1f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -255,7 +255,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
255 255
256 // Initialization to support the transition to a new API which puts most of the logic 256 // Initialization to support the transition to a new API which puts most of the logic
257 // into the C# code so it is easier to modify and add to. 257 // into the C# code so it is easier to modify and add to.
258 m_worldSim = new BulletSim(m_worldID, BulletSimAPI.GetSimHandle2(m_worldID)); 258 m_worldSim = new BulletSim(m_worldID, this, BulletSimAPI.GetSimHandle2(m_worldID));
259 m_constraintCollection = new BSConstraintCollection(World); 259 m_constraintCollection = new BSConstraintCollection(World);
260 260
261 m_initialized = true; 261 m_initialized = true;
@@ -362,6 +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 // 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);
366 try 367 try
367 { 368 {
@@ -387,6 +388,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
387 388
388 if (!m_initialized) return null; 389 if (!m_initialized) return null;
389 390
391 DetailLog("{0},AddPrimShape,call", localID);
392
390 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);
391 lock (m_prims) m_prims.Add(localID, prim); 394 lock (m_prims) m_prims.Add(localID, prim);
392 return prim; 395 return prim;
@@ -426,12 +429,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
426 { 429 {
427 numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, 430 numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
428 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); 431 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
429 DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount); 432 DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
430 } 433 }
431 catch (Exception e) 434 catch (Exception e)
432 { 435 {
433 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);
434 DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount); 437 DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
435 // updatedEntityCount = 0; 438 // updatedEntityCount = 0;
436 collidersCount = 0; 439 collidersCount = 0;
437 } 440 }
@@ -777,6 +780,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters
777 } 780 }
778 781
779 #region Vehicles 782 #region Vehicles
783
784 public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType)
785 {
786 if (newType == Vehicle.TYPE_NONE)
787 {
788 RemoveVehiclePrim(vehic);
789 }
790 else
791 {
792 // make it so the scene will call us each tick to do vehicle things
793 AddVehiclePrim(vehic);
794 }
795 }
796
780 // Make so the scene will call this prim for vehicle actions each tick. 797 // Make so the scene will call this prim for vehicle actions each tick.
781 // Safe to call if prim is already in the vehicle list. 798 // Safe to call if prim is already in the vehicle list.
782 public void AddVehiclePrim(BSPrim vehicle) 799 public void AddVehiclePrim(BSPrim vehicle)
@@ -1304,10 +1321,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1304 #endregion Runtime settable parameters 1321 #endregion Runtime settable parameters
1305 1322
1306 // Invoke the detailed logger and output something if it's enabled. 1323 // Invoke the detailed logger and output something if it's enabled.
1307 private void DetailLog(string msg, params Object[] args) 1324 public void DetailLog(string msg, params Object[] args)
1308 { 1325 {
1309 PhysicsLogging.Write(msg, args); 1326 PhysicsLogging.Write(msg, args);
1310 } 1327 }
1328 // used to fill in the LocalID when there isn't one
1329 public const string DetailLogZero = "0000000000";
1311 1330
1312} 1331}
1313} 1332}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index c016402..6800b96 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -35,9 +35,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin {
35// Classes to allow some type checking for the API 35// Classes to allow some type checking for the API
36public struct BulletSim 36public struct BulletSim
37{ 37{
38 public BulletSim(uint id, IntPtr xx) { ID = id; Ptr = xx; } 38 public BulletSim(uint id, BSScene bss, IntPtr xx) { ID = id; scene = bss; Ptr = xx; }
39 public IntPtr Ptr;
40 public uint ID; 39 public uint ID;
40 // The scene is only in here so very low level routines have a handle to print debug/error messages
41 public BSScene scene;
42 public IntPtr Ptr;
41} 43}
42 44
43public struct BulletBody 45public struct BulletBody
@@ -492,6 +494,9 @@ public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val);
492public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang); 494public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang);
493 495
494[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 496[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
497public static extern CollisionFlags GetCollisionFlags2(IntPtr obj);
498
499[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
495public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags); 500public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
496 501
497[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 502[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]