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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/BSLinkset.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 'OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs14
1 files changed, 7 insertions, 7 deletions
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,