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author | Justin Clark-Casey (justincc) | 2012-08-17 22:31:58 +0100 |
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committer | Justin Clark-Casey (justincc) | 2012-08-17 22:31:58 +0100 |
commit | f57c1ac3869c0c3ef62137963d72b1ebb7b89182 (patch) | |
tree | 2fb62b7ca395cc640c57e2b2cfe0585ccebfb430 /OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |
parent | minor: Make xengine debug message on script load a scripting loading message ... (diff) | |
parent | BulletSim: restore most of the Detail logging statements. Will have (diff) | |
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 22 |
1 files changed, 4 insertions, 18 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 1b3ba3f..9e3f0db 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -265,8 +265,7 @@ public class BSLinkset | |||
265 | BSPrim childx = child; | 265 | BSPrim childx = child; |
266 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() | 266 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() |
267 | { | 267 | { |
268 | // DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID); | 268 | DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
269 | // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | ||
270 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child | 269 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child |
271 | }); | 270 | }); |
272 | } | 271 | } |
@@ -294,8 +293,7 @@ public class BSLinkset | |||
294 | BSPrim childx = child; | 293 | BSPrim childx = child; |
295 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | 294 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() |
296 | { | 295 | { |
297 | // DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); | 296 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
298 | // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | ||
299 | 297 | ||
300 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 298 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
301 | }); | 299 | }); |
@@ -326,7 +324,6 @@ public class BSLinkset | |||
326 | 324 | ||
327 | // create a constraint that allows no freedom of movement between the two objects | 325 | // create a constraint that allows no freedom of movement between the two objects |
328 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 326 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
329 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
330 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", | 327 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", |
331 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); | 328 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); |
332 | BS6DofConstraint constrain = new BS6DofConstraint( | 329 | BS6DofConstraint constrain = new BS6DofConstraint( |
@@ -335,10 +332,10 @@ public class BSLinkset | |||
335 | true, | 332 | true, |
336 | true | 333 | true |
337 | ); | 334 | ); |
338 | /* NOTE: attempt to build constraint with full frame computation, etc. | 335 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. |
339 | * Using the midpoint is easier since it lets the Bullet code use the transforms | 336 | * Using the midpoint is easier since it lets the Bullet code use the transforms |
340 | * of the objects. | 337 | * of the objects. |
341 | * Code left here as an example. | 338 | * Code left as a warning to future programmers. |
342 | // ================================================================================== | 339 | // ================================================================================== |
343 | // relative position normalized to the root prim | 340 | // relative position normalized to the root prim |
344 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | 341 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); |
@@ -350,7 +347,6 @@ public class BSLinkset | |||
350 | 347 | ||
351 | // create a constraint that allows no freedom of movement between the two objects | 348 | // create a constraint that allows no freedom of movement between the two objects |
352 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 349 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
353 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
354 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 350 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
355 | BS6DofConstraint constrain = new BS6DofConstraint( | 351 | BS6DofConstraint constrain = new BS6DofConstraint( |
356 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | 352 | PhysicsScene.World, rootPrim.Body, childPrim.Body, |
@@ -389,8 +385,6 @@ public class BSLinkset | |||
389 | // Called at taint time! | 385 | // Called at taint time! |
390 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) | 386 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) |
391 | { | 387 | { |
392 | // DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}", | ||
393 | // LogHeader, rootPrim.LocalID, childPrim.LocalID); | ||
394 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 388 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
395 | 389 | ||
396 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 390 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
@@ -404,20 +398,12 @@ public class BSLinkset | |||
404 | // Called at taint time! | 398 | // Called at taint time! |
405 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) | 399 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) |
406 | { | 400 | { |
407 | // DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader); | ||
408 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | 401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
409 | 402 | ||
410 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); | 403 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); |
411 | } | 404 | } |
412 | 405 | ||
413 | // Invoke the detailed logger and output something if it's enabled. | 406 | // Invoke the detailed logger and output something if it's enabled. |
414 | private void DebugLog(string msg, params Object[] args) | ||
415 | { | ||
416 | if (m_physicsScene.ShouldDebugLog) | ||
417 | m_physicsScene.Logger.DebugFormat(msg, args); | ||
418 | } | ||
419 | |||
420 | // Invoke the detailed logger and output something if it's enabled. | ||
421 | private void DetailLog(string msg, params Object[] args) | 407 | private void DetailLog(string msg, params Object[] args) |
422 | { | 408 | { |
423 | m_physicsScene.PhysicsLogging.Write(msg, args); | 409 | m_physicsScene.PhysicsLogging.Write(msg, args); |