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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/BSScene.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/BSScene.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs27
1 files changed, 23 insertions, 4 deletions
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}