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authorRobert Adams2013-05-22 21:57:07 -0700
committerRobert Adams2013-05-22 21:57:07 -0700
commit5efce21abc92fa1005fa8651a5622fe72cf83ff3 (patch)
tree3614951d470d5d873ebe726b6b1d35f85d38a821 /OpenSim/Region/Physics
parentBulletSim: specify directory for OpenSim.Region.Physics.Meshing (diff)
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BulletSim: correct errors caused by misspelled INI parameter spec.
Add debugging messages for hull asset use.
Diffstat (limited to 'OpenSim/Region/Physics')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs9
2 files changed, 7 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 5cff668..c19eda1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -373,7 +373,7 @@ public static class BSParam
373 true ), 373 true ),
374 new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", 374 new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists",
375 false ), 375 false ),
376 new ParameterDefn<bool>("UseAssetHulls", "If true, use hull if specified in the mesh asset info", 376 new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info",
377 false ), 377 false ),
378 378
379 new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 379 new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index b7f7e6c..6729d6b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -619,6 +619,9 @@ public class BSShapeHull : BSShape
619 619
620 // create the hull data structure in Bullet 620 // create the hull data structure in Bullet
621 newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); 621 newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls);
622
623 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}",
624 prim.LocalID, hullCount, totalVertices, newShape);
622 } 625 }
623 } 626 }
624 } 627 }
@@ -627,7 +630,7 @@ public class BSShapeHull : BSShape
627 { 630 {
628 // Build the hull shape from an existing mesh shape. 631 // Build the hull shape from an existing mesh shape.
629 // The mesh should have already been created in Bullet. 632 // The mesh should have already been created in Bullet.
630 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); 633 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,entry", prim.LocalID);
631 BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); 634 BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim);
632 635
633 if (meshShape.physShapeInfo.HasPhysicalShape) 636 if (meshShape.physShapeInfo.HasPhysicalShape)
@@ -645,12 +648,12 @@ public class BSShapeHull : BSShape
645 648
646 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); 649 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape);
647 newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); 650 newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms);
648 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); 651 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,shape={1}", prim.LocalID, newShape);
649 652
650 // Now done with the mesh shape. 653 // Now done with the mesh shape.
651 meshShape.Dereference(physicsScene); 654 meshShape.Dereference(physicsScene);
652 } 655 }
653 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); 656 physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape);
654 } 657 }
655 // If no hull specified, use our HACD hull approximation. 658 // If no hull specified, use our HACD hull approximation.
656 if (!newShape.HasPhysicalShape) 659 if (!newShape.HasPhysicalShape)