diff options
author | Robert Adams | 2012-08-10 16:22:44 -0700 |
---|---|---|
committer | Robert Adams | 2012-08-10 16:22:44 -0700 |
commit | 0c7ce4fc98d4be185d5a5d83d4cc1c596b5cb1d3 (patch) | |
tree | cf1df356454765a2de5920db78146b0f408a00b4 /OpenSim/Region/Physics | |
parent | BulletSim: Add module names to DetailLog output. Fix some problems with links... (diff) | |
download | opensim-SC_OLD-0c7ce4fc98d4be185d5a5d83d4cc1c596b5cb1d3.zip opensim-SC_OLD-0c7ce4fc98d4be185d5a5d83d4cc1c596b5cb1d3.tar.gz opensim-SC_OLD-0c7ce4fc98d4be185d5a5d83d4cc1c596b5cb1d3.tar.bz2 opensim-SC_OLD-0c7ce4fc98d4be185d5a5d83d4cc1c596b5cb1d3.tar.xz |
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')
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 |
36 | public struct BulletSim | 36 | public 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 | ||
43 | public struct BulletBody | 45 | public struct BulletBody |
@@ -492,6 +494,9 @@ public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val); | |||
492 | public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang); | 494 | public 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] |
497 | public static extern CollisionFlags GetCollisionFlags2(IntPtr obj); | ||
498 | |||
499 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
495 | public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags); | 500 | public static extern IntPtr SetCollisionFlags2(IntPtr obj, CollisionFlags flags); |
496 | 501 | ||
497 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 502 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |