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authorRobert Adams2014-11-30 11:29:44 -0800
committerRobert Adams2014-11-30 19:53:00 -0800
commit3642198838164cb883b95d918d968c9febd7e74c (patch)
tree6d744b8f9017e9f8b8265093d6efc0cef06bba7f /OpenSim/Region/Physics
parentBulletSim: Remove linkset 'Incomplete' flag as its meaning couldn't be made c... (diff)
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BulletSim: move detail log of InternalScheduleRebuild to reduce log file spam
Diffstat (limited to 'OpenSim/Region/Physics')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index 049f825..b444446 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -100,9 +100,6 @@ public sealed class BSLinksetCompound : BSLinkset
100 // Schedule a refresh to happen after all the other taint processing. 100 // Schedule a refresh to happen after all the other taint processing.
101 private void ScheduleRebuild(BSPrimLinkable requestor) 101 private void ScheduleRebuild(BSPrimLinkable requestor)
102 { 102 {
103 DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
104 requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
105
106 // When rebuilding, it is possible to set properties that would normally require a rebuild. 103 // When rebuilding, it is possible to set properties that would normally require a rebuild.
107 // If already rebuilding, don't request another rebuild. 104 // If already rebuilding, don't request another rebuild.
108 // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. 105 // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
@@ -115,8 +112,11 @@ public sealed class BSLinksetCompound : BSLinkset
115 } 112 }
116 } 113 }
117 114
115 // Must be called with m_linksetActivityLock or race conditions will haunt you.
118 private void InternalScheduleRebuild(BSPrimLinkable requestor) 116 private void InternalScheduleRebuild(BSPrimLinkable requestor)
119 { 117 {
118 DetailLog("{0},BSLinksetCompound.InternalScheduleRebuild,,rebuilding={1},hasChildren={2}",
119 requestor.LocalID, Rebuilding, HasAnyChildren);
120 RebuildScheduled = true; 120 RebuildScheduled = true;
121 m_physicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate() 121 m_physicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate()
122 { 122 {
@@ -396,7 +396,7 @@ public sealed class BSLinksetCompound : BSLinkset
396 // Get a reference to the shape of the child for adding of that shape to the linkset compound shape 396 // Get a reference to the shape of the child for adding of that shape to the linkset compound shape
397 BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); 397 BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim);
398 398
399 // Offset the child shape from the center-of-mass and rotate it to vehicle relative. 399 // Offset the child shape from the center-of-mass and rotate it to root relative.
400 OMV.Vector3 offsetPos = (cPrim.RawPosition - origRootPosition) * invRootOrientation - centerDisplacementV; 400 OMV.Vector3 offsetPos = (cPrim.RawPosition - origRootPosition) * invRootOrientation - centerDisplacementV;
401 OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation; 401 OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation;
402 402
@@ -435,7 +435,7 @@ public sealed class BSLinksetCompound : BSLinkset
435 LogHeader, LinksetRoot.Name, cPrim.LinksetChildIndex, childShape); 435 LogHeader, LinksetRoot.Name, cPrim.LinksetChildIndex, childShape);
436 436
437 // This causes the loop to bail on building the rest of this linkset. 437 // This causes the loop to bail on building the rest of this linkset.
438 // The rebuild operation should fix it up or declare the object unbuildable. 438 // The rebuild operation will fix it up next tick or declare the object unbuildable.
439 return true; 439 return true;
440 } 440 }
441 441