diff options
author | Robert Adams | 2012-12-01 18:06:39 -0800 |
---|---|---|
committer | Robert Adams | 2012-12-03 07:59:42 -0800 |
commit | f9fed421fed75d2494fe55c6b153f59232e2c796 (patch) | |
tree | 5d6e1eca5eff9c360db3611ed8d9c72e4fc480ad /OpenSim/Region | |
parent | BulletSim: localize vehicle property setting so the vehicle prim is only upda... (diff) | |
download | opensim-SC_OLD-f9fed421fed75d2494fe55c6b153f59232e2c796.zip opensim-SC_OLD-f9fed421fed75d2494fe55c6b153f59232e2c796.tar.gz opensim-SC_OLD-f9fed421fed75d2494fe55c6b153f59232e2c796.tar.bz2 opensim-SC_OLD-f9fed421fed75d2494fe55c6b153f59232e2c796.tar.xz |
BulletSim: format vehicle detail logging messages so vehicle changs are grouped better in the log output.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 28 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 6 |
2 files changed, 17 insertions, 17 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 9749429..cbad3bf 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -800,7 +800,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
800 | Prim.AddForce(totalDownForce, false); | 800 | Prim.AddForce(totalDownForce, false); |
801 | } | 801 | } |
802 | 802 | ||
803 | VDetailLog("{0},MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6}", | 803 | VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6}", |
804 | Prim.LocalID, newVelocity, totalDownForce, | 804 | Prim.LocalID, newVelocity, totalDownForce, |
805 | linearMotorContribution, terrainHeightContribution, hoverContribution, limitMotorUpContribution | 805 | linearMotorContribution, terrainHeightContribution, hoverContribution, limitMotorUpContribution |
806 | ); | 806 | ); |
@@ -817,7 +817,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
817 | // TODO: correct position by applying force rather than forcing position. | 817 | // TODO: correct position by applying force rather than forcing position. |
818 | pos.Z = GetTerrainHeight(pos) + 2; | 818 | pos.Z = GetTerrainHeight(pos) + 2; |
819 | VehiclePosition = pos; | 819 | VehiclePosition = pos; |
820 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos); | 820 | VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos); |
821 | } | 821 | } |
822 | return ret; | 822 | return ret; |
823 | } | 823 | } |
@@ -872,7 +872,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
872 | } | 872 | } |
873 | } | 873 | } |
874 | 874 | ||
875 | VDetailLog("{0},MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", | 875 | VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", |
876 | Prim.LocalID, pos, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight); | 876 | Prim.LocalID, pos, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight); |
877 | } | 877 | } |
878 | 878 | ||
@@ -914,7 +914,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
914 | if (changed) | 914 | if (changed) |
915 | { | 915 | { |
916 | VehiclePosition = pos; | 916 | VehiclePosition = pos; |
917 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | 917 | VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", |
918 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); | 918 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); |
919 | } | 919 | } |
920 | } | 920 | } |
@@ -947,7 +947,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
947 | // has a decay factor. This says this force should | 947 | // has a decay factor. This says this force should |
948 | // be computed with a motor. | 948 | // be computed with a motor. |
949 | // TODO: add interaction with banking. | 949 | // TODO: add interaction with banking. |
950 | VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}", | 950 | VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},downForce={2}", |
951 | Prim.LocalID, distanceAboveGround, ret); | 951 | Prim.LocalID, distanceAboveGround, ret); |
952 | } | 952 | } |
953 | return ret; | 953 | return ret; |
@@ -977,7 +977,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
977 | // decay requested direction | 977 | // decay requested direction |
978 | m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale)); | 978 | m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale)); |
979 | 979 | ||
980 | VDetailLog("{0},MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}", | 980 | VDetailLog("{0}, MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}", |
981 | Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity); | 981 | Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity); |
982 | } | 982 | } |
983 | else | 983 | else |
@@ -998,7 +998,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
998 | { | 998 | { |
999 | angularMotorContribution.X = 0f; | 999 | angularMotorContribution.X = 0f; |
1000 | angularMotorContribution.Y = 0f; | 1000 | angularMotorContribution.Y = 0f; |
1001 | VDetailLog("{0},MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); | 1001 | VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); |
1002 | } | 1002 | } |
1003 | 1003 | ||
1004 | Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(pTimestep); | 1004 | Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(pTimestep); |
@@ -1044,7 +1044,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1044 | torqueFromOffset.Z = 0; | 1044 | torqueFromOffset.Z = 0; |
1045 | torqueFromOffset *= m_vehicleMass; | 1045 | torqueFromOffset *= m_vehicleMass; |
1046 | Prim.ApplyTorqueImpulse(torqueFromOffset, true); | 1046 | Prim.ApplyTorqueImpulse(torqueFromOffset, true); |
1047 | VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); | 1047 | VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); |
1048 | } | 1048 | } |
1049 | 1049 | ||
1050 | // ================================================================== | 1050 | // ================================================================== |
@@ -1052,7 +1052,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1052 | { | 1052 | { |
1053 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | 1053 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. |
1054 | // TODO: zeroing is good but it also sets values in unmanaged code. Remove the stores when idle. | 1054 | // TODO: zeroing is good but it also sets values in unmanaged code. Remove the stores when idle. |
1055 | VDetailLog("{0},MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); | 1055 | VDetailLog("{0}, MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); |
1056 | VehicleRotationalVelocity = Vector3.Zero; | 1056 | VehicleRotationalVelocity = Vector3.Zero; |
1057 | Prim.ZeroAngularMotion(true); | 1057 | Prim.ZeroAngularMotion(true); |
1058 | } | 1058 | } |
@@ -1067,7 +1067,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1067 | // Unscale the force by the angular factor so it overwhelmes the Bullet additions. | 1067 | // Unscale the force by the angular factor so it overwhelmes the Bullet additions. |
1068 | VehicleRotationalVelocity = applyAngularForce; | 1068 | VehicleRotationalVelocity = applyAngularForce; |
1069 | 1069 | ||
1070 | VDetailLog("{0},MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}", | 1070 | VDetailLog("{0}, MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}", |
1071 | Prim.LocalID, | 1071 | Prim.LocalID, |
1072 | angularMotorContribution, verticalAttractionContribution, | 1072 | angularMotorContribution, verticalAttractionContribution, |
1073 | bankingContribution, deflectionContribution, | 1073 | bankingContribution, deflectionContribution, |
@@ -1122,7 +1122,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1122 | float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency; | 1122 | float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency; |
1123 | verticalAttractionContribution *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); | 1123 | verticalAttractionContribution *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); |
1124 | 1124 | ||
1125 | VDetailLog("{0},MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}", | 1125 | VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}", |
1126 | Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib, | 1126 | Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib, |
1127 | m_verticalAttractionEfficiency, efficencySquared, | 1127 | m_verticalAttractionEfficiency, efficencySquared, |
1128 | verticalAttractionContribution); | 1128 | verticalAttractionContribution); |
@@ -1148,7 +1148,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1148 | // Scale by efficiency and timescale | 1148 | // Scale by efficiency and timescale |
1149 | ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; | 1149 | ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; |
1150 | 1150 | ||
1151 | VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret); | 1151 | VDetailLog("{0}, MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret); |
1152 | 1152 | ||
1153 | // This deflection computation is not correct. | 1153 | // This deflection computation is not correct. |
1154 | ret = Vector3.Zero; | 1154 | ret = Vector3.Zero; |
@@ -1210,7 +1210,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1210 | ret += bankingRot; | 1210 | ret += bankingRot; |
1211 | } | 1211 | } |
1212 | m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; | 1212 | m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; |
1213 | VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}", | 1213 | VDetailLog("{0}, MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}", |
1214 | Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, ret); | 1214 | Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, ret); |
1215 | } | 1215 | } |
1216 | return ret; | 1216 | return ret; |
@@ -1252,7 +1252,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1252 | if (rotq != m_rot) | 1252 | if (rotq != m_rot) |
1253 | { | 1253 | { |
1254 | VehicleOrientation = m_rot; | 1254 | VehicleOrientation = m_rot; |
1255 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); | 1255 | VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); |
1256 | } | 1256 | } |
1257 | 1257 | ||
1258 | } | 1258 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index b256887..e9f1549 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -143,12 +143,12 @@ public class BSVMotor : BSMotor | |||
143 | CurrentValue *= (Vector3.One - frictionFactor); | 143 | CurrentValue *= (Vector3.One - frictionFactor); |
144 | } | 144 | } |
145 | 145 | ||
146 | MDetailLog("{0},BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", | 146 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", |
147 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, | 147 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, |
148 | timeStep, TimeScale, addAmount, | 148 | timeStep, TimeScale, addAmount, |
149 | TargetValueDecayTimeScale, decayFactor, | 149 | TargetValueDecayTimeScale, decayFactor, |
150 | FrictionTimescale, frictionFactor); | 150 | FrictionTimescale, frictionFactor); |
151 | MDetailLog("{0},BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}", | 151 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}", |
152 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, | 152 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, |
153 | addAmount, decayFactor, frictionFactor, returnCurrent); | 153 | addAmount, decayFactor, frictionFactor, returnCurrent); |
154 | } | 154 | } |
@@ -158,7 +158,7 @@ public class BSVMotor : BSMotor | |||
158 | CurrentValue = Vector3.Zero; | 158 | CurrentValue = Vector3.Zero; |
159 | TargetValue = Vector3.Zero; | 159 | TargetValue = Vector3.Zero; |
160 | 160 | ||
161 | MDetailLog("{0},BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}", | 161 | MDetailLog("{0}, BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}", |
162 | BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent); | 162 | BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent); |
163 | 163 | ||
164 | } | 164 | } |