diff options
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 14 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 14 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 54 | ||||
-rw-r--r-- | bin/OpenSimDefaults.ini | 3 |
4 files changed, 37 insertions, 48 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 1b3ba3f..a075995 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -265,7 +265,6 @@ public class BSLinkset | |||
265 | BSPrim childx = child; | 265 | BSPrim childx = child; |
266 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() | 266 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() |
267 | { | 267 | { |
268 | // DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID); | ||
269 | // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 268 | // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
270 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child | 269 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child |
271 | }); | 270 | }); |
@@ -294,7 +293,6 @@ public class BSLinkset | |||
294 | BSPrim childx = child; | 293 | BSPrim childx = child; |
295 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | 294 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() |
296 | { | 295 | { |
297 | // DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); | ||
298 | // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 296 | // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
299 | 297 | ||
300 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 298 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
@@ -326,7 +324,6 @@ public class BSLinkset | |||
326 | 324 | ||
327 | // create a constraint that allows no freedom of movement between the two objects | 325 | // create a constraint that allows no freedom of movement between the two objects |
328 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 326 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
329 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
330 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", | 327 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", |
331 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); | 328 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); |
332 | BS6DofConstraint constrain = new BS6DofConstraint( | 329 | BS6DofConstraint constrain = new BS6DofConstraint( |
@@ -350,7 +347,6 @@ public class BSLinkset | |||
350 | 347 | ||
351 | // create a constraint that allows no freedom of movement between the two objects | 348 | // create a constraint that allows no freedom of movement between the two objects |
352 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 349 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
353 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
354 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 350 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
355 | BS6DofConstraint constrain = new BS6DofConstraint( | 351 | BS6DofConstraint constrain = new BS6DofConstraint( |
356 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | 352 | PhysicsScene.World, rootPrim.Body, childPrim.Body, |
@@ -389,8 +385,6 @@ public class BSLinkset | |||
389 | // Called at taint time! | 385 | // Called at taint time! |
390 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) | 386 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) |
391 | { | 387 | { |
392 | // DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}", | ||
393 | // LogHeader, rootPrim.LocalID, childPrim.LocalID); | ||
394 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 388 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
395 | 389 | ||
396 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 390 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
@@ -404,20 +398,12 @@ public class BSLinkset | |||
404 | // Called at taint time! | 398 | // Called at taint time! |
405 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) | 399 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) |
406 | { | 400 | { |
407 | // DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader); | ||
408 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | 401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
409 | 402 | ||
410 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); | 403 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); |
411 | } | 404 | } |
412 | 405 | ||
413 | // Invoke the detailed logger and output something if it's enabled. | 406 | // Invoke the detailed logger and output something if it's enabled. |
414 | private void DebugLog(string msg, params Object[] args) | ||
415 | { | ||
416 | if (m_physicsScene.ShouldDebugLog) | ||
417 | m_physicsScene.Logger.DebugFormat(msg, args); | ||
418 | } | ||
419 | |||
420 | // Invoke the detailed logger and output something if it's enabled. | ||
421 | private void DetailLog(string msg, params Object[] args) | 407 | private void DetailLog(string msg, params Object[] args) |
422 | { | 408 | { |
423 | m_physicsScene.PhysicsLogging.Write(msg, args); | 409 | m_physicsScene.PhysicsLogging.Write(msg, args); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index b918f84..48cd89b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -42,8 +42,6 @@ public sealed class BSPrim : PhysicsActor | |||
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
43 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 43 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
44 | 44 | ||
45 | private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); } | ||
46 | |||
47 | private IMesh _mesh; | 45 | private IMesh _mesh; |
48 | private PrimitiveBaseShape _pbs; | 46 | private PrimitiveBaseShape _pbs; |
49 | private ShapeData.PhysicsShapeType _shapeType; | 47 | private ShapeData.PhysicsShapeType _shapeType; |
@@ -232,7 +230,6 @@ public sealed class BSPrim : PhysicsActor | |||
232 | BSPrim parent = obj as BSPrim; | 230 | BSPrim parent = obj as BSPrim; |
233 | if (parent != null) | 231 | if (parent != null) |
234 | { | 232 | { |
235 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); | ||
236 | BSPrim parentBefore = _linkset.LinksetRoot; | 233 | BSPrim parentBefore = _linkset.LinksetRoot; |
237 | int childrenBefore = _linkset.NumberOfChildren; | 234 | int childrenBefore = _linkset.NumberOfChildren; |
238 | 235 | ||
@@ -248,8 +245,6 @@ public sealed class BSPrim : PhysicsActor | |||
248 | public override void delink() { | 245 | public override void delink() { |
249 | // TODO: decide if this parent checking needs to happen at taint time | 246 | // TODO: decide if this parent checking needs to happen at taint time |
250 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 247 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
251 | DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, | ||
252 | _linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString()); | ||
253 | 248 | ||
254 | BSPrim parentBefore = _linkset.LinksetRoot; | 249 | BSPrim parentBefore = _linkset.LinksetRoot; |
255 | int childrenBefore = _linkset.NumberOfChildren; | 250 | int childrenBefore = _linkset.NumberOfChildren; |
@@ -1042,7 +1037,14 @@ public sealed class BSPrim : PhysicsActor | |||
1042 | // No locking here because this is done when we know physics is not simulating | 1037 | // No locking here because this is done when we know physics is not simulating |
1043 | private void CreateGeomMesh() | 1038 | private void CreateGeomMesh() |
1044 | { | 1039 | { |
1045 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | 1040 | // level of detail based on size and type of the object |
1041 | float lod = _scene.MeshLOD; | ||
1042 | if (_pbs.SculptEntry) | ||
1043 | lod = _scene.SculptLOD; | ||
1044 | float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z)); | ||
1045 | if (maxAxis > _scene.MeshMegaPrimThreshold) | ||
1046 | lod = _scene.MeshMegaPrimLOD; | ||
1047 | |||
1046 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1048 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1047 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | 1049 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); |
1048 | 1050 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 0a0e27e..d901ff0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -73,8 +73,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
73 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 73 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
74 | private static readonly string LogHeader = "[BULLETS SCENE]"; | 74 | private static readonly string LogHeader = "[BULLETS SCENE]"; |
75 | 75 | ||
76 | public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); } | ||
77 | |||
78 | public string BulletSimVersion = "?"; | 76 | public string BulletSimVersion = "?"; |
79 | 77 | ||
80 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); | 78 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); |
@@ -101,16 +99,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
101 | private int m_detailedStatsStep = 0; | 99 | private int m_detailedStatsStep = 0; |
102 | 100 | ||
103 | public IMesher mesher; | 101 | public IMesher mesher; |
104 | private float m_meshLOD; | 102 | // Level of Detail values kept as float because that's what the Meshmerizer wants |
105 | public float MeshLOD | 103 | public float MeshLOD { get; private set; } |
106 | { | 104 | public float MeshMegaPrimLOD { get; private set; } |
107 | get { return m_meshLOD; } | 105 | public float MeshMegaPrimThreshold { get; private set; } |
108 | } | 106 | public float SculptLOD { get; private set; } |
109 | private float m_sculptLOD; | ||
110 | public float SculptLOD | ||
111 | { | ||
112 | get { return m_sculptLOD; } | ||
113 | } | ||
114 | 107 | ||
115 | private BulletSim m_worldSim; | 108 | private BulletSim m_worldSim; |
116 | public BulletSim World | 109 | public BulletSim World |
@@ -185,8 +178,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
185 | ConfigurationParameters[] m_params; | 178 | ConfigurationParameters[] m_params; |
186 | GCHandle m_paramsHandle; | 179 | GCHandle m_paramsHandle; |
187 | 180 | ||
188 | public bool ShouldDebugLog { get; private set; } | 181 | // Handle to the callback used by the unmanaged code to call into the managed code. |
189 | 182 | // Used for debug logging. | |
183 | // Need to store the handle in a persistant variable so it won't be freed. | ||
190 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; | 184 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; |
191 | 185 | ||
192 | // Sometimes you just have to log everything. | 186 | // Sometimes you just have to log everything. |
@@ -905,16 +899,26 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
905 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, | 899 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, |
906 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), | 900 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), |
907 | 901 | ||
908 | new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | 902 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", |
909 | 8f, | 903 | 8f, |
910 | (s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); }, | 904 | (s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); }, |
911 | (s) => { return (float)s.m_meshLOD; }, | 905 | (s) => { return s.MeshLOD; }, |
912 | (s,p,l,v) => { s.m_meshLOD = (int)v; } ), | 906 | (s,p,l,v) => { s.MeshLOD = v; } ), |
913 | new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | 907 | new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", |
908 | 16f, | ||
909 | (s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, | ||
910 | (s) => { return s.MeshMegaPrimLOD; }, | ||
911 | (s,p,l,v) => { s.MeshMegaPrimLOD = v; } ), | ||
912 | new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | ||
913 | 10f, | ||
914 | (s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, | ||
915 | (s) => { return s.MeshMegaPrimThreshold; }, | ||
916 | (s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ), | ||
917 | new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
914 | 32f, | 918 | 32f, |
915 | (s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); }, | 919 | (s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); }, |
916 | (s) => { return (float)s.m_sculptLOD; }, | 920 | (s) => { return s.SculptLOD; }, |
917 | (s,p,l,v) => { s.m_sculptLOD = (int)v; } ), | 921 | (s,p,l,v) => { s.SculptLOD = v; } ), |
918 | 922 | ||
919 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | 923 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", |
920 | 10f, | 924 | 10f, |
@@ -1145,12 +1149,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1145 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, | 1149 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, |
1146 | (s) => { return (float)s.m_detailedStatsStep; }, | 1150 | (s) => { return (float)s.m_detailedStatsStep; }, |
1147 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), | 1151 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), |
1148 | new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements", | ||
1149 | ConfigurationParameters.numericFalse, | ||
1150 | (s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); }, | ||
1151 | (s) => { return s.NumericBool(s.ShouldDebugLog); }, | ||
1152 | (s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ), | ||
1153 | |||
1154 | }; | 1152 | }; |
1155 | 1153 | ||
1156 | // Convert a boolean to our numeric true and false values | 1154 | // Convert a boolean to our numeric true and false values |
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 96f1386..b2fca0c 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini | |||
@@ -931,6 +931,9 @@ | |||
931 | 931 | ||
932 | ; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail | 932 | ; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail |
933 | MeshLevelOfDetail = 8 | 933 | MeshLevelOfDetail = 8 |
934 | ; if mesh size is > threshold meters, we need to add more detail because people will notice | ||
935 | MeshLevelOfDetailMegaPrimThreshold = 10 | ||
936 | MeshLevelOfDetailMegaPrim = 16 | ||
934 | ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies | 937 | ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies |
935 | SculptLevelOfDetail = 32 | 938 | SculptLevelOfDetail = 32 |
936 | 939 | ||