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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs9
1 files changed, 6 insertions, 3 deletions
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)