diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 21 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 8 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 46 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 16 |
4 files changed, 51 insertions, 40 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e2f7af9..1b23a36 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -124,10 +124,14 @@ public class BSCharacter : PhysicsActor | |||
124 | // do actual create at taint time | 124 | // do actual create at taint time |
125 | _scene.TaintedObject("BSCharacter.create", delegate() | 125 | _scene.TaintedObject("BSCharacter.create", delegate() |
126 | { | 126 | { |
127 | DetailLog("{0},BSCharacter.create", _localID); | ||
127 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); | 128 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); |
128 | 129 | ||
130 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# | ||
131 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | ||
132 | |||
129 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 133 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
130 | // avatars get all collisions no matter what | 134 | // avatars get all collisions no matter what (makes walking on ground and such work) |
131 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 135 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
132 | }); | 136 | }); |
133 | 137 | ||
@@ -137,7 +141,7 @@ public class BSCharacter : PhysicsActor | |||
137 | // called when this character is being destroyed and the resources should be released | 141 | // called when this character is being destroyed and the resources should be released |
138 | public void Destroy() | 142 | public void Destroy() |
139 | { | 143 | { |
140 | // DetailLog("{0},BSCharacter.Destroy", LocalID); | 144 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
141 | _scene.TaintedObject("BSCharacter.destroy", delegate() | 145 | _scene.TaintedObject("BSCharacter.destroy", delegate() |
142 | { | 146 | { |
143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 147 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); |
@@ -319,14 +323,13 @@ public class BSCharacter : PhysicsActor | |||
319 | public override bool Flying { | 323 | public override bool Flying { |
320 | get { return _flying; } | 324 | get { return _flying; } |
321 | set { | 325 | set { |
322 | if (_flying != value) | 326 | _flying = value; |
323 | { | 327 | // simulate flying by changing the effect of gravity |
324 | _flying = value; | 328 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); |
325 | // simulate flying by changing the effect of gravity | ||
326 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); | ||
327 | } | ||
328 | } | 329 | } |
329 | } | 330 | } |
331 | // Flying is implimented by changing the avatar's buoyancy. | ||
332 | // Would this be done better with a vehicle type? | ||
330 | private float ComputeBuoyancyFromFlying(bool ifFlying) { | 333 | private float ComputeBuoyancyFromFlying(bool ifFlying) { |
331 | return ifFlying ? 1f : 0f; | 334 | return ifFlying ? 1f : 0f; |
332 | } | 335 | } |
@@ -488,11 +491,9 @@ public class BSCharacter : PhysicsActor | |||
488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 491 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
489 | // base.RequestPhysicsterseUpdate(); | 492 | // base.RequestPhysicsterseUpdate(); |
490 | 493 | ||
491 | /* | ||
492 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 494 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
493 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 495 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
494 | entprop.Acceleration, entprop.RotationalVelocity); | 496 | entprop.Acceleration, entprop.RotationalVelocity); |
495 | */ | ||
496 | } | 497 | } |
497 | 498 | ||
498 | // Called by the scene when a collision with this object is reported | 499 | // Called by the scene when a collision with this object is reported |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index a075995..9e3f0db 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -265,7 +265,7 @@ 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 | // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 268 | DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
269 | 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 |
270 | }); | 270 | }); |
271 | } | 271 | } |
@@ -293,7 +293,7 @@ public class BSLinkset | |||
293 | BSPrim childx = child; | 293 | BSPrim childx = child; |
294 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | 294 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() |
295 | { | 295 | { |
296 | // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 296 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
297 | 297 | ||
298 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 298 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
299 | }); | 299 | }); |
@@ -332,10 +332,10 @@ public class BSLinkset | |||
332 | true, | 332 | true, |
333 | true | 333 | true |
334 | ); | 334 | ); |
335 | /* NOTE: attempt to build constraint with full frame computation, etc. | 335 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. |
336 | * Using the midpoint is easier since it lets the Bullet code use the transforms | 336 | * Using the midpoint is easier since it lets the Bullet code use the transforms |
337 | * of the objects. | 337 | * of the objects. |
338 | * Code left here as an example. | 338 | * Code left as a warning to future programmers. |
339 | // ================================================================================== | 339 | // ================================================================================== |
340 | // relative position normalized to the root prim | 340 | // relative position normalized to the root prim |
341 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | 341 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 48cd89b..a6bc8e2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -191,7 +191,7 @@ public sealed class BSPrim : PhysicsActor | |||
191 | { | 191 | { |
192 | _mass = CalculateMass(); // changing size changes the mass | 192 | _mass = CalculateMass(); // changing size changes the mass |
193 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 193 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); |
194 | // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | 194 | DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); |
195 | RecreateGeomAndObject(); | 195 | RecreateGeomAndObject(); |
196 | }); | 196 | }); |
197 | } | 197 | } |
@@ -275,7 +275,7 @@ public sealed class BSPrim : PhysicsActor | |||
275 | 275 | ||
276 | public override void LockAngularMotion(OMV.Vector3 axis) | 276 | public override void LockAngularMotion(OMV.Vector3 axis) |
277 | { | 277 | { |
278 | // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | 278 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); |
279 | return; | 279 | return; |
280 | } | 280 | } |
281 | 281 | ||
@@ -294,7 +294,7 @@ public sealed class BSPrim : PhysicsActor | |||
294 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 294 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
295 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 295 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
296 | { | 296 | { |
297 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 297 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
298 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 298 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
299 | }); | 299 | }); |
300 | } | 300 | } |
@@ -331,7 +331,7 @@ public sealed class BSPrim : PhysicsActor | |||
331 | _force = value; | 331 | _force = value; |
332 | _scene.TaintedObject("BSPrim.setForce", delegate() | 332 | _scene.TaintedObject("BSPrim.setForce", delegate() |
333 | { | 333 | { |
334 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 334 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
335 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 335 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); |
336 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); | 336 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); |
337 | }); | 337 | }); |
@@ -409,7 +409,7 @@ public sealed class BSPrim : PhysicsActor | |||
409 | _velocity = value; | 409 | _velocity = value; |
410 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 410 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
411 | { | 411 | { |
412 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 412 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
413 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 413 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); |
414 | }); | 414 | }); |
415 | } | 415 | } |
@@ -417,7 +417,7 @@ public sealed class BSPrim : PhysicsActor | |||
417 | public override OMV.Vector3 Torque { | 417 | public override OMV.Vector3 Torque { |
418 | get { return _torque; } | 418 | get { return _torque; } |
419 | set { _torque = value; | 419 | set { _torque = value; |
420 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | 420 | DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
421 | } | 421 | } |
422 | } | 422 | } |
423 | public override float CollisionScore { | 423 | public override float CollisionScore { |
@@ -444,7 +444,7 @@ public sealed class BSPrim : PhysicsActor | |||
444 | _scene.TaintedObject("BSPrim.setOrientation", delegate() | 444 | _scene.TaintedObject("BSPrim.setOrientation", delegate() |
445 | { | 445 | { |
446 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 446 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
447 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 447 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
448 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 448 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
449 | }); | 449 | }); |
450 | } | 450 | } |
@@ -496,13 +496,15 @@ public sealed class BSPrim : PhysicsActor | |||
496 | _linkset.Refresh(this); | 496 | _linkset.Refresh(this); |
497 | 497 | ||
498 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); | 498 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); |
499 | // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); | 499 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); |
500 | } | 500 | } |
501 | 501 | ||
502 | // prims don't fly | 502 | // prims don't fly |
503 | public override bool Flying { | 503 | public override bool Flying { |
504 | get { return _flying; } | 504 | get { return _flying; } |
505 | set { _flying = value; } | 505 | set { |
506 | _flying = value; | ||
507 | } | ||
506 | } | 508 | } |
507 | public override bool SetAlwaysRun { | 509 | public override bool SetAlwaysRun { |
508 | get { return _setAlwaysRun; } | 510 | get { return _setAlwaysRun; } |
@@ -553,7 +555,7 @@ public sealed class BSPrim : PhysicsActor | |||
553 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 555 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
554 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 556 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
555 | { | 557 | { |
556 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 558 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
557 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 559 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); |
558 | }); | 560 | }); |
559 | } | 561 | } |
@@ -570,7 +572,7 @@ public sealed class BSPrim : PhysicsActor | |||
570 | _buoyancy = value; | 572 | _buoyancy = value; |
571 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 573 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
572 | { | 574 | { |
573 | // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 575 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
574 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 576 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); |
575 | }); | 577 | }); |
576 | } | 578 | } |
@@ -633,17 +635,17 @@ public sealed class BSPrim : PhysicsActor | |||
633 | } | 635 | } |
634 | m_accumulatedForces.Clear(); | 636 | m_accumulatedForces.Clear(); |
635 | } | 637 | } |
636 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 638 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); |
637 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); | 639 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); |
638 | }); | 640 | }); |
639 | } | 641 | } |
640 | 642 | ||
641 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 643 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
642 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | 644 | DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); |
643 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | 645 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); |
644 | } | 646 | } |
645 | public override void SetMomentum(OMV.Vector3 momentum) { | 647 | public override void SetMomentum(OMV.Vector3 momentum) { |
646 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | 648 | DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); |
647 | } | 649 | } |
648 | public override void SubscribeEvents(int ms) { | 650 | public override void SubscribeEvents(int ms) { |
649 | _subscribedEventsMs = ms; | 651 | _subscribedEventsMs = ms; |
@@ -987,7 +989,7 @@ public sealed class BSPrim : PhysicsActor | |||
987 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 989 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); |
988 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 990 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
989 | { | 991 | { |
990 | // DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | 992 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
991 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 993 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
992 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 994 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
993 | _scale = _size; | 995 | _scale = _size; |
@@ -1001,7 +1003,7 @@ public sealed class BSPrim : PhysicsActor | |||
1001 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | 1003 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
1002 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 1004 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
1003 | { | 1005 | { |
1004 | // DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | 1006 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
1005 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | 1007 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; |
1006 | _scale = _size; | 1008 | _scale = _size; |
1007 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1009 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
@@ -1051,12 +1053,12 @@ public sealed class BSPrim : PhysicsActor | |||
1051 | // if this new shape is the same as last time, don't recreate the mesh | 1053 | // if this new shape is the same as last time, don't recreate the mesh |
1052 | if (_meshKey == newMeshKey) return; | 1054 | if (_meshKey == newMeshKey) return; |
1053 | 1055 | ||
1054 | // DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | 1056 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); |
1055 | // Since we're recreating new, get rid of any previously generated shape | 1057 | // Since we're recreating new, get rid of any previously generated shape |
1056 | if (_meshKey != 0) | 1058 | if (_meshKey != 0) |
1057 | { | 1059 | { |
1058 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); | 1060 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); |
1059 | // DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | 1061 | DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); |
1060 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | 1062 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); |
1061 | _mesh = null; | 1063 | _mesh = null; |
1062 | _meshKey = 0; | 1064 | _meshKey = 0; |
@@ -1086,7 +1088,7 @@ public sealed class BSPrim : PhysicsActor | |||
1086 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1088 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
1087 | // meshes are already scaled by the meshmerizer | 1089 | // meshes are already scaled by the meshmerizer |
1088 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1090 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1089 | // DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); | 1091 | DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); |
1090 | return; | 1092 | return; |
1091 | } | 1093 | } |
1092 | 1094 | ||
@@ -1100,13 +1102,13 @@ public sealed class BSPrim : PhysicsActor | |||
1100 | // if the hull hasn't changed, don't rebuild it | 1102 | // if the hull hasn't changed, don't rebuild it |
1101 | if (newHullKey == _hullKey) return; | 1103 | if (newHullKey == _hullKey) return; |
1102 | 1104 | ||
1103 | // DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | 1105 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1104 | 1106 | ||
1105 | // Since we're recreating new, get rid of any previously generated shape | 1107 | // Since we're recreating new, get rid of any previously generated shape |
1106 | if (_hullKey != 0) | 1108 | if (_hullKey != 0) |
1107 | { | 1109 | { |
1108 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | 1110 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); |
1109 | // DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); | 1111 | DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); |
1110 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | 1112 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); |
1111 | _hullKey = 0; | 1113 | _hullKey = 0; |
1112 | } | 1114 | } |
@@ -1200,7 +1202,7 @@ public sealed class BSPrim : PhysicsActor | |||
1200 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | 1202 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; |
1201 | // meshes are already scaled by the meshmerizer | 1203 | // meshes are already scaled by the meshmerizer |
1202 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1204 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1203 | // DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | 1205 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); |
1204 | return; | 1206 | return; |
1205 | } | 1207 | } |
1206 | 1208 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index d901ff0..56924aa 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -73,6 +73,9 @@ 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 | // The name of the region we're working for. | ||
77 | public string RegionName { get; private set; } | ||
78 | |||
76 | public string BulletSimVersion = "?"; | 79 | public string BulletSimVersion = "?"; |
77 | 80 | ||
78 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); | 81 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); |
@@ -196,6 +199,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
196 | public BSScene(string identifier) | 199 | public BSScene(string identifier) |
197 | { | 200 | { |
198 | m_initialized = false; | 201 | m_initialized = false; |
202 | // we are passed the name of the region we're working for. | ||
203 | RegionName = identifier; | ||
199 | } | 204 | } |
200 | 205 | ||
201 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 206 | public override void Initialise(IMesher meshmerizer, IConfigSource config) |
@@ -281,10 +286,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
281 | // Very detailed logging for physics debugging | 286 | // Very detailed logging for physics debugging |
282 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | 287 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); |
283 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); | 288 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); |
284 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-"); | 289 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); |
285 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | 290 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); |
286 | // Very detailed logging for vehicle debugging | 291 | // Very detailed logging for vehicle debugging |
287 | m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | 292 | m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); |
293 | |||
294 | // Do any replacements in the parameters | ||
295 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | ||
288 | } | 296 | } |
289 | } | 297 | } |
290 | } | 298 | } |
@@ -362,7 +370,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
362 | BSPrim bsprim = prim as BSPrim; | 370 | BSPrim bsprim = prim as BSPrim; |
363 | if (bsprim != null) | 371 | if (bsprim != null) |
364 | { | 372 | { |
365 | // DetailLog("{0},RemovePrim,call", bsprim.LocalID); | 373 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); |
366 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | 374 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); |
367 | try | 375 | try |
368 | { | 376 | { |
@@ -388,7 +396,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
388 | 396 | ||
389 | if (!m_initialized) return null; | 397 | if (!m_initialized) return null; |
390 | 398 | ||
391 | // DetailLog("{0},AddPrimShape,call", localID); | 399 | DetailLog("{0},AddPrimShape,call", localID); |
392 | 400 | ||
393 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | 401 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); |
394 | lock (m_prims) m_prims.Add(localID, prim); | 402 | lock (m_prims) m_prims.Add(localID, prim); |
@@ -534,7 +542,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
534 | else if (m_avatars.ContainsKey(collidingWith)) | 542 | else if (m_avatars.ContainsKey(collidingWith)) |
535 | type = ActorTypes.Agent; | 543 | type = ActorTypes.Agent; |
536 | 544 | ||
537 | DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | 545 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); |
538 | 546 | ||
539 | BSPrim prim; | 547 | BSPrim prim; |
540 | if (m_prims.TryGetValue(localID, out prim)) { | 548 | if (m_prims.TryGetValue(localID, out prim)) { |