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-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs87
1 files changed, 45 insertions, 42 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 3cf4501..87cccad 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -170,7 +170,7 @@ namespace OpenSim.Region.Physics.OdePlugin
170 private bool m_lastUpdateSent; 170 private bool m_lastUpdateSent;
171 171
172 public IntPtr Body = IntPtr.Zero; 172 public IntPtr Body = IntPtr.Zero;
173 public String m_primName; 173 public String Name { get; private set; }
174 private Vector3 _target_velocity; 174 private Vector3 _target_velocity;
175 public d.Mass pMass; 175 public d.Mass pMass;
176 176
@@ -188,6 +188,7 @@ namespace OpenSim.Region.Physics.OdePlugin
188 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, 188 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
189 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) 189 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
190 { 190 {
191 Name = primName;
191 m_vehicle = new ODEDynamics(); 192 m_vehicle = new ODEDynamics();
192 //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned); 193 //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
193 ode = dode; 194 ode = dode;
@@ -195,7 +196,7 @@ namespace OpenSim.Region.Physics.OdePlugin
195 { 196 {
196 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 197 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
197 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f); 198 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
198 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position"); 199 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
199 } 200 }
200 _position = pos; 201 _position = pos;
201 m_taintposition = pos; 202 m_taintposition = pos;
@@ -212,7 +213,7 @@ namespace OpenSim.Region.Physics.OdePlugin
212 if (!pos.IsFinite()) 213 if (!pos.IsFinite())
213 { 214 {
214 size = new Vector3(0.5f, 0.5f, 0.5f); 215 size = new Vector3(0.5f, 0.5f, 0.5f);
215 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size"); 216 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
216 } 217 }
217 218
218 if (size.X <= 0) size.X = 0.01f; 219 if (size.X <= 0) size.X = 0.01f;
@@ -225,7 +226,7 @@ namespace OpenSim.Region.Physics.OdePlugin
225 if (!QuaternionIsFinite(rotation)) 226 if (!QuaternionIsFinite(rotation))
226 { 227 {
227 rotation = Quaternion.Identity; 228 rotation = Quaternion.Identity;
228 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation"); 229 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
229 } 230 }
230 231
231 _orientation = rotation; 232 _orientation = rotation;
@@ -246,7 +247,7 @@ namespace OpenSim.Region.Physics.OdePlugin
246 if (m_isphysical) 247 if (m_isphysical)
247 m_targetSpace = _parent_scene.space; 248 m_targetSpace = _parent_scene.space;
248 } 249 }
249 m_primName = primName; 250
250 m_taintadd = true; 251 m_taintadd = true;
251 _parent_scene.AddPhysicsActorTaint(this); 252 _parent_scene.AddPhysicsActorTaint(this);
252 // don't do .add() here; old geoms get recycled with the same hash 253 // don't do .add() here; old geoms get recycled with the same hash
@@ -304,7 +305,7 @@ namespace OpenSim.Region.Physics.OdePlugin
304 { 305 {
305 prev_geom = prim_geom; 306 prev_geom = prim_geom;
306 prim_geom = geom; 307 prim_geom = geom;
307//Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName); 308//Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
308 if (prim_geom != IntPtr.Zero) 309 if (prim_geom != IntPtr.Zero)
309 { 310 {
310 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 311 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
@@ -857,7 +858,7 @@ namespace OpenSim.Region.Physics.OdePlugin
857 } 858 }
858 catch (AccessViolationException) 859 catch (AccessViolationException)
859 { 860 {
860 m_log.Error("[PHYSICS]: MESH LOCKED"); 861 m_log.ErrorFormat("[PHYSICS]: MESH LOCKED FOR {0}", Name);
861 return; 862 return;
862 } 863 }
863 864
@@ -874,7 +875,7 @@ namespace OpenSim.Region.Physics.OdePlugin
874 875
875 public void ProcessTaints(float timestep) 876 public void ProcessTaints(float timestep)
876 { 877 {
877//Console.WriteLine("ProcessTaints for " + m_primName); 878//Console.WriteLine("ProcessTaints for " + Name);
878 if (m_taintadd) 879 if (m_taintadd)
879 { 880 {
880 changeadd(timestep); 881 changeadd(timestep);
@@ -945,7 +946,7 @@ namespace OpenSim.Region.Physics.OdePlugin
945 } 946 }
946 else 947 else
947 { 948 {
948 m_log.Error("[PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)"); 949 m_log.ErrorFormat("[PHYSICS]: The scene reused a disposed PhysActor for {0}! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)", Name);
949 } 950 }
950 } 951 }
951 952
@@ -1035,7 +1036,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1035 // prim is the child 1036 // prim is the child
1036 public void ParentPrim(OdePrim prim) 1037 public void ParentPrim(OdePrim prim)
1037 { 1038 {
1038//Console.WriteLine("ParentPrim " + m_primName); 1039//Console.WriteLine("ParentPrim " + Name);
1039 if (this.m_localID != prim.m_localID) 1040 if (this.m_localID != prim.m_localID)
1040 { 1041 {
1041 if (Body == IntPtr.Zero) 1042 if (Body == IntPtr.Zero)
@@ -1071,18 +1072,20 @@ namespace OpenSim.Region.Physics.OdePlugin
1071 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z); 1072 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1072 d.MassAdd(ref pMass, ref m2); 1073 d.MassAdd(ref pMass, ref m2);
1073 } 1074 }
1075
1074 foreach (OdePrim prm in childrenPrim) 1076 foreach (OdePrim prm in childrenPrim)
1075 { 1077 {
1076
1077 prm.m_collisionCategories |= CollisionCategories.Body; 1078 prm.m_collisionCategories |= CollisionCategories.Body;
1078 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); 1079 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1079 1080
1080 if (prm.prim_geom == IntPtr.Zero) 1081 if (prm.prim_geom == IntPtr.Zero)
1081 { 1082 {
1082 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet"); 1083 m_log.WarnFormat(
1084 "[PHYSICS]: Unable to link one of the linkset elements {0} for parent {1}. No geom yet",
1085 prm.Name, prim.Name);
1083 continue; 1086 continue;
1084 } 1087 }
1085//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName); 1088//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name);
1086 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); 1089 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1087 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); 1090 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1088 1091
@@ -1111,7 +1114,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1111 } 1114 }
1112 else 1115 else
1113 { 1116 {
1114 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body"); 1117 m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name);
1115 } 1118 }
1116 1119
1117 1120
@@ -1130,7 +1133,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1130 m_collisionCategories |= CollisionCategories.Body; 1133 m_collisionCategories |= CollisionCategories.Body;
1131 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); 1134 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1132 1135
1133//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName); 1136//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name);
1134 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); 1137 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1135//Console.WriteLine(" Post GeomSetCategoryBits 2"); 1138//Console.WriteLine(" Post GeomSetCategoryBits 2");
1136 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); 1139 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
@@ -1373,7 +1376,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1373 } 1376 }
1374 catch (AccessViolationException) 1377 catch (AccessViolationException)
1375 { 1378 {
1376 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object"); 1379 m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name);
1377 ode.dunlock(_parent_scene.world); 1380 ode.dunlock(_parent_scene.world);
1378 return; 1381 return;
1379 } 1382 }
@@ -1388,7 +1391,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1388 } 1391 }
1389 catch (AccessViolationException) 1392 catch (AccessViolationException)
1390 { 1393 {
1391 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object"); 1394 m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name);
1392 ode.dunlock(_parent_scene.world); 1395 ode.dunlock(_parent_scene.world);
1393 return; 1396 return;
1394 } 1397 }
@@ -1404,7 +1407,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1404 } 1407 }
1405 catch (AccessViolationException) 1408 catch (AccessViolationException)
1406 { 1409 {
1407 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object"); 1410 m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name);
1408 ode.dunlock(_parent_scene.world); 1411 ode.dunlock(_parent_scene.world);
1409 return; 1412 return;
1410 } 1413 }
@@ -1421,7 +1424,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1421 } 1424 }
1422 catch (AccessViolationException) 1425 catch (AccessViolationException)
1423 { 1426 {
1424 m_log.Warn("[PHYSICS]: Unable to create physics proxy for object"); 1427 m_log.WarnFormat("[PHYSICS]: Unable to create physics proxy for object {0}", Name);
1425 ode.dunlock(_parent_scene.world); 1428 ode.dunlock(_parent_scene.world);
1426 return; 1429 return;
1427 } 1430 }
@@ -1444,7 +1447,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1444 if (_parent_scene.needsMeshing(_pbs)) 1447 if (_parent_scene.needsMeshing(_pbs))
1445 { 1448 {
1446 // Don't need to re-enable body.. it's done in SetMesh 1449 // Don't need to re-enable body.. it's done in SetMesh
1447 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); 1450 _mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical);
1448 // createmesh returns null when it's a shape that isn't a cube. 1451 // createmesh returns null when it's a shape that isn't a cube.
1449 // m_log.Debug(m_localID); 1452 // m_log.Debug(m_localID);
1450 } 1453 }
@@ -1473,7 +1476,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1473 } 1476 }
1474 } 1477 }
1475 1478
1476 _parent_scene.geom_name_map[prim_geom] = this.m_primName; 1479 _parent_scene.geom_name_map[prim_geom] = this.Name;
1477 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; 1480 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
1478 1481
1479 changeSelectedStatus(timestep); 1482 changeSelectedStatus(timestep);
@@ -1524,7 +1527,7 @@ Console.WriteLine(" JointCreateFixed");
1524 } 1527 }
1525 else 1528 else
1526 { 1529 {
1527 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario."); 1530 m_log.WarnFormat("[PHYSICS]: Body for {0} still null after enableBody(). This is a crash scenario.", Name);
1528 } 1531 }
1529 } 1532 }
1530 //else 1533 //else
@@ -1573,7 +1576,7 @@ Console.WriteLine(" JointCreateFixed");
1573 } 1576 }
1574 else 1577 else
1575 { 1578 {
1576//Console.WriteLine("Move " + m_primName); 1579//Console.WriteLine("Move " + Name);
1577 if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 1580 if (!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
1578 // NON-'VEHICLES' are dealt with here 1581 // NON-'VEHICLES' are dealt with here
1579// if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f)) 1582// if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
@@ -1605,7 +1608,7 @@ Console.WriteLine(" JointCreateFixed");
1605 1608
1606 if (m_usePID) 1609 if (m_usePID)
1607 { 1610 {
1608//Console.WriteLine("PID " + m_primName); 1611//Console.WriteLine("PID " + Name);
1609 // KF - this is for object move? eg. llSetPos() ? 1612 // KF - this is for object move? eg. llSetPos() ?
1610 //if (!d.BodyIsEnabled(Body)) 1613 //if (!d.BodyIsEnabled(Body))
1611 //d.BodySetForce(Body, 0f, 0f, 0f); 1614 //d.BodySetForce(Body, 0f, 0f, 0f);
@@ -1677,7 +1680,7 @@ Console.WriteLine(" JointCreateFixed");
1677 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller 1680 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
1678 if (m_useHoverPID && !m_usePID) 1681 if (m_useHoverPID && !m_usePID)
1679 { 1682 {
1680//Console.WriteLine("Hover " + m_primName); 1683//Console.WriteLine("Hover " + Name);
1681 1684
1682 // If we're using the PID controller, then we have no gravity 1685 // If we're using the PID controller, then we have no gravity
1683 fz = (-1 * _parent_scene.gravityz) * m_mass; 1686 fz = (-1 * _parent_scene.gravityz) * m_mass;
@@ -1803,7 +1806,7 @@ Console.WriteLine(" JointCreateFixed");
1803 { // is not physical, or is not a body or is selected 1806 { // is not physical, or is not a body or is selected
1804 // _zeroPosition = d.BodyGetPosition(Body); 1807 // _zeroPosition = d.BodyGetPosition(Body);
1805 return; 1808 return;
1806//Console.WriteLine("Nothing " + m_primName); 1809//Console.WriteLine("Nothing " + Name);
1807 1810
1808 } 1811 }
1809 } 1812 }
@@ -1891,10 +1894,10 @@ Console.WriteLine(" JointCreateFixed");
1891 catch (System.AccessViolationException) 1894 catch (System.AccessViolationException)
1892 { 1895 {
1893 prim_geom = IntPtr.Zero; 1896 prim_geom = IntPtr.Zero;
1894 m_log.Error("[PHYSICS]: PrimGeom dead"); 1897 m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name);
1895 } 1898 }
1896 } 1899 }
1897//Console.WriteLine("changePhysicsStatus for " + m_primName); 1900//Console.WriteLine("changePhysicsStatus for " + Name);
1898 changeadd(2f); 1901 changeadd(2f);
1899 } 1902 }
1900 if (childPrim) 1903 if (childPrim)
@@ -2063,7 +2066,7 @@ Console.WriteLine(" JointCreateFixed");
2063 catch (System.AccessViolationException) 2066 catch (System.AccessViolationException)
2064 { 2067 {
2065 prim_geom = IntPtr.Zero; 2068 prim_geom = IntPtr.Zero;
2066 m_log.Error("[PHYSICS]: PrimGeom dead"); 2069 m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name);
2067 } 2070 }
2068 prim_geom = IntPtr.Zero; 2071 prim_geom = IntPtr.Zero;
2069 // we don't need to do space calculation because the client sends a position update also. 2072 // we don't need to do space calculation because the client sends a position update also.
@@ -2307,7 +2310,7 @@ Console.WriteLine(" JointCreateFixed");
2307 } 2310 }
2308 else 2311 else
2309 { 2312 {
2310 m_log.Warn("[PHYSICS]: Got NaN Size on object"); 2313 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
2311 } 2314 }
2312 } 2315 }
2313 } 2316 }
@@ -2329,7 +2332,7 @@ Console.WriteLine(" JointCreateFixed");
2329 } 2332 }
2330 else 2333 else
2331 { 2334 {
2332 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object"); 2335 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
2333 } 2336 }
2334 } 2337 }
2335 } 2338 }
@@ -2413,7 +2416,7 @@ Console.WriteLine(" JointCreateFixed");
2413 } 2416 }
2414 else 2417 else
2415 { 2418 {
2416 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object"); 2419 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
2417 } 2420 }
2418 2421
2419 } 2422 }
@@ -2438,7 +2441,7 @@ Console.WriteLine(" JointCreateFixed");
2438 } 2441 }
2439 else 2442 else
2440 { 2443 {
2441 m_log.Warn("[PHYSICS]: Got NaN Torque in Object"); 2444 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
2442 } 2445 }
2443 } 2446 }
2444 } 2447 }
@@ -2465,7 +2468,7 @@ Console.WriteLine(" JointCreateFixed");
2465 _orientation = value; 2468 _orientation = value;
2466 } 2469 }
2467 else 2470 else
2468 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object"); 2471 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
2469 2472
2470 } 2473 }
2471 } 2474 }
@@ -2505,7 +2508,7 @@ Console.WriteLine(" JointCreateFixed");
2505 } 2508 }
2506 else 2509 else
2507 { 2510 {
2508 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object"); 2511 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
2509 } 2512 }
2510 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString()); 2513 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
2511 } 2514 }
@@ -2519,7 +2522,7 @@ Console.WriteLine(" JointCreateFixed");
2519 } 2522 }
2520 else 2523 else
2521 { 2524 {
2522 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object"); 2525 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
2523 } 2526 }
2524 } 2527 }
2525 2528
@@ -2545,7 +2548,7 @@ Console.WriteLine(" JointCreateFixed");
2545 } 2548 }
2546 else 2549 else
2547 { 2550 {
2548 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object"); 2551 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
2549 } 2552 }
2550 } 2553 }
2551 } 2554 }
@@ -2560,7 +2563,7 @@ Console.WriteLine(" JointCreateFixed");
2560 } 2563 }
2561 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds) 2564 else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
2562 { 2565 {
2563 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName); 2566 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + Name);
2564 } 2567 }
2565 } 2568 }
2566 2569
@@ -2593,7 +2596,7 @@ Console.WriteLine(" JointCreateFixed");
2593 } 2596 }
2594 else 2597 else
2595 { 2598 {
2596 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object"); 2599 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
2597 } 2600 }
2598 } 2601 }
2599 2602
@@ -2685,7 +2688,7 @@ Console.WriteLine(" JointCreateFixed");
2685 } 2688 }
2686 2689
2687 //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)); 2690 //float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation));
2688//Console.WriteLine("Adiff " + m_primName + " = " + Adiff); 2691//Console.WriteLine("Adiff " + Name + " = " + Adiff);
2689 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) 2692 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
2690 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) 2693 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
2691 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) 2694 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02)
@@ -2826,7 +2829,7 @@ Console.WriteLine(" JointCreateFixed");
2826 m_PIDTarget = value; 2829 m_PIDTarget = value;
2827 } 2830 }
2828 else 2831 else
2829 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object"); 2832 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
2830 } 2833 }
2831 } 2834 }
2832 public override bool PIDActive { set { m_usePID = value; } } 2835 public override bool PIDActive { set { m_usePID = value; } }