aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs21
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs8
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs46
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs16
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)) {