From 81a6c397811c587cd97b5bb0f186fe6e799f865b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 24 May 2013 16:20:26 -0700 Subject: Meshmerizer: add INI parameter to enable DEBUG mesh detail logging. Default to off. To turn mesh parsing DEBUG detail logging on, add [Mesh] LogMeshDetail=true to the INI file. --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 2c10568..1b499d0 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -74,7 +74,7 @@ namespace OpenSim.Region.Physics.Meshing private const string baseDir = null; //"rawFiles"; #endif // If 'true', lots of DEBUG logging of asset parsing details - private bool debugDetail = true; + private bool debugDetail = false; private bool cacheSculptMaps = true; private string decodedSculptMapPath = null; @@ -94,8 +94,11 @@ namespace OpenSim.Region.Physics.Meshing decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); - if(mesh_config != null) + if (mesh_config != null) + { useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); + debugDetail = mesh_config.GetBoolean("LogMeshDetails", debugDetail); + } try { @@ -415,7 +418,7 @@ namespace OpenSim.Region.Physics.Meshing if (debugDetail) { - string keys = "[MESH]: keys found in convexBlock: "; + string keys = LogHeader + " keys found in convexBlock: "; foreach (KeyValuePair kvp in convexBlock) keys += "'" + kvp.Key + "' "; m_log.Debug(keys); -- cgit v1.1 From 4979940def5561015cb56bc660c6ec721722b9fc Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 24 May 2013 16:23:10 -0700 Subject: BulletSim: properly set mesh hash key in use tracking structure. Shouldn't see any functional difference. --- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 48f1394..81edc12 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -578,7 +578,6 @@ public class BSShapeHull : BSShape PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = new BulletShape(); - newShape.shapeKey = newHullKey; IMesh meshData = null; List> allHulls = null; @@ -782,6 +781,7 @@ public class BSShapeHull : BSShape // create the hull data structure in Bullet newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); } + newShape.shapeKey = newHullKey; return newShape; } // Callback from convex hull creater with a newly created hull. @@ -906,6 +906,7 @@ public class BSShapeCompound : BSShape } else { + // Didn't find it in the lists of specific types. It could be compound. if (physicsScene.PE.IsCompound(pShape)) { BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); @@ -913,6 +914,7 @@ public class BSShapeCompound : BSShape } else { + // If none of the above, maybe it is a simple native shape. if (physicsScene.PE.IsNativeShape(pShape)) { BSShapeNative nativeShape = new BSShapeNative(pShape); @@ -1052,6 +1054,7 @@ public class BSShapeGImpact : BSShape // Check to see if mesh was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); + newShape.shapeKey = newMeshKey; if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) { // If a mesh was what was created, remember the built shape for later sharing. -- cgit v1.1 From 5f1f5ea5ab5badf5944471fefe0a45f7b4f41b91 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 24 May 2013 16:24:16 -0700 Subject: BulletSim: add VehicleInertiaFactor to allow modifying inertia. Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 3 ++- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 +++ 2 files changed, 5 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index c16b7d3..311cf4f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -617,7 +617,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Vehicles report collision events so we know when it's on the ground m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); - ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); + Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); + ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index c19eda1..e98a7fb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -148,6 +148,7 @@ public static class BSParam public static float VehicleRestitution { get; private set; } public static Vector3 VehicleLinearFactor { get; private set; } public static Vector3 VehicleAngularFactor { get; private set; } + public static Vector3 VehicleInertiaFactor { get; private set; } public static float VehicleGroundGravityFudge { get; private set; } public static float VehicleAngularBankingTimescaleFudge { get; private set; } public static bool VehicleDebuggingEnable { get; private set; } @@ -583,6 +584,8 @@ public static class BSParam new Vector3(1f, 1f, 1f) ), new ParameterDefn("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)", new Vector3(1f, 1f, 1f) ), + new ParameterDefn("VehicleInertiaFactor", "Fraction of physical inertia applied (<0,0,0> to <1,1,1>)", + new Vector3(1f, 1f, 1f) ), new ParameterDefn("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", 0.0f ), new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", -- cgit v1.1 From 182137263412fb23f9bdb250afbe1b1509280aac Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 24 May 2013 16:32:19 -0700 Subject: Meshmerizer: remember to add the copied hull verts to the list of hulls. --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 1b499d0..fc679e7 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -893,6 +893,7 @@ namespace OpenSim.Region.Physics.Meshing List verts = new List(); foreach (var vert in hull) verts.Add(vert * size); + hulls.Add(verts); } return hulls; -- cgit v1.1