From f9fed421fed75d2494fe55c6b153f59232e2c796 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 1 Dec 2012 18:06:39 -0800 Subject: BulletSim: format vehicle detail logging messages so vehicle changs are grouped better in the log output. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 28 +++++++++++----------- OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 6 ++--- 2 files changed, 17 insertions(+), 17 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 9749429..cbad3bf 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -800,7 +800,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin Prim.AddForce(totalDownForce, false); } - VDetailLog("{0},MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6}", + VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6}", Prim.LocalID, newVelocity, totalDownForce, linearMotorContribution, terrainHeightContribution, hoverContribution, limitMotorUpContribution ); @@ -817,7 +817,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // TODO: correct position by applying force rather than forcing position. pos.Z = GetTerrainHeight(pos) + 2; VehiclePosition = pos; - VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos); + VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos); } return ret; } @@ -872,7 +872,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } } - VDetailLog("{0},MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", + VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", Prim.LocalID, pos, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight); } @@ -914,7 +914,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin if (changed) { VehiclePosition = pos; - VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", + VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", Prim.LocalID, m_BlockingEndPoint, posChange, pos); } } @@ -947,7 +947,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // has a decay factor. This says this force should // be computed with a motor. // TODO: add interaction with banking. - VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}", + VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},downForce={2}", Prim.LocalID, distanceAboveGround, ret); } return ret; @@ -977,7 +977,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // decay requested direction m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale)); - VDetailLog("{0},MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}", + VDetailLog("{0}, MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}", Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity); } else @@ -998,7 +998,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { angularMotorContribution.X = 0f; angularMotorContribution.Y = 0f; - VDetailLog("{0},MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); + VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); } Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(pTimestep); @@ -1044,7 +1044,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin torqueFromOffset.Z = 0; torqueFromOffset *= m_vehicleMass; Prim.ApplyTorqueImpulse(torqueFromOffset, true); - VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); + VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); } // ================================================================== @@ -1052,7 +1052,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. // TODO: zeroing is good but it also sets values in unmanaged code. Remove the stores when idle. - VDetailLog("{0},MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); + VDetailLog("{0}, MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); VehicleRotationalVelocity = Vector3.Zero; Prim.ZeroAngularMotion(true); } @@ -1067,7 +1067,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Unscale the force by the angular factor so it overwhelmes the Bullet additions. VehicleRotationalVelocity = applyAngularForce; - VDetailLog("{0},MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}", + VDetailLog("{0}, MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}", Prim.LocalID, angularMotorContribution, verticalAttractionContribution, bankingContribution, deflectionContribution, @@ -1122,7 +1122,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency; verticalAttractionContribution *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); - VDetailLog("{0},MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}", + VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}", Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib, m_verticalAttractionEfficiency, efficencySquared, verticalAttractionContribution); @@ -1148,7 +1148,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Scale by efficiency and timescale ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; - VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret); + VDetailLog("{0}, MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret); // This deflection computation is not correct. ret = Vector3.Zero; @@ -1210,7 +1210,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin ret += bankingRot; } m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; - VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}", + VDetailLog("{0}, MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}", Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, ret); } return ret; @@ -1252,7 +1252,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin if (rotq != m_rot) { VehicleOrientation = m_rot; - VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); + VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index b256887..e9f1549 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs @@ -143,12 +143,12 @@ public class BSVMotor : BSMotor CurrentValue *= (Vector3.One - frictionFactor); } - MDetailLog("{0},BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", + MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", BSScene.DetailLogZero, UseName, origCurrVal, origTarget, timeStep, TimeScale, addAmount, TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor); - MDetailLog("{0},BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}", + MDetailLog("{0}, BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}", BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, addAmount, decayFactor, frictionFactor, returnCurrent); } @@ -158,7 +158,7 @@ public class BSVMotor : BSMotor CurrentValue = Vector3.Zero; TargetValue = Vector3.Zero; - MDetailLog("{0},BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}", + MDetailLog("{0}, BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}", BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent); } -- cgit v1.1