From 93393fb975f3886c448b6f945705304552fe8875 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 10 Dec 2012 16:46:12 -0800 Subject: BulletSim: comment out some chatty debug logging. Rearrange some code in BSDynamics to make velocity vs force calculation clearer. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 8 +++++--- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 4 ++-- 2 files changed, 7 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index fa3110c..cb84456 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -818,6 +818,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin + hoverContribution + limitMotorUpContribution; + Vector3 newForce = buoyancyContribution; + // If not changing some axis, reduce out velocity if ((m_flags & (VehicleFlag.NO_X)) != 0) newVelocity.X = 0; @@ -845,7 +847,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin VehicleVelocity = newVelocity; // Other linear forces are applied as forces. - Vector3 totalDownForce = buoyancyContribution * m_vehicleMass; + Vector3 totalDownForce = newForce * m_vehicleMass; if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f)) { VehicleAddForce(totalDownForce); @@ -1005,8 +1007,8 @@ 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}", - Prim.LocalID, distanceAboveGround, ret); + VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}", + Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret); } return ret; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index f72bd74..17cc7b4 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -501,7 +501,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters try { - if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG + // if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, @@ -510,7 +510,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}", DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); - if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG + // if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG } catch (Exception e) { -- cgit v1.1