From 03d76e94034bbaa82d1872284d1fadbaa263411d Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 17 Aug 2012 13:30:46 -0700 Subject: BulletSim: restore most of the Detail logging statements. Will have no effect on non-logging running. Capture region name that is passed to the physics engine and use it for detail logging file name prefix. Fix problem with avatars dropping when flying across region boundries. --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 21 +++++----- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 8 ++-- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 46 +++++++++++----------- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 16 ++++++-- 4 files changed, 51 insertions(+), 40 deletions(-) (limited to 'OpenSim/Region') 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 // do actual create at taint time _scene.TaintedObject("BSCharacter.create", delegate() { + DetailLog("{0},BSCharacter.create", _localID); BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); + // Set the buoyancy for flying. This will be refactored when all the settings happen in C# + BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); + m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); - // avatars get all collisions no matter what + // avatars get all collisions no matter what (makes walking on ground and such work) BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); @@ -137,7 +141,7 @@ public class BSCharacter : PhysicsActor // called when this character is being destroyed and the resources should be released public void Destroy() { - // DetailLog("{0},BSCharacter.Destroy", LocalID); + DetailLog("{0},BSCharacter.Destroy", LocalID); _scene.TaintedObject("BSCharacter.destroy", delegate() { BulletSimAPI.DestroyObject(_scene.WorldID, _localID); @@ -319,14 +323,13 @@ public class BSCharacter : PhysicsActor public override bool Flying { get { return _flying; } set { - if (_flying != value) - { - _flying = value; - // simulate flying by changing the effect of gravity - this.Buoyancy = ComputeBuoyancyFromFlying(_flying); - } + _flying = value; + // simulate flying by changing the effect of gravity + this.Buoyancy = ComputeBuoyancyFromFlying(_flying); } } + // Flying is implimented by changing the avatar's buoyancy. + // Would this be done better with a vehicle type? private float ComputeBuoyancyFromFlying(bool ifFlying) { return ifFlying ? 1f : 0f; } @@ -488,11 +491,9 @@ public class BSCharacter : PhysicsActor // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. // base.RequestPhysicsterseUpdate(); - /* DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, entprop.Acceleration, entprop.RotationalVelocity); - */ } // 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 BSPrim childx = child; m_physicsScene.TaintedObject("AddChildToLinkset", delegate() { - // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); + DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child }); } @@ -293,7 +293,7 @@ public class BSLinkset BSPrim childx = child; m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() { - // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); + DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); PhysicallyUnlinkAChildFromRoot(rootx, childx); }); @@ -332,10 +332,10 @@ public class BSLinkset true, true ); - /* NOTE: attempt to build constraint with full frame computation, etc. + /* NOTE: below is an attempt to build constraint with full frame computation, etc. * Using the midpoint is easier since it lets the Bullet code use the transforms * of the objects. - * Code left here as an example. + * Code left as a warning to future programmers. // ================================================================================== // relative position normalized to the root prim 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 { _mass = CalculateMass(); // changing size changes the mass BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); - // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); + DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); RecreateGeomAndObject(); }); } @@ -275,7 +275,7 @@ public sealed class BSPrim : PhysicsActor public override void LockAngularMotion(OMV.Vector3 axis) { - // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); + DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); return; } @@ -294,7 +294,7 @@ public sealed class BSPrim : PhysicsActor // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? _scene.TaintedObject("BSPrim.setPosition", delegate() { - // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); + DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); }); } @@ -331,7 +331,7 @@ public sealed class BSPrim : PhysicsActor _force = value; _scene.TaintedObject("BSPrim.setForce", delegate() { - // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); + DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); BulletSimAPI.SetObjectForce2(Body.Ptr, _force); }); @@ -409,7 +409,7 @@ public sealed class BSPrim : PhysicsActor _velocity = value; _scene.TaintedObject("BSPrim.setVelocity", delegate() { - // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); + DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); }); } @@ -417,7 +417,7 @@ public sealed class BSPrim : PhysicsActor public override OMV.Vector3 Torque { get { return _torque; } set { _torque = value; - // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); + DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); } } public override float CollisionScore { @@ -444,7 +444,7 @@ public sealed class BSPrim : PhysicsActor _scene.TaintedObject("BSPrim.setOrientation", delegate() { // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); - // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); + DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); }); } @@ -496,13 +496,15 @@ public sealed class BSPrim : PhysicsActor _linkset.Refresh(this); CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); - // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); + DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); } // prims don't fly public override bool Flying { get { return _flying; } - set { _flying = value; } + set { + _flying = value; + } } public override bool SetAlwaysRun { get { return _setAlwaysRun; } @@ -553,7 +555,7 @@ public sealed class BSPrim : PhysicsActor // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() { - // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); + DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); }); } @@ -570,7 +572,7 @@ public sealed class BSPrim : PhysicsActor _buoyancy = value; _scene.TaintedObject("BSPrim.setBuoyancy", delegate() { - // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); + DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); }); } @@ -633,17 +635,17 @@ public sealed class BSPrim : PhysicsActor } m_accumulatedForces.Clear(); } - // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); + DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); }); } public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { - // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); + DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); } public override void SetMomentum(OMV.Vector3 momentum) { - // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); + DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); } public override void SubscribeEvents(int ms) { _subscribedEventsMs = ms; @@ -987,7 +989,7 @@ public sealed class BSPrim : PhysicsActor // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) { - // DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); + DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; // Bullet native objects are scaled by the Bullet engine so pass the size in _scale = _size; @@ -1001,7 +1003,7 @@ public sealed class BSPrim : PhysicsActor // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) { - // DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); + DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; _scale = _size; // 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 // if this new shape is the same as last time, don't recreate the mesh if (_meshKey == newMeshKey) return; - // DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); + DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); // Since we're recreating new, get rid of any previously generated shape if (_meshKey != 0) { // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); - // DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); + DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); _mesh = null; _meshKey = 0; @@ -1086,7 +1088,7 @@ public sealed class BSPrim : PhysicsActor _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; // meshes are already scaled by the meshmerizer _scale = new OMV.Vector3(1f, 1f, 1f); - // DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); + DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); return; } @@ -1100,13 +1102,13 @@ public sealed class BSPrim : PhysicsActor // if the hull hasn't changed, don't rebuild it if (newHullKey == _hullKey) return; - // DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); + DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); // Since we're recreating new, get rid of any previously generated shape if (_hullKey != 0) { // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); - // DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); + DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); _hullKey = 0; } @@ -1200,7 +1202,7 @@ public sealed class BSPrim : PhysicsActor _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; // meshes are already scaled by the meshmerizer _scale = new OMV.Vector3(1f, 1f, 1f); - // DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); + DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); return; } 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 private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); private static readonly string LogHeader = "[BULLETS SCENE]"; + // The name of the region we're working for. + public string RegionName { get; private set; } + public string BulletSimVersion = "?"; private Dictionary m_avatars = new Dictionary(); @@ -196,6 +199,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters public BSScene(string identifier) { m_initialized = false; + // we are passed the name of the region we're working for. + RegionName = identifier; } public override void Initialise(IMesher meshmerizer, IConfigSource config) @@ -281,10 +286,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters // Very detailed logging for physics debugging m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); - m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-"); + m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); // Very detailed logging for vehicle debugging m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); + + // Do any replacements in the parameters + m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); } } } @@ -362,7 +370,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters BSPrim bsprim = prim as BSPrim; if (bsprim != null) { - // DetailLog("{0},RemovePrim,call", bsprim.LocalID); + DetailLog("{0},RemovePrim,call", bsprim.LocalID); // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); try { @@ -388,7 +396,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters if (!m_initialized) return null; - // DetailLog("{0},AddPrimShape,call", localID); + DetailLog("{0},AddPrimShape,call", localID); BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); lock (m_prims) m_prims.Add(localID, prim); @@ -534,7 +542,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters else if (m_avatars.ContainsKey(collidingWith)) type = ActorTypes.Agent; - DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); + // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); BSPrim prim; if (m_prims.TryGetValue(localID, out prim)) { -- cgit v1.1