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.integration
parent
5c192b9bab
commit
03d76e9403
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@ -124,10 +124,14 @@ public class BSCharacter : PhysicsActor
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// do actual create at taint time
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_scene.TaintedObject("BSCharacter.create", delegate()
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{
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DetailLog("{0},BSCharacter.create", _localID);
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BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData);
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// Set the buoyancy for flying. This will be refactored when all the settings happen in C#
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BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy);
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m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID));
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// avatars get all collisions no matter what
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// avatars get all collisions no matter what (makes walking on ground and such work)
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BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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});
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@ -137,7 +141,7 @@ public class BSCharacter : PhysicsActor
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// called when this character is being destroyed and the resources should be released
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public void Destroy()
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{
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// DetailLog("{0},BSCharacter.Destroy", LocalID);
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DetailLog("{0},BSCharacter.Destroy", LocalID);
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_scene.TaintedObject("BSCharacter.destroy", delegate()
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{
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BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
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@ -319,14 +323,13 @@ public class BSCharacter : PhysicsActor
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public override bool Flying {
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get { return _flying; }
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set {
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if (_flying != value)
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{
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_flying = value;
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// simulate flying by changing the effect of gravity
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this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
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}
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}
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}
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// Flying is implimented by changing the avatar's buoyancy.
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// Would this be done better with a vehicle type?
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private float ComputeBuoyancyFromFlying(bool ifFlying) {
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return ifFlying ? 1f : 0f;
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}
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@ -488,11 +491,9 @@ public class BSCharacter : PhysicsActor
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// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
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// base.RequestPhysicsterseUpdate();
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/*
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DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
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LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
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entprop.Acceleration, entprop.RotationalVelocity);
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*/
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}
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// Called by the scene when a collision with this object is reported
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@ -265,7 +265,7 @@ public class BSLinkset
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BSPrim childx = child;
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m_physicsScene.TaintedObject("AddChildToLinkset", delegate()
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{
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// DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
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DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
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PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child
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});
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}
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@ -293,7 +293,7 @@ public class BSLinkset
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BSPrim childx = child;
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m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
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{
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// DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
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DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
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PhysicallyUnlinkAChildFromRoot(rootx, childx);
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});
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@ -332,10 +332,10 @@ public class BSLinkset
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true,
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true
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);
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/* NOTE: attempt to build constraint with full frame computation, etc.
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/* NOTE: below is an attempt to build constraint with full frame computation, etc.
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* Using the midpoint is easier since it lets the Bullet code use the transforms
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* of the objects.
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* Code left here as an example.
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* Code left as a warning to future programmers.
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// ==================================================================================
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// relative position normalized to the root prim
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OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
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@ -191,7 +191,7 @@ public sealed class BSPrim : PhysicsActor
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{
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_mass = CalculateMass(); // changing size changes the mass
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BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical);
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// DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
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DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical);
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RecreateGeomAndObject();
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});
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}
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@ -275,7 +275,7 @@ public sealed class BSPrim : PhysicsActor
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public override void LockAngularMotion(OMV.Vector3 axis)
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{
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// DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
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DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis);
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return;
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}
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@ -294,7 +294,7 @@ public sealed class BSPrim : PhysicsActor
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// TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
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_scene.TaintedObject("BSPrim.setPosition", delegate()
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{
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// DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
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});
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}
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@ -331,7 +331,7 @@ public sealed class BSPrim : PhysicsActor
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_force = value;
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_scene.TaintedObject("BSPrim.setForce", delegate()
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{
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// DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
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DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force);
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// BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
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BulletSimAPI.SetObjectForce2(Body.Ptr, _force);
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});
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@ -409,7 +409,7 @@ public sealed class BSPrim : PhysicsActor
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_velocity = value;
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_scene.TaintedObject("BSPrim.setVelocity", delegate()
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{
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// DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
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DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
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BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity);
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});
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}
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@ -417,7 +417,7 @@ public sealed class BSPrim : PhysicsActor
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public override OMV.Vector3 Torque {
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get { return _torque; }
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set { _torque = value;
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// DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
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DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
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}
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}
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public override float CollisionScore {
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@ -444,7 +444,7 @@ public sealed class BSPrim : PhysicsActor
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_scene.TaintedObject("BSPrim.setOrientation", delegate()
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{
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// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
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// DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
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});
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}
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@ -496,13 +496,15 @@ public sealed class BSPrim : PhysicsActor
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_linkset.Refresh(this);
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CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
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// DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
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DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf);
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}
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// prims don't fly
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public override bool Flying {
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get { return _flying; }
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set { _flying = value; }
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set {
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_flying = value;
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}
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}
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public override bool SetAlwaysRun {
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get { return _setAlwaysRun; }
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@ -553,7 +555,7 @@ public sealed class BSPrim : PhysicsActor
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// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
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_scene.TaintedObject("BSPrim.setRotationalVelocity", delegate()
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{
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// DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
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DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
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BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
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});
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}
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@ -570,7 +572,7 @@ public sealed class BSPrim : PhysicsActor
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_buoyancy = value;
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_scene.TaintedObject("BSPrim.setBuoyancy", delegate()
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{
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// DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
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DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
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BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy);
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});
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}
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@ -633,17 +635,17 @@ public sealed class BSPrim : PhysicsActor
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}
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m_accumulatedForces.Clear();
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}
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// DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
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DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force);
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BulletSimAPI.AddObjectForce2(Body.Ptr, fSum);
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});
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}
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public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
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// DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
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DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce);
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// m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce);
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}
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public override void SetMomentum(OMV.Vector3 momentum) {
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// DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
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DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum);
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}
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public override void SubscribeEvents(int ms) {
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_subscribedEventsMs = ms;
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@ -987,7 +989,7 @@ public sealed class BSPrim : PhysicsActor
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// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
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if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
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{
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// DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild);
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DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild);
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_shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE;
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// Bullet native objects are scaled by the Bullet engine so pass the size in
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_scale = _size;
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@ -1001,7 +1003,7 @@ public sealed class BSPrim : PhysicsActor
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// m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size);
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if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX))
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{
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// DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild);
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DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild);
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_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
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_scale = _size;
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// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
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@ -1051,12 +1053,12 @@ public sealed class BSPrim : PhysicsActor
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// if this new shape is the same as last time, don't recreate the mesh
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if (_meshKey == newMeshKey) return;
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// DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
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DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
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// Since we're recreating new, get rid of any previously generated shape
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if (_meshKey != 0)
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{
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// m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey);
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// DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
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DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
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BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
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_mesh = null;
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_meshKey = 0;
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@ -1086,7 +1088,7 @@ public sealed class BSPrim : PhysicsActor
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_shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
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// meshes are already scaled by the meshmerizer
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_scale = new OMV.Vector3(1f, 1f, 1f);
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// DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID);
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DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID);
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return;
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}
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@ -1100,13 +1102,13 @@ public sealed class BSPrim : PhysicsActor
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// if the hull hasn't changed, don't rebuild it
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if (newHullKey == _hullKey) return;
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// DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey);
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DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey);
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// Since we're recreating new, get rid of any previously generated shape
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if (_hullKey != 0)
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{
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// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
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// DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey);
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DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey);
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BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
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_hullKey = 0;
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}
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@ -1200,7 +1202,7 @@ public sealed class BSPrim : PhysicsActor
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_shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
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// meshes are already scaled by the meshmerizer
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_scale = new OMV.Vector3(1f, 1f, 1f);
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// DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID);
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DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID);
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return;
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}
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@ -73,6 +73,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[BULLETS SCENE]";
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// The name of the region we're working for.
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public string RegionName { get; private set; }
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public string BulletSimVersion = "?";
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private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
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@ -196,6 +199,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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public BSScene(string identifier)
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{
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m_initialized = false;
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// we are passed the name of the region we're working for.
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RegionName = identifier;
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}
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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@ -281,10 +286,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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// Very detailed logging for physics debugging
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m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
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m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
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m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-");
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m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
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m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
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// Very detailed logging for vehicle debugging
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m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
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// Do any replacements in the parameters
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m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
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}
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}
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}
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@ -362,7 +370,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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BSPrim bsprim = prim as BSPrim;
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if (bsprim != null)
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{
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// DetailLog("{0},RemovePrim,call", bsprim.LocalID);
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DetailLog("{0},RemovePrim,call", bsprim.LocalID);
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// m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
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try
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{
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@ -388,7 +396,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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if (!m_initialized) return null;
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// DetailLog("{0},AddPrimShape,call", localID);
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DetailLog("{0},AddPrimShape,call", localID);
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BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
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lock (m_prims) m_prims.Add(localID, prim);
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@ -534,7 +542,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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else if (m_avatars.ContainsKey(collidingWith))
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type = ActorTypes.Agent;
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DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
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// DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
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BSPrim prim;
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if (m_prims.TryGetValue(localID, out prim)) {
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