BulletSim: Make parameter value defaults match what should be the default and what is in OpenSimDefaults.ini. Comment and debug printout changes.
parent
ce47d0c454
commit
210f227fe6
|
@ -493,6 +493,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
// step the physical world one interval
|
||||
m_simulationStep++;
|
||||
int numSubSteps = 0;
|
||||
|
||||
// Sometimes needed for debugging to find out what happened before the step
|
||||
// PhysicsLogging.Flush();
|
||||
|
||||
try
|
||||
{
|
||||
if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
|
||||
|
@ -536,7 +540,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
|
||||
// This is a kludge to get avatar movement updates.
|
||||
// ODE sends collisions for avatars even if there are have been no collisions. This updates
|
||||
// the simulator expects collisions for avatars even if there are have been no collisions. This updates
|
||||
// avatar animations and stuff.
|
||||
// If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
|
||||
foreach (BSPhysObject bsp in m_avatars)
|
||||
|
@ -556,7 +560,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
|
||||
// Objects that are done colliding are removed from the ObjectsWithCollisions list.
|
||||
// This can't be done by SendCollisions because it is inside an iteration of ObjectWithCollisions.
|
||||
// Not done above because it is inside an iteration of ObjectWithCollisions.
|
||||
if (ObjectsWithNoMoreCollisions.Count > 0)
|
||||
{
|
||||
foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
|
||||
|
@ -726,13 +730,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType)
|
||||
{
|
||||
if (newType == Vehicle.TYPE_NONE)
|
||||
RemoveVehiclePrim(vehic);
|
||||
if (newType != Vehicle.TYPE_NONE)
|
||||
{
|
||||
RemoveVehiclePrim(vehic);
|
||||
}
|
||||
else
|
||||
{
|
||||
// make it so the scene will call us each tick to do vehicle things
|
||||
// make it so the scene will call us each tick to do vehicle things
|
||||
AddVehiclePrim(vehic);
|
||||
}
|
||||
}
|
||||
|
@ -764,7 +765,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
|
||||
// Some prims have extra vehicle actions
|
||||
// no locking because only called when physics engine is not busy
|
||||
// Called at taint time!
|
||||
private void ProcessVehicles(float timeStep)
|
||||
{
|
||||
foreach (BSPhysObject pobj in m_vehicles)
|
||||
|
@ -1008,12 +1009,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
|
||||
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
|
||||
0f, // zero to disable
|
||||
0f,
|
||||
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].maxPersistantManifoldPoolSize; },
|
||||
(s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ),
|
||||
new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
|
||||
0f, // zero to disable
|
||||
0f,
|
||||
(s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); },
|
||||
(s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; },
|
||||
(s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ),
|
||||
|
@ -1028,7 +1029,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
(s) => { return s.m_params[0].shouldForceUpdateAllAabbs; },
|
||||
(s,p,l,v) => { s.m_params[0].shouldForceUpdateAllAabbs = v; } ),
|
||||
new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
|
||||
ConfigurationParameters.numericFalse,
|
||||
ConfigurationParameters.numericTrue,
|
||||
(s,cf,p,v) => { s.m_params[0].shouldRandomizeSolverOrder = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
||||
(s) => { return s.m_params[0].shouldRandomizeSolverOrder; },
|
||||
(s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ),
|
||||
|
@ -1152,7 +1153,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
if (SettableParameters.Length < ParameterDefinitions.Length)
|
||||
{
|
||||
|
||||
List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
|
||||
for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
|
||||
{
|
||||
|
|
|
@ -71,7 +71,7 @@ public struct BulletBody
|
|||
buff.Append(ID.ToString());
|
||||
buff.Append(",p=");
|
||||
buff.Append(ptr.ToString("X"));
|
||||
if (collisionFilter != 0 && collisionMask != 0)
|
||||
if (collisionFilter != 0 || collisionMask != 0)
|
||||
{
|
||||
buff.Append(",f=");
|
||||
buff.Append(collisionFilter.ToString("X"));
|
||||
|
|
Loading…
Reference in New Issue