BulletSim: Make parameter value defaults match what should be the default and what is in OpenSimDefaults.ini. Comment and debug printout changes.

connector_plugin
Robert Adams 2012-10-02 11:11:22 -07:00
parent ce47d0c454
commit 210f227fe6
2 changed files with 14 additions and 14 deletions

View File

@ -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)
@ -725,12 +729,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
#region Vehicles
public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType)
{
if (newType == Vehicle.TYPE_NONE)
{
RemoveVehiclePrim(vehic);
}
else
if (newType != Vehicle.TYPE_NONE)
{
// 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++)
{

View File

@ -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"));