BulletSim: move detail log of InternalScheduleRebuild to reduce log file spam
parent
63d192f011
commit
3642198838
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@ -100,9 +100,6 @@ public sealed class BSLinksetCompound : BSLinkset
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// Schedule a refresh to happen after all the other taint processing.
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// Schedule a refresh to happen after all the other taint processing.
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private void ScheduleRebuild(BSPrimLinkable requestor)
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private void ScheduleRebuild(BSPrimLinkable requestor)
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{
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{
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DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
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requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
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// When rebuilding, it is possible to set properties that would normally require a rebuild.
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// When rebuilding, it is possible to set properties that would normally require a rebuild.
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// If already rebuilding, don't request another rebuild.
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// If already rebuilding, don't request another rebuild.
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// If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
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// If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
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@ -115,8 +112,11 @@ public sealed class BSLinksetCompound : BSLinkset
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}
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}
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}
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}
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// Must be called with m_linksetActivityLock or race conditions will haunt you.
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private void InternalScheduleRebuild(BSPrimLinkable requestor)
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private void InternalScheduleRebuild(BSPrimLinkable requestor)
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{
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{
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DetailLog("{0},BSLinksetCompound.InternalScheduleRebuild,,rebuilding={1},hasChildren={2}",
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requestor.LocalID, Rebuilding, HasAnyChildren);
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RebuildScheduled = true;
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RebuildScheduled = true;
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m_physicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate()
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m_physicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate()
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{
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{
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@ -396,7 +396,7 @@ public sealed class BSLinksetCompound : BSLinkset
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// Get a reference to the shape of the child for adding of that shape to the linkset compound shape
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// Get a reference to the shape of the child for adding of that shape to the linkset compound shape
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BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim);
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BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim);
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// Offset the child shape from the center-of-mass and rotate it to vehicle relative.
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// Offset the child shape from the center-of-mass and rotate it to root relative.
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OMV.Vector3 offsetPos = (cPrim.RawPosition - origRootPosition) * invRootOrientation - centerDisplacementV;
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OMV.Vector3 offsetPos = (cPrim.RawPosition - origRootPosition) * invRootOrientation - centerDisplacementV;
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OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation;
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OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation;
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@ -435,7 +435,7 @@ public sealed class BSLinksetCompound : BSLinkset
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LogHeader, LinksetRoot.Name, cPrim.LinksetChildIndex, childShape);
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LogHeader, LinksetRoot.Name, cPrim.LinksetChildIndex, childShape);
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// This causes the loop to bail on building the rest of this linkset.
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// This causes the loop to bail on building the rest of this linkset.
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// The rebuild operation should fix it up or declare the object unbuildable.
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// The rebuild operation will fix it up next tick or declare the object unbuildable.
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return true;
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return true;
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}
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}
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