BulletSim: Add some comments (gasp) and log messages.
parent
189f51233e
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3c097cb7a9
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@ -98,6 +98,10 @@ public abstract class BSConstraint : IDisposable
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{
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// m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}",
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// BSScene.DetailLogZero, Body1.ID, Body2.ID);
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// Setting an object's mass to zero (making it static like when it's selected)
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// automatically disables the constraints.
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// If enabled, be sure to set the constraint itself to enabled.
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BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true));
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}
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else
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@ -245,8 +245,8 @@ public class BSLinkset
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// their constraints have not been created yet.
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// Caused by the fact that m_children is built at run time but building constraints
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// happens at taint time.
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// m_physicsScene.Logger.ErrorFormat("[BULLETSIM LINKSET] RecomputeLinksetConstraintVariables: constraint not found for root={0}, child={1}",
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// m_linksetRoot.Body.ID, child.Body.ID);
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// m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}",
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// LogHeader, m_linksetRoot.Body.ID, child.Body.ID);
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}
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}
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}
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@ -472,6 +472,10 @@ public sealed class BSPrim : BSPhysObject
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// Make gravity work if the object is physical and not selected
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// No locking here because only called when it is safe
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// There are three flags we're interested in:
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// IsStatic: Object does not move, otherwise the object has mass and moves
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// isSolid: other objects bounce off of this object
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// collisionEvents: whether this object returns collision events
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private void SetObjectDynamic()
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{
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// If it's becoming dynamic, it will need hullness
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@ -481,6 +485,7 @@ public sealed class BSPrim : BSPhysObject
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float mass = IsStatic ? 0f : _mass;
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BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
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m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(Body.Ptr);
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// recompute any linkset parameters
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Linkset.Refresh(this);
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@ -408,8 +408,8 @@ public class BSTerrainManager
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int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
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ret = mapInfo.heightMap[mapIndex];
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m_terrainModified = false;
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DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
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BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
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// DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
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// BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
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}
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else
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{
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