BulletSim: Add module names to DetailLog output. Fix some problems with linksets that were caused by checking data structures that are changed regularly from taint time code -- resulted in linksets not being unlinked properly.
parent
320982cae3
commit
3ca770cd2c
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@ -248,7 +248,7 @@ public class BSCharacter : PhysicsActor
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// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
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Scene.TaintedObject("BSCharacter.SetForce", delegate()
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{
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DetailLog("{0},setForce,taint,force={1}", LocalID, _force);
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DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
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BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force);
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});
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}
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@ -275,7 +275,7 @@ public class BSCharacter : PhysicsActor
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// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
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_scene.TaintedObject("BSCharacter.setVelocity", delegate()
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{
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DetailLog("{0},setVelocity,taint,vel={1}", LocalID, _velocity);
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DetailLog("{0},BSCharacter.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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@ -487,6 +487,10 @@ public class BSCharacter : PhysicsActor
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_rotationalVelocity = entprop.RotationalVelocity;
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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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DetailLog("{0},BSCharacter.UpdateProperties,child,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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// Called by the scene when a collision with this object is reported
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@ -40,9 +40,12 @@ public class BSLinkset
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public BSPrim Root { get { return m_linksetRoot; } }
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private BSScene m_scene;
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public BSScene Scene { get { return m_scene; } }
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private List<BSPrim> m_children;
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public int NumberOfChildren { get { return m_children.Count; } }
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// We lock the diddling of linkset classes to prevent any badness.
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// This locks the modification of the instances of this class. Changes
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// to the physical representation is done via the tainting mechenism.
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@ -113,9 +116,10 @@ public class BSLinkset
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}
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// The child is down to a linkset of just itself
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return new BSLinkset(m_scene, child);
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return new BSLinkset(Scene, child);
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}
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/* DEPRECATED: this is really bad in that it trys to unlink other prims.
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// An existing linkset had one of its members rebuilt or something.
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// Go through the linkset and rebuild the pointers to the bodies of the linkset members.
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public BSLinkset RefreshLinkset(BSPrim requestor)
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@ -163,6 +167,7 @@ public class BSLinkset
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return ret;
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}
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*/
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// Return 'true' if the passed object is the root object of this linkset
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@ -229,18 +234,19 @@ public class BSLinkset
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}
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// I am the root of a linkset and a new child is being added
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public void AddChildToLinkset(BSPrim pchild)
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// Called while LinkActivity is locked.
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public void AddChildToLinkset(BSPrim child)
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{
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BSPrim child = pchild;
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if (!HasChild(child))
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{
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m_children.Add(child);
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BSPrim root = Root; // capture the root as of now
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m_scene.TaintedObject("AddChildToLinkset", delegate()
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{
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DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID);
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DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
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PhysicallyLinkAChildToRoot(pchild); // build the physical binding between me and the child
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DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
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PhysicallyLinkAChildToRoot(root, child); // build the physical binding between me and the child
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});
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}
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return;
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@ -259,26 +265,17 @@ public class BSLinkset
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// I am the root of a linkset and one of my children is being removed.
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// Safe to call even if the child is not really in my linkset.
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public void RemoveChildFromLinkset(BSPrim pchild)
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public void RemoveChildFromLinkset(BSPrim child)
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{
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BSPrim child = pchild;
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if (m_children.Remove(child))
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{
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BSPrim root = Root; // capture the root as of now
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m_scene.TaintedObject("RemoveChildFromLinkset", delegate()
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{
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DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
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DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, pchild.LocalID);
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DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
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if (m_children.Count == 0)
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{
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// if the linkset is empty, make sure all linkages have been removed
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PhysicallyUnlinkAllChildrenFromRoot();
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}
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else
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{
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PhysicallyUnlinkAChildFromRoot(pchild);
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}
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PhysicallyUnlinkAChildFromRoot(root, child);
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});
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}
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else
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@ -291,14 +288,14 @@ public class BSLinkset
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// Create a constraint between me (root of linkset) and the passed prim (the child).
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// Called at taint time!
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private void PhysicallyLinkAChildToRoot(BSPrim childPrim)
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private void PhysicallyLinkAChildToRoot(BSPrim rootPrim, BSPrim childPrim)
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{
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// Zero motion for children so they don't interpolate
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childPrim.ZeroMotion();
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// relative position normalized to the root prim
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OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(m_linksetRoot.Orientation);
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OMV.Vector3 childRelativePosition = (childPrim.Position - m_linksetRoot.Position) * invThisOrientation;
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OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
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OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;
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// relative rotation of the child to the parent
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OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
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@ -306,9 +303,9 @@ public class BSLinkset
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// create a constraint that allows no freedom of movement between the two objects
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// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
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// DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
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DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
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DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
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BS6DofConstraint constrain = new BS6DofConstraint(
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m_scene.World, m_linksetRoot.Body, childPrim.Body,
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m_scene.World, rootPrim.Body, childPrim.Body,
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childRelativePosition,
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childRelativeRotation,
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OMV.Vector3.Zero,
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@ -331,25 +328,25 @@ public class BSLinkset
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// Remove linkage between myself and a particular child
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// Called at taint time!
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private void PhysicallyUnlinkAChildFromRoot(BSPrim childPrim)
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private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim)
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{
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// DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}",
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// LogHeader, m_linksetRoot.LocalID, childPrim.LocalID);
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DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
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// LogHeader, rootPrim.LocalID, childPrim.LocalID);
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DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
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m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body, childPrim.Body);
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m_scene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body, childPrim.Body);
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// Make the child refresh its location
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BulletSimAPI.PushUpdate2(childPrim.Body.Ptr);
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}
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// Remove linkage between myself and any possible children I might have
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// Called at taint time!
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private void PhysicallyUnlinkAllChildrenFromRoot()
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private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim)
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{
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// DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader);
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DetailLog("{0},PhysicallyUnlinkAllChildren,taint", m_linksetRoot.LocalID);
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DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
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m_scene.Constraints.RemoveAndDestroyConstraint(m_linksetRoot.Body);
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m_scene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body);
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}
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// Invoke the detailed logger and output something if it's enabled.
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@ -160,16 +160,18 @@ public sealed class BSPrim : PhysicsActor
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public void Destroy()
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{
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// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
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// DetailLog("{0},Destroy", LocalID);
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// DetailLog("{0},BSPrim.Destroy", LocalID);
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// Undo any vehicle properties
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_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
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_scene.RemoveVehiclePrim(this); // just to make sure
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// Undo any links between me and any other object
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_linkset = _linkset.RemoveMeFromLinkset(this);
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_scene.TaintedObject("BSPrim.destroy", delegate()
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{
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// Undo any links between me and any other object
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_linkset = _linkset.RemoveMeFromLinkset(this);
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DetailLog("{0},BSPrim.Destroy,taint,", LocalID);
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// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
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BulletSimAPI.DestroyObject(_scene.WorldID, LocalID);
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@ -187,7 +189,7 @@ 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}: 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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@ -227,7 +229,7 @@ public sealed class BSPrim : PhysicsActor
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if (parent != null)
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{
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DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID);
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DetailLog("{0},link,parent={1}", LocalID, parent.LocalID);
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DetailLog("{0},BSPrim.link,parent={1}", LocalID, parent.LocalID);
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_linkset = _linkset.AddMeToLinkset(this, parent);
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}
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return;
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@ -239,9 +241,14 @@ public sealed class BSPrim : PhysicsActor
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// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
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DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
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_linkset.Root._avName+"/"+_linkset.Root.LocalID.ToString());
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DetailLog("{0},delink,parent={1}", LocalID, _linkset.Root.LocalID.ToString());
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_linkset.RemoveMeFromLinkset(this);
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BSPrim parentBefore = _linkset.Root;
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int childrenBefore = _linkset.NumberOfChildren;
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_linkset = _linkset.RemoveMeFromLinkset(this);
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DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
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LocalID, parentBefore.LocalID, childrenBefore, _linkset.Root.LocalID, _linkset.NumberOfChildren);
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return;
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}
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@ -264,7 +271,7 @@ 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},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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@ -283,7 +290,7 @@ 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},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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@ -320,7 +327,7 @@ 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},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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@ -335,7 +342,7 @@ public sealed class BSPrim : PhysicsActor
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Vehicle type = (Vehicle)value;
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_scene.TaintedObject("BSPrim.setVehicleType", delegate()
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{
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DetailLog("{0},SetVehicleType,taint,type={1}", LocalID, type);
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DetailLog("{0},BSPrim.SetVehicleType,taint,type={1}", LocalID, type);
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_vehicle.ProcessTypeChange(type);
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if (type == Vehicle.TYPE_NONE)
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{
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@ -405,7 +412,7 @@ 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},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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@ -413,7 +420,7 @@ 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},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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@ -440,7 +447,7 @@ 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},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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@ -486,7 +493,7 @@ public sealed class BSPrim : PhysicsActor
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// Bullet wants static objects to have a mass of zero
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float mass = IsStatic ? 0f : _mass;
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DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass);
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DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, mass);
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BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass);
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}
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@ -544,7 +551,7 @@ 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},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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@ -561,7 +568,7 @@ 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},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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@ -624,17 +631,17 @@ 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},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},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},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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@ -978,7 +985,7 @@ 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},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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@ -992,7 +999,7 @@ 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},CreateGeom,box (force={1})", LocalID, forceRebuild);
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DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild);
|
||||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
|
||||
_scale = _size;
|
||||
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
|
||||
|
@ -1035,12 +1042,12 @@ public sealed class BSPrim : PhysicsActor
|
|||
// if this new shape is the same as last time, don't recreate the mesh
|
||||
if (_meshKey == newMeshKey) return;
|
||||
|
||||
DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
|
||||
DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
|
||||
// Since we're recreating new, get rid of any previously generated shape
|
||||
if (_meshKey != 0)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey);
|
||||
DetailLog("{0},CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
|
||||
DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
|
||||
_mesh = null;
|
||||
_meshKey = 0;
|
||||
|
@ -1070,7 +1077,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH;
|
||||
// meshes are already scaled by the meshmerizer
|
||||
_scale = new OMV.Vector3(1f, 1f, 1f);
|
||||
DetailLog("{0},CreateGeomMesh,done", LocalID);
|
||||
DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1084,17 +1091,17 @@ public sealed class BSPrim : PhysicsActor
|
|||
// if the hull hasn't changed, don't rebuild it
|
||||
if (newHullKey == _hullKey) return;
|
||||
|
||||
DetailLog("{0},CreateGeomHull,create,key={1}", LocalID, _meshKey);
|
||||
DetailLog("{0},BSPrim.CreateGeomHull,create,key={1}", LocalID, _meshKey);
|
||||
|
||||
// Since we're recreating new, get rid of any previously generated shape
|
||||
if (_hullKey != 0)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
|
||||
DetailLog("{0},CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey);
|
||||
DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
|
||||
_hullKey = 0;
|
||||
_hulls.Clear();
|
||||
DetailLog("{0},CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
|
||||
DetailLog("{0},BSPrim.CreateGeomHull,deleteOldMesh,key={1}", LocalID, _meshKey);
|
||||
BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey);
|
||||
_mesh = null; // the mesh cannot match either
|
||||
_meshKey = 0;
|
||||
|
@ -1191,7 +1198,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
_shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
|
||||
// meshes are already scaled by the meshmerizer
|
||||
_scale = new OMV.Vector3(1f, 1f, 1f);
|
||||
DetailLog("{0},CreateGeomHull,done", LocalID);
|
||||
DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1329,7 +1336,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
|
||||
// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
DetailLog("{0},UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
|
||||
base.RequestPhysicsterseUpdate();
|
||||
|
@ -1337,7 +1344,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
else
|
||||
{
|
||||
// For debugging, we also report the movement of children
|
||||
DetailLog("{0},UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
DetailLog("{0},BSPrim.BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
||||
LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
|
||||
entprop.Acceleration, entprop.RotationalVelocity);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue