BulletSim: Add the class BSCharacter to the DetailLog output

integration
Robert Adams 2012-08-14 16:22:21 -07:00
parent 11a4b9ec1d
commit 6f1f299619
1 changed files with 10 additions and 6 deletions

View File

@ -137,7 +137,7 @@ public class BSCharacter : PhysicsActor
// called when this character is being destroyed and the resources should be released // called when this character is being destroyed and the resources should be released
public void Destroy() public void Destroy()
{ {
// DetailLog("{0},Destroy", LocalID); // DetailLog("{0},BSCharacter.Destroy", LocalID);
_scene.TaintedObject("BSCharacter.destroy", delegate() _scene.TaintedObject("BSCharacter.destroy", delegate()
{ {
BulletSimAPI.DestroyObject(_scene.WorldID, _localID); BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
@ -209,7 +209,7 @@ public class BSCharacter : PhysicsActor
_scene.TaintedObject("BSCharacter.setPosition", delegate() _scene.TaintedObject("BSCharacter.setPosition", delegate()
{ {
DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
}); });
} }
@ -226,7 +226,7 @@ public class BSCharacter : PhysicsActor
float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position); float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position);
if (_position.Z < terrainHeight) if (_position.Z < terrainHeight)
{ {
DetailLog("{0},PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation); DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation);
_position.Z = terrainHeight + 2.0f; _position.Z = terrainHeight + 2.0f;
ret = true; ret = true;
} }
@ -368,7 +368,7 @@ public class BSCharacter : PhysicsActor
set { _buoyancy = value; set { _buoyancy = value;
_scene.TaintedObject("BSCharacter.setBuoyancy", delegate() _scene.TaintedObject("BSCharacter.setBuoyancy", delegate()
{ {
DetailLog("{0},setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy);
}); });
} }
@ -415,7 +415,7 @@ public class BSCharacter : PhysicsActor
// m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
_scene.TaintedObject("BSCharacter.AddForce", delegate() _scene.TaintedObject("BSCharacter.AddForce", delegate()
{ {
DetailLog("{0},setAddForce,taint,addedForce={1}", LocalID, _force); DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
BulletSimAPI.AddObjectForce2(Body.Ptr, _force); BulletSimAPI.AddObjectForce2(Body.Ptr, _force);
}); });
} }
@ -507,6 +507,7 @@ public class BSCharacter : PhysicsActor
{ {
_collidingGroundStep = _scene.SimulationStep; _collidingGroundStep = _scene.SimulationStep;
} }
// DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith);
// throttle collisions to the rate specified in the subscription // throttle collisions to the rate specified in the subscription
if (_subscribedEventsMs != 0) { if (_subscribedEventsMs != 0) {
@ -535,7 +536,10 @@ public class BSCharacter : PhysicsActor
if (collisionCollection == null) if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate(); collisionCollection = new CollisionEventUpdate();
base.SendCollisionUpdate(collisionCollection); base.SendCollisionUpdate(collisionCollection);
collisionCollection.Clear(); // If there were any collisions in the collection, make sure we don't use the
// same instance next time.
if (collisionCollection.Count > 0)
collisionCollection = null;
// End kludge // End kludge
} }