BulletSim: Debugging log statements added. Reduced size of updata buffer trying to find a corrupted memory problem. Update DLL and SO.
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293d0cc629
commit
8b04e8a297
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@ -1331,13 +1331,15 @@ public sealed class BSPrim : PhysicsActor
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base.RequestPhysicsterseUpdate();
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}
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/*
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else
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{
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// For debugging, we can also report the movement of children
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// For debugging, we also report the movement of children
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DetailLog("{0},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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*/
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}
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// I've collided with something
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@ -390,9 +390,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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// Simulate one timestep
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public override float Simulate(float timeStep)
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{
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int updatedEntityCount;
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int updatedEntityCount = 0;
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IntPtr updatedEntitiesPtr;
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int collidersCount;
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int collidersCount = 0;
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IntPtr collidersPtr;
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LastSimulatedTimestep = timeStep;
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@ -411,8 +411,21 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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// step the physical world one interval
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m_simulationStep++;
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int numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
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out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
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int numSubSteps = 0;
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try
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{
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numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
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out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
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DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount);
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}
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catch (Exception e)
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{
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m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e);
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DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount);
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// updatedEntityCount = 0;
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collidersCount = 0;
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}
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// Don't have to use the pointers passed back since we know it is the same pinned memory we passed in
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@ -711,7 +724,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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return true;
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}
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// The calls to the PhysicsActors can't directly call into the physics engine
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// Calls to the PhysicsActors can't directly call into the physics engine
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// because it might be busy. We delay changes to a known time.
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// We rely on C#'s closure to save and restore the context for the delegate.
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public void TaintedObject(TaintCallback callback)
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@ -1275,5 +1288,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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#endregion Runtime settable parameters
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// Invoke the detailed logger and output something if it's enabled.
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private void DetailLog(string msg, params Object[] args)
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{
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PhysicsLogging.Write(msg, args);
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}
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}
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}
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@ -937,7 +937,7 @@
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FixedTimeStep = .01667
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MaxCollisionsPerFrame = 2048
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MaxUpdatesPerFrame = 8192
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MaxUpdatesPerFrame = 2048
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[RemoteAdmin]
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enabled = false
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