BulletSim: comment out some chatty debug logging. Rearrange some code in BSDynamics to make velocity vs force calculation clearer.

0.7.5-pf-bulletsim
Robert Adams 2012-12-10 16:46:12 -08:00
parent 9df85eadf4
commit 93393fb975
2 changed files with 7 additions and 5 deletions

View File

@ -818,6 +818,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
+ hoverContribution + hoverContribution
+ limitMotorUpContribution; + limitMotorUpContribution;
Vector3 newForce = buoyancyContribution;
// If not changing some axis, reduce out velocity // If not changing some axis, reduce out velocity
if ((m_flags & (VehicleFlag.NO_X)) != 0) if ((m_flags & (VehicleFlag.NO_X)) != 0)
newVelocity.X = 0; newVelocity.X = 0;
@ -845,7 +847,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VehicleVelocity = newVelocity; VehicleVelocity = newVelocity;
// Other linear forces are applied as forces. // Other linear forces are applied as forces.
Vector3 totalDownForce = buoyancyContribution * m_vehicleMass; Vector3 totalDownForce = newForce * m_vehicleMass;
if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f)) if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f))
{ {
VehicleAddForce(totalDownForce); VehicleAddForce(totalDownForce);
@ -1005,8 +1007,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// has a decay factor. This says this force should // has a decay factor. This says this force should
// be computed with a motor. // be computed with a motor.
// TODO: add interaction with banking. // TODO: add interaction with banking.
VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},downForce={2}", VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}",
Prim.LocalID, distanceAboveGround, ret); Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret);
} }
return ret; return ret;
} }

View File

@ -501,7 +501,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
try try
{ {
if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG // if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep,
@ -510,7 +510,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}", DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}",
DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount);
if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG // if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
} }
catch (Exception e) catch (Exception e)
{ {