BulletSim: comment out some chatty debug logging. Rearrange some code in BSDynamics to make velocity vs force calculation clearer.
parent
9df85eadf4
commit
93393fb975
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@ -818,6 +818,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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+ hoverContribution
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+ hoverContribution
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+ limitMotorUpContribution;
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+ limitMotorUpContribution;
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Vector3 newForce = buoyancyContribution;
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// If not changing some axis, reduce out velocity
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// If not changing some axis, reduce out velocity
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if ((m_flags & (VehicleFlag.NO_X)) != 0)
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if ((m_flags & (VehicleFlag.NO_X)) != 0)
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newVelocity.X = 0;
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newVelocity.X = 0;
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@ -845,7 +847,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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VehicleVelocity = newVelocity;
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VehicleVelocity = newVelocity;
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// Other linear forces are applied as forces.
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// Other linear forces are applied as forces.
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Vector3 totalDownForce = buoyancyContribution * m_vehicleMass;
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Vector3 totalDownForce = newForce * m_vehicleMass;
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if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f))
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if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f))
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{
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{
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VehicleAddForce(totalDownForce);
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VehicleAddForce(totalDownForce);
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@ -1005,8 +1007,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// has a decay factor. This says this force should
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// has a decay factor. This says this force should
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// be computed with a motor.
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// be computed with a motor.
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// TODO: add interaction with banking.
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// TODO: add interaction with banking.
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VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},downForce={2}",
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VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}",
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Prim.LocalID, distanceAboveGround, ret);
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Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret);
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}
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}
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return ret;
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return ret;
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}
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}
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@ -501,7 +501,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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try
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try
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{
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{
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if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
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// if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
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if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
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if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
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numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep,
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numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep,
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@ -510,7 +510,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
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if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
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DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}",
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DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}",
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DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount);
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DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount);
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if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
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// if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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