BulletSim: Add very detailed logging to BSDynamics for vehicle debugging

0.7.4.1
Robert Adams 2012-07-18 08:36:41 -07:00
parent e9c437ed0e
commit cda67a68de
3 changed files with 146 additions and 45 deletions

View File

@ -131,8 +131,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_type = Vehicle.TYPE_NONE; m_type = Vehicle.TYPE_NONE;
} }
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep)
{ {
DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
switch (pParam) switch (pParam)
{ {
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
@ -229,8 +230,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
} }
}//end ProcessFloatVehicleParam }//end ProcessFloatVehicleParam
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep)
{ {
DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
switch (pParam) switch (pParam)
{ {
case Vehicle.ANGULAR_FRICTION_TIMESCALE: case Vehicle.ANGULAR_FRICTION_TIMESCALE:
@ -265,6 +267,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
{ {
DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
switch (pParam) switch (pParam)
{ {
case Vehicle.REFERENCE_FRAME: case Vehicle.REFERENCE_FRAME:
@ -278,6 +281,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessVehicleFlags(int pParam, bool remove) internal void ProcessVehicleFlags(int pParam, bool remove)
{ {
DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove);
if (remove) if (remove)
{ {
if (pParam == -1) if (pParam == -1)
@ -434,6 +438,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessTypeChange(Vehicle pType) internal void ProcessTypeChange(Vehicle pType)
{ {
DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
// Set Defaults For Type // Set Defaults For Type
m_type = pType; m_type = pType;
switch (pType) switch (pType)
@ -594,7 +599,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT);
break; break;
} }
}//end SetDefaultsForType }//end SetDefaultsForType
@ -609,12 +613,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin
MoveLinear(pTimestep, pParentScene); MoveLinear(pTimestep, pParentScene);
MoveAngular(pTimestep); MoveAngular(pTimestep);
LimitRotation(pTimestep); LimitRotation(pTimestep);
DetailLog("{0},step,pos={1},force={2},velocity={3},angvel={4}",
m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity);
}// end Step }// end Step
private void MoveLinear(float pTimestep, BSScene _pParentScene) private void MoveLinear(float pTimestep, BSScene _pParentScene)
{ {
if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant
{ {
Vector3 origDir = m_linearMotorDirection;
Vector3 origVel = m_lastLinearVelocityVector;
// add drive to body // add drive to body
Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector? m_lastLinearVelocityVector += (addAmount*10); // lastLinearVelocityVector is the current body velocity vector?
@ -630,9 +639,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// decay applied velocity // decay applied velocity
Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
//Console.WriteLine("decay: " + decayfraction);
m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f;
//Console.WriteLine("actual: " + m_linearMotorDirection);
DetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}",
m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector);
} }
else else
{ // requested is not significant { // requested is not significant
@ -643,63 +653,66 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// convert requested object velocity to world-referenced vector // convert requested object velocity to world-referenced vector
m_dir = m_lastLinearVelocityVector; m_dir = m_lastLinearVelocityVector;
Quaternion rot = m_prim.Orientation; m_dir *= m_prim.Orientation;
Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
m_dir *= rotq; // apply obj rotation to velocity vector
// add Gravity andBuoyancy // Add the various forces into m_dir which will be our new direction vector (velocity)
// add Gravity and Buoyancy
// KF: So far I have found no good method to combine a script-requested // KF: So far I have found no good method to combine a script-requested
// .Z velocity and gravity. Therefore only 0g will used script-requested // .Z velocity and gravity. Therefore only 0g will used script-requested
// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
Vector3 grav = Vector3.Zero; Vector3 grav = Vector3.Zero;
// There is some gravity, make a gravity force vector // There is some gravity, make a gravity force vector that is applied after object velocity.
// that is applied after object velocity.
float objMass = m_prim.Mass;
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
grav.Z = _pParentScene.DefaultGravity.Z * objMass * (1f - m_VehicleBuoyancy); grav.Z = _pParentScene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy);
// Preserve the current Z velocity // Preserve the current Z velocity
Vector3 vel_now = m_prim.Velocity; Vector3 vel_now = m_prim.Velocity;
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
Vector3 pos = m_prim.Position; Vector3 pos = m_prim.Position;
Vector3 posChange = pos;
// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
Vector3 posChange = new Vector3();
posChange.X = pos.X - m_lastPositionVector.X;
posChange.Y = pos.Y - m_lastPositionVector.Y;
posChange.Z = pos.Z - m_lastPositionVector.Z;
double Zchange = Math.Abs(posChange.Z); double Zchange = Math.Abs(posChange.Z);
if (m_BlockingEndPoint != Vector3.Zero) if (m_BlockingEndPoint != Vector3.Zero)
{ {
bool changed = false;
if (pos.X >= (m_BlockingEndPoint.X - (float)1)) if (pos.X >= (m_BlockingEndPoint.X - (float)1))
{ {
pos.X -= posChange.X + 1; pos.X -= posChange.X + 1;
m_prim.Position = pos; changed = true;
} }
if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
{ {
pos.Y -= posChange.Y + 1; pos.Y -= posChange.Y + 1;
m_prim.Position = pos; changed = true;
} }
if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
{ {
pos.Z -= posChange.Z + 1; pos.Z -= posChange.Z + 1;
m_prim.Position = pos; changed = true;
} }
if (pos.X <= 0) if (pos.X <= 0)
{ {
pos.X += posChange.X + 1; pos.X += posChange.X + 1;
m_prim.Position = pos; changed = true;
} }
if (pos.Y <= 0) if (pos.Y <= 0)
{ {
pos.Y += posChange.Y + 1; pos.Y += posChange.Y + 1;
changed = true;
}
if (changed)
{
m_prim.Position = pos; m_prim.Position = pos;
DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
m_prim.LocalID, m_BlockingEndPoint, posChange, pos);
} }
} }
if (pos.Z < _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y)) if (pos.Z < _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y))
{ {
pos.Z = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + 2; pos.Z = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + 2;
m_prim.Position = pos; m_prim.Position = pos;
DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos);
} }
// Check if hovering // Check if hovering
@ -746,6 +759,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
} }
} }
DetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight);
// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
// m_VhoverTimescale = 0f; // time to acheive height // m_VhoverTimescale = 0f; // time to acheive height
// pTimestep is time since last frame,in secs // pTimestep is time since last frame,in secs
@ -774,12 +789,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
grav.Z = (float)(grav.Z * 1.125); grav.Z = (float)(grav.Z * 1.125);
} }
float terraintemp = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y); float terraintemp = _pParentScene.GetTerrainHeightAtXYZ(pos);
float postemp = (pos.Z - terraintemp); float postemp = (pos.Z - terraintemp);
if (postemp > 2.5f) if (postemp > 2.5f)
{ {
grav.Z = (float)(grav.Z * 1.037125); grav.Z = (float)(grav.Z * 1.037125);
} }
DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav);
//End Experimental Values //End Experimental Values
} }
if ((m_flags & (VehicleFlag.NO_X)) != 0) if ((m_flags & (VehicleFlag.NO_X)) != 0)
@ -803,29 +819,35 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_prim.Force = grav; m_prim.Force = grav;
// apply friction // Apply friction
Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}",
m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount);
} // end MoveLinear() } // end MoveLinear()
private void MoveAngular(float pTimestep) private void MoveAngular(float pTimestep)
{ {
/* // m_angularMotorDirection // angular velocity requested by LSL motor
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor // m_angularMotorApply // application frame counter
private int m_angularMotorApply = 0; // application frame counter // m_angularMotorVelocity // current angular motor velocity (ramps up and down)
private float m_angularMotorVelocity = 0; // current angular motor velocity (ramps up and down) // m_angularMotorTimescale // motor angular velocity ramp up rate
private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate // m_angularMotorDecayTimescale // motor angular velocity decay rate
private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate // m_angularFrictionTimescale // body angular velocity decay rate
private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate // m_lastAngularVelocity // what was last applied to body
private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
*/
// Get what the body is doing, this includes 'external' influences // Get what the body is doing, this includes 'external' influences
Vector3 angularVelocity = m_prim.RotationalVelocity; Vector3 angularVelocity = m_prim.RotationalVelocity;
// Vector3 angularVelocity = Vector3.Zero;
if (m_angularMotorApply > 0) if (m_angularMotorApply > 0)
{ {
// Rather than snapping the angular motor velocity from the old value to
// a newly set velocity, this routine steps the value from the previous
// value (m_angularMotorVelocity) to the requested value (m_angularMotorDirection).
// There are m_angularMotorApply steps.
Vector3 origAngularVelocity = m_angularMotorVelocity;
// ramp up to new value // ramp up to new value
// current velocity += error / (time to get there / step interval) // current velocity += error / (time to get there / step interval)
// requested speed - last motor speed // requested speed - last motor speed
@ -833,23 +855,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
DetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}",
m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity);
m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected
// velocity may still be acheived. // velocity may still be acheived.
} }
else else
{ {
// no motor recently applied, keep the body velocity // No motor recently applied, keep the body velocity
/* m_angularMotorVelocity.X = angularVelocity.X;
m_angularMotorVelocity.Y = angularVelocity.Y;
m_angularMotorVelocity.Z = angularVelocity.Z; */
// and decay the velocity // and decay the velocity
m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
} // end motor section } // end motor section
// Vertical attractor section // Vertical attractor section
Vector3 vertattr = Vector3.Zero; Vector3 vertattr = Vector3.Zero;
if (m_verticalAttractionTimescale < 300) if (m_verticalAttractionTimescale < 300)
{ {
float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep);
@ -871,7 +891,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Error is 0 (no error) to +/- 2 (max error) // Error is 0 (no error) to +/- 2 (max error)
// scale it by VAservo // scale it by VAservo
verterr = verterr * VAservo; verterr = verterr * VAservo;
//if (frcount == 0) Console.WriteLine("VAerr=" + verterr);
// As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
// Change Body angular velocity X based on Y, and Y based on X. Z is not changed. // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
@ -884,11 +903,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
vertattr.X += bounce * angularVelocity.X; vertattr.X += bounce * angularVelocity.X;
vertattr.Y += bounce * angularVelocity.Y; vertattr.Y += bounce * angularVelocity.Y;
DetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}",
m_prim.LocalID, verterr, bounce, vertattr);
} // else vertical attractor is off } // else vertical attractor is off
// m_lastVertAttractor = vertattr; // m_lastVertAttractor = vertattr;
// Bank section tba // Bank section tba
// Deflection section tba // Deflection section tba
// Sum velocities // Sum velocities
@ -898,11 +921,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
m_lastAngularVelocity.X = 0; m_lastAngularVelocity.X = 0;
m_lastAngularVelocity.Y = 0; m_lastAngularVelocity.Y = 0;
DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
} }
if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
{ {
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
DetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
} }
// apply friction // apply friction
@ -912,10 +937,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Apply to the body // Apply to the body
m_prim.RotationalVelocity = m_lastAngularVelocity; m_prim.RotationalVelocity = m_lastAngularVelocity;
DetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity);
} //end MoveAngular
} //end MoveAngular } //end MoveAngular
internal void LimitRotation(float timestep) internal void LimitRotation(float timestep)
{ {
Quaternion rotq = m_prim.Orientation; // rotq = rotation of object Quaternion rotq = m_prim.Orientation;
Quaternion m_rot = rotq; Quaternion m_rot = rotq;
bool changed = false; bool changed = false;
if (m_RollreferenceFrame != Quaternion.Identity) if (m_RollreferenceFrame != Quaternion.Identity)
@ -923,18 +951,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (rotq.X >= m_RollreferenceFrame.X) if (rotq.X >= m_RollreferenceFrame.X)
{ {
m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2); m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2);
changed = true;
} }
if (rotq.Y >= m_RollreferenceFrame.Y) if (rotq.Y >= m_RollreferenceFrame.Y)
{ {
m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2); m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2);
changed = true;
} }
if (rotq.X <= -m_RollreferenceFrame.X) if (rotq.X <= -m_RollreferenceFrame.X)
{ {
m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2); m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2);
changed = true;
} }
if (rotq.Y <= -m_RollreferenceFrame.Y) if (rotq.Y <= -m_RollreferenceFrame.Y)
{ {
m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2); m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2);
changed = true;
} }
changed = true; changed = true;
} }
@ -944,8 +976,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_rot.Y = 0; m_rot.Y = 0;
changed = true; changed = true;
} }
if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0)
{
m_rot.X = 0;
m_rot.Y = 0;
changed = true;
}
if (changed) if (changed)
m_prim.Orientation = m_rot; m_prim.Orientation = m_rot;
DetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot);
}
// Invoke the detailed logger and output something if it's enabled.
private void DetailLog(string msg, params Object[] args)
{
m_prim.Scene.VehicleLogging.Write(msg, args);
} }
} }
} }

View File

@ -52,6 +52,7 @@ public sealed class BSPrim : PhysicsActor
private List<ConvexResult> _hulls; private List<ConvexResult> _hulls;
private BSScene _scene; private BSScene _scene;
public BSScene Scene { get { return _scene; } }
private String _avName; private String _avName;
private uint _localID = 0; private uint _localID = 0;

View File

@ -29,12 +29,13 @@ using System.Collections.Generic;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using System.Text; using System.Text;
using System.Threading; using System.Threading;
using OpenSim.Framework;
using OpenSim.Region.CoreModules.Framework.Statistics.Logging;
using OpenSim.Region.Framework;
using OpenSim.Region.Physics.Manager;
using Nini.Config; using Nini.Config;
using log4net; using log4net;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OpenMetaverse; using OpenMetaverse;
using OpenSim.Region.Framework;
// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
// Debug linkset // Debug linkset
@ -158,6 +159,19 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
// Sometimes you just have to log everything.
public LogWriter PhysicsLogging;
private bool m_physicsLoggingEnabled;
private string m_physicsLoggingDir;
private string m_physicsLoggingPrefix;
private int m_physicsLoggingFileMinutes;
public LogWriter VehicleLogging;
private bool m_vehicleLoggingEnabled;
private string m_vehicleLoggingDir;
private string m_vehicleLoggingPrefix;
private int m_vehicleLoggingFileMinutes;
public BSScene(string identifier) public BSScene(string identifier)
{ {
m_initialized = false; m_initialized = false;
@ -178,6 +192,26 @@ public class BSScene : PhysicsScene, IPhysicsParameters
m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
// Enable very detailed logging.
// By creating an empty logger when not logging, the log message invocation code
// can be left in and every call doesn't have to check for null.
if (m_physicsLoggingEnabled)
{
PhysicsLogging = new LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes);
}
else
{
PhysicsLogging = new LogWriter();
}
if (m_vehicleLoggingEnabled)
{
VehicleLogging = new LogWriter(m_vehicleLoggingDir, m_vehicleLoggingPrefix, m_vehicleLoggingFileMinutes);
}
else
{
VehicleLogging = new LogWriter();
}
// Get the version of the DLL // Get the version of the DLL
// TODO: this doesn't work yet. Something wrong with marshaling the returned string. // TODO: this doesn't work yet. Something wrong with marshaling the returned string.
// BulletSimVersion = BulletSimAPI.GetVersion(); // BulletSimVersion = BulletSimAPI.GetVersion();
@ -321,6 +355,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
parms.shouldSplitSimulationIslands = ParamBoolean(pConfig, "ShouldSplitSimulationIslands", parms.shouldSplitSimulationIslands); parms.shouldSplitSimulationIslands = ParamBoolean(pConfig, "ShouldSplitSimulationIslands", parms.shouldSplitSimulationIslands);
parms.shouldEnableFrictionCaching = ParamBoolean(pConfig, "ShouldEnableFrictionCaching", parms.shouldEnableFrictionCaching); parms.shouldEnableFrictionCaching = ParamBoolean(pConfig, "ShouldEnableFrictionCaching", parms.shouldEnableFrictionCaching);
parms.numberOfSolverIterations = pConfig.GetFloat("NumberOfSolverIterations", parms.numberOfSolverIterations); parms.numberOfSolverIterations = pConfig.GetFloat("NumberOfSolverIterations", parms.numberOfSolverIterations);
// Very detailed logging for physics debugging
m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-");
m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
// Very detailed logging for vehicle debugging
m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
m_vehicleLoggingDir = pConfig.GetString("VehicleLoggingDir", ".");
m_vehicleLoggingPrefix = pConfig.GetString("VehicleLoggingPrefix", "vehicle-");
m_vehicleLoggingFileMinutes = pConfig.GetInt("VehicleLoggingFileMinutes", 5);
} }
} }
m_params[0] = parms; m_params[0] = parms;
@ -560,8 +605,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
}); });
} }
// Someday we will have complex terrain with caves and tunnels
// For the moment, it's flat and convex
public float GetTerrainHeightAtXYZ(Vector3 loc)
{
return GetTerrainHeightAtXY(loc.X, loc.Y);
}
public float GetTerrainHeightAtXY(float tX, float tY) public float GetTerrainHeightAtXY(float tX, float tY)
{ {
if (tX < 0 || tX >= Constants.RegionSize || tY < 0 || tY >= Constants.RegionSize)
return 30;
return m_heightMap[((int)tX) * Constants.RegionSize + ((int)tY)]; return m_heightMap[((int)tX) * Constants.RegionSize + ((int)tY)];
} }