BulletSim: format vehicle detail logging messages so vehicle changs are grouped better in the log output.
parent
20c3ec7d92
commit
f9fed421fe
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@ -800,7 +800,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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Prim.AddForce(totalDownForce, false);
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}
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VDetailLog("{0},MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6}",
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VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6}",
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Prim.LocalID, newVelocity, totalDownForce,
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linearMotorContribution, terrainHeightContribution, hoverContribution, limitMotorUpContribution
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);
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@ -817,7 +817,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// TODO: correct position by applying force rather than forcing position.
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pos.Z = GetTerrainHeight(pos) + 2;
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VehiclePosition = pos;
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VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos);
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VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos);
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}
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return ret;
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}
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@ -872,7 +872,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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}
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}
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VDetailLog("{0},MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}",
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VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}",
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Prim.LocalID, pos, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight);
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}
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@ -914,7 +914,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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if (changed)
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{
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VehiclePosition = pos;
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VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
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VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
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Prim.LocalID, m_BlockingEndPoint, posChange, pos);
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}
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}
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@ -947,7 +947,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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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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// 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},downForce={2}",
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Prim.LocalID, distanceAboveGround, ret);
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}
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return ret;
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@ -977,7 +977,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// decay requested direction
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m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale));
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VDetailLog("{0},MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}",
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VDetailLog("{0}, MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}",
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Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity);
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}
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else
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@ -998,7 +998,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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angularMotorContribution.X = 0f;
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angularMotorContribution.Y = 0f;
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VDetailLog("{0},MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution);
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VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution);
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}
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Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(pTimestep);
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@ -1044,7 +1044,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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torqueFromOffset.Z = 0;
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torqueFromOffset *= m_vehicleMass;
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Prim.ApplyTorqueImpulse(torqueFromOffset, true);
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VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset);
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VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset);
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}
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// ==================================================================
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@ -1052,7 +1052,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
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// TODO: zeroing is good but it also sets values in unmanaged code. Remove the stores when idle.
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VDetailLog("{0},MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
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VDetailLog("{0}, MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
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VehicleRotationalVelocity = Vector3.Zero;
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Prim.ZeroAngularMotion(true);
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}
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@ -1067,7 +1067,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Unscale the force by the angular factor so it overwhelmes the Bullet additions.
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VehicleRotationalVelocity = applyAngularForce;
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VDetailLog("{0},MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}",
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VDetailLog("{0}, MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}",
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Prim.LocalID,
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angularMotorContribution, verticalAttractionContribution,
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bankingContribution, deflectionContribution,
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@ -1122,7 +1122,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
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verticalAttractionContribution *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
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VDetailLog("{0},MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}",
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VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}",
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Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib,
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m_verticalAttractionEfficiency, efficencySquared,
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verticalAttractionContribution);
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@ -1148,7 +1148,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Scale by efficiency and timescale
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ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep;
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VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret);
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VDetailLog("{0}, MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret);
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// This deflection computation is not correct.
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ret = Vector3.Zero;
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@ -1210,7 +1210,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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ret += bankingRot;
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}
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m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency;
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VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}",
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VDetailLog("{0}, MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}",
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Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, ret);
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}
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return ret;
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@ -1252,7 +1252,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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if (rotq != m_rot)
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{
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VehicleOrientation = m_rot;
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VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
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VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
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}
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}
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@ -143,12 +143,12 @@ public class BSVMotor : BSMotor
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CurrentValue *= (Vector3.One - frictionFactor);
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}
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MDetailLog("{0},BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}",
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MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}",
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BSScene.DetailLogZero, UseName, origCurrVal, origTarget,
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timeStep, TimeScale, addAmount,
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TargetValueDecayTimeScale, decayFactor,
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FrictionTimescale, frictionFactor);
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MDetailLog("{0},BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}",
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MDetailLog("{0}, BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}",
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BSScene.DetailLogZero, UseName, CurrentValue, TargetValue,
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addAmount, decayFactor, frictionFactor, returnCurrent);
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}
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@ -158,7 +158,7 @@ public class BSVMotor : BSMotor
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CurrentValue = Vector3.Zero;
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TargetValue = Vector3.Zero;
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MDetailLog("{0},BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}",
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MDetailLog("{0}, BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}",
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BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent);
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}
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