BulletSim: format vehicle detail logging messages so vehicle changs are grouped better in the log output.

0.7.5-pf-bulletsim
Robert Adams 2012-12-01 18:06:39 -08:00
parent 20c3ec7d92
commit f9fed421fe
2 changed files with 17 additions and 17 deletions

View File

@ -800,7 +800,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Prim.AddForce(totalDownForce, false); Prim.AddForce(totalDownForce, false);
} }
VDetailLog("{0},MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6}", VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6}",
Prim.LocalID, newVelocity, totalDownForce, Prim.LocalID, newVelocity, totalDownForce,
linearMotorContribution, terrainHeightContribution, hoverContribution, limitMotorUpContribution linearMotorContribution, terrainHeightContribution, hoverContribution, limitMotorUpContribution
); );
@ -817,7 +817,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// TODO: correct position by applying force rather than forcing position. // TODO: correct position by applying force rather than forcing position.
pos.Z = GetTerrainHeight(pos) + 2; pos.Z = GetTerrainHeight(pos) + 2;
VehiclePosition = pos; VehiclePosition = pos;
VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos); VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos);
} }
return ret; return ret;
} }
@ -872,7 +872,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
} }
} }
VDetailLog("{0},MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}",
Prim.LocalID, pos, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight); Prim.LocalID, pos, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight);
} }
@ -914,7 +914,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (changed) if (changed)
{ {
VehiclePosition = pos; VehiclePosition = pos;
VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
Prim.LocalID, m_BlockingEndPoint, posChange, pos); Prim.LocalID, m_BlockingEndPoint, posChange, pos);
} }
} }
@ -947,7 +947,7 @@ 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},downForce={2}",
Prim.LocalID, distanceAboveGround, ret); Prim.LocalID, distanceAboveGround, ret);
} }
return ret; return ret;
@ -977,7 +977,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// decay requested direction // decay requested direction
m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale)); m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale));
VDetailLog("{0},MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}", VDetailLog("{0}, MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}",
Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity); Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity);
} }
else else
@ -998,7 +998,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
angularMotorContribution.X = 0f; angularMotorContribution.X = 0f;
angularMotorContribution.Y = 0f; angularMotorContribution.Y = 0f;
VDetailLog("{0},MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution);
} }
Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(pTimestep); Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(pTimestep);
@ -1044,7 +1044,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
torqueFromOffset.Z = 0; torqueFromOffset.Z = 0;
torqueFromOffset *= m_vehicleMass; torqueFromOffset *= m_vehicleMass;
Prim.ApplyTorqueImpulse(torqueFromOffset, true); Prim.ApplyTorqueImpulse(torqueFromOffset, true);
VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset);
} }
// ================================================================== // ==================================================================
@ -1052,7 +1052,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
// TODO: zeroing is good but it also sets values in unmanaged code. Remove the stores when idle. // TODO: zeroing is good but it also sets values in unmanaged code. Remove the stores when idle.
VDetailLog("{0},MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); VDetailLog("{0}, MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
VehicleRotationalVelocity = Vector3.Zero; VehicleRotationalVelocity = Vector3.Zero;
Prim.ZeroAngularMotion(true); Prim.ZeroAngularMotion(true);
} }
@ -1067,7 +1067,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Unscale the force by the angular factor so it overwhelmes the Bullet additions. // Unscale the force by the angular factor so it overwhelmes the Bullet additions.
VehicleRotationalVelocity = applyAngularForce; VehicleRotationalVelocity = applyAngularForce;
VDetailLog("{0},MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}", VDetailLog("{0}, MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}",
Prim.LocalID, Prim.LocalID,
angularMotorContribution, verticalAttractionContribution, angularMotorContribution, verticalAttractionContribution,
bankingContribution, deflectionContribution, bankingContribution, deflectionContribution,
@ -1122,7 +1122,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency; float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
verticalAttractionContribution *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); verticalAttractionContribution *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
VDetailLog("{0},MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}", VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}",
Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib, Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib,
m_verticalAttractionEfficiency, efficencySquared, m_verticalAttractionEfficiency, efficencySquared,
verticalAttractionContribution); verticalAttractionContribution);
@ -1148,7 +1148,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Scale by efficiency and timescale // Scale by efficiency and timescale
ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep;
VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret); VDetailLog("{0}, MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret);
// This deflection computation is not correct. // This deflection computation is not correct.
ret = Vector3.Zero; ret = Vector3.Zero;
@ -1210,7 +1210,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
ret += bankingRot; ret += bankingRot;
} }
m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency;
VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}", VDetailLog("{0}, MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}",
Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, ret); Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, ret);
} }
return ret; return ret;
@ -1252,7 +1252,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (rotq != m_rot) if (rotq != m_rot)
{ {
VehicleOrientation = m_rot; VehicleOrientation = m_rot;
VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
} }
} }

View File

@ -143,12 +143,12 @@ public class BSVMotor : BSMotor
CurrentValue *= (Vector3.One - frictionFactor); CurrentValue *= (Vector3.One - frictionFactor);
} }
MDetailLog("{0},BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}",
BSScene.DetailLogZero, UseName, origCurrVal, origTarget, BSScene.DetailLogZero, UseName, origCurrVal, origTarget,
timeStep, TimeScale, addAmount, timeStep, TimeScale, addAmount,
TargetValueDecayTimeScale, decayFactor, TargetValueDecayTimeScale, decayFactor,
FrictionTimescale, frictionFactor); FrictionTimescale, frictionFactor);
MDetailLog("{0},BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}", MDetailLog("{0}, BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}",
BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, BSScene.DetailLogZero, UseName, CurrentValue, TargetValue,
addAmount, decayFactor, frictionFactor, returnCurrent); addAmount, decayFactor, frictionFactor, returnCurrent);
} }
@ -158,7 +158,7 @@ public class BSVMotor : BSMotor
CurrentValue = Vector3.Zero; CurrentValue = Vector3.Zero;
TargetValue = Vector3.Zero; TargetValue = Vector3.Zero;
MDetailLog("{0},BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}", MDetailLog("{0}, BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}",
BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent); BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent);
} }