BulletSim: many, many detailed logging messages for physical linkset

debugging.
Linkset bugs fixed where accounting of children would get lost.
Moved scene based vehicle tracking logic from prim to the scene.
Added GetCollisionFlags2 method to BulletSimAPI.
Updated DLLs and SOs.
This commit is contained in:
Robert Adams
2012-08-10 16:22:44 -07:00
parent 3ca770cd2c
commit 0c7ce4fc98
7 changed files with 78 additions and 44 deletions

View File

@@ -68,6 +68,8 @@ public class BSConstraintCollection : IDisposable
// There is only one constraint between any bodies. Remove any old just to make sure.
RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
m_world.scene.DetailLog("{0},BSConstraintCollection.AddConstraint,call,body1={1},body2={2}", BSScene.DetailLogZero, cons.Body1.ID, cons.Body2.ID);
m_constraints.Add(cons);
return true;
@@ -108,6 +110,7 @@ public class BSConstraintCollection : IDisposable
if (this.TryGetConstraint(body1, body2, out constrain))
{
m_world.scene.DetailLog("{0},BSConstraintCollection.RemoveAndDestroyConstraint,taint,body1={1},body2={2}", BSScene.DetailLogZero, body1.ID, body2.ID);
// remove the constraint from our collection
m_constraints.Remove(constrain);
// tell the engine that all its structures need to be freed
@@ -148,10 +151,11 @@ public class BSConstraintCollection : IDisposable
public bool RecalculateAllConstraints()
{
foreach (BSConstraint constrain in m_constraints)
ForEachConstraint(delegate(BSConstraint constrain)
{
constrain.CalculateTransforms();
}
return false;
});
return true;
}