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2016-11-03Initial update to OpenSim 0.8.2.1 source code.David Walter Seikel1-946/+0
2015-09-04remove a forgotten 1000.9 factor on physics fpsUbitUmarov1-1/+1
2015-09-04normalise physics plugins to return fps as (simulated time / requested ↵UbitUmarov1-2/+4
simulation time). improved a bit old ode simulations per call math
2015-08-30Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto1-1281/+0
2015-08-24Revert "BulletSim: delay adding a scene presence to the list of presences"Robert Adams1-14/+13
Remove these changes until the region crossing problems can be figured out. This reverts commit 062ec0efbda0e4ca6df5541039569e023d0d0e79.
2015-08-23BulletSim: delay adding a scene presence to the list of presencesRobert Adams1-13/+14
until it is fully configured. Another addition to fixing the collisions stopping problem.
2015-08-11Fixed mistakes in string format specifiers (e.g., "{0)" instead of {0}")Oren Hurvitz1-1/+1
2015-08-09BulletSim: rearrange code and add different locking to eliminate chancesRobert Adams1-26/+25
of race conditions and, especially, race conditions when an object is removed and quickly re-added to a scene. This hopefully reduces the occurance of problems when avatars TP within a region -- the main problem being the loss of collisions.
2015-01-04BulletSim: correct some of the debugging input and output of PrimitiveBaseShape.Robert Adams1-2/+4
Whoever defined that structure was really into esoteric coding.
2014-12-31BulletSim: add the beginnings of hull creation unit testing.Robert Adams1-0/+67
Change how physics engine is created in unit tests to resolve a lib reference problem. Add ShapeInfoInfo class to collect info about the created physical shape for debugging and unit test testing.
2014-11-29Somewhat improve avatar region crossings by properly preserving velocity ↵Justin Clark-Casey (justincc)1-3/+3
when avatar enters the new region. This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular * Full avatar updates contained no velocity information, which does appear to have some effect in testing. * BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this. This patch applies to both Bullet and ODE.
2014-11-25refactor: Move methods to start a monitored thread, start work in its own ↵Justin Clark-Casey (justincc)1-1/+1
thread and run work in the jobengine from Watchdog to a WorkManager class. This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management. Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget. Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere
2014-11-25If Bullet is running on its own thread, use a reset event to control timing ↵Justin Clark-Casey (justincc)1-2/+9
rather than a sleep. In theory, there should be no difference between these mechanisms. However, on at least Mono 3.2.8 waiting via an event appears to be much more accurate.
2014-11-25Make BulletSim thread be ThreadPriority.Highest if runningJustin Clark-Casey (justincc)1-0/+2
Will only effect Windows or mono with a patch such as https://gist.github.com/justincc/31e52218d098529b4696 applied For test purposes
2014-09-03Don't need to check separate physics status in bulletsim update since that ↵Justin Clark-Casey (justincc)1-2/+3
method is only run for an indepndent thread anyway. Also remove bulletsim monitored thread from watchdog on shutdown.
2014-09-03Make bulletsim thread alarm if no update for 5 seconds.Justin Clark-Casey (justincc)1-1/+4
The cost is minimal (also done for scene loop) at the benefit of telling us if this thread simply stops for some reason.
2014-09-03minor: fix indenting from previous commit b08ab1eJustin Clark-Casey (justincc)1-7/+7
2014-09-03If BulletSim is running on its own threads, start this thread via the thread ↵Justin Clark-Casey (justincc)1-3/+8
watchdog. This allows us to see the presence of the permanent thread via the "show threads" console comand. Also adds the region name to the thread name.
2014-07-30BulletSim: thread safe handling of list of avatars.Robert Adams1-3/+18
Fix for 7284 which is an enumeration exception when starting up a region.
2014-07-29Allow the "debug scene set physics false|true" command to work when ↵Justin Clark-Casey (justincc)1-1/+4
bulletsim physics is running in a separate thread. This will also allow the "disable physics" setting in the region debug viewer dialog to work in this circumstance.
2014-06-20BulletSim: add some locking for collision lists to prevent collsionsRobert Adams1-2/+8
from locking up when running BulletSim on a separate thread.
2014-05-26BulletSim: add locking of PhysObjects while processing simulationRobert Adams1-14/+20
step updates and collisions. This is an attempt to fix a crash reported by Justin when doing high velocity teleports.
2014-04-23Eliminated many warningsOren Hurvitz1-1/+1
2014-01-29BulletSim: default physical terrain implementation to heightmap.Robert Adams1-0/+8
It originally looked like mesh terrain would perform better for vehicles but, after much use, heightmap is the clear winner. Force terrain implementation to heightmap if the physics region is larger than legacy region size. This solves running out of memory for very large regions.
2013-12-26varregion: many more updates removing the constant RegionSize and replacingRobert Adams1-0/+1
with a passed region size. This time in the map code and grid services code.
2013-11-04varregion: add plumbing to pass region size from Scene down to theRobert Adams1-2/+10
physics engine. Older physics engines will default to the legacy region size. Update BulletSim to use the new region size information.
2013-09-11BulletSim: add requestor's ID to post taint detail log message.Robert Adams1-2/+3
2013-09-11BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams1-18/+37
LocalID of object which created the taint.
2013-09-11BulletSim: Extension parameters passed through the classes made to pass just ↵Robert Adams1-0/+1
and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
2013-09-11BulletSim: add physChangeLinkParams to set individual parameters on link ↵Robert Adams1-14/+0
constraints. Not fully functional. Remove double definition of ExtendedPhysics parameters by having BulletSim reference the optional module (addition to prebuild.xml and usings).
2013-09-11BulletSim: initial implementation of physChangeLinkFixed that resets a ↵Robert Adams1-0/+4
linkset's link back to a fixed, non-moving connection.
2013-08-27BulletSim: add some protections for processing when shutting down.Robert Adams1-2/+2
Attempt to fix Mantis 6740 (http://opensimulator.org/mantis/view.php?id=6740).
2013-08-14BulletSim: add physical object initialized flag so updates and collisionsRobert Adams1-4/+8
don't happen until the object is completely initialized. This fixes the problem of doing a teleport while the simulator is running. The destruction of the physical object while the engine is running means that the physics parameter update would overwrite the new position of the newly created avatar.
2013-08-02BulletSim: add implementation of 'physSetLinksetType' and 'physGetLinksetType'Robert Adams1-0/+17
and processing routines in BulletSim. Add linkset rebuild/conversion routine in BSLinkset.
2013-07-17BulletSim: fix small bug where everything looked like it was collidingRobert Adams1-0/+3
before the first simulator step.
2013-07-08BulletSim: make all the different angularVerticalAttraction algorithmsRobert Adams1-2/+2
selectable from configuration paramters. Changed default algorithm to "1" from previous default as it seems to handle Y axis correction a little better. Add config file independent enablement of vehicle angular forces to make debugging easier (independent testing of forces).
2013-07-06BulletSim: More tweaking on center-of-mass. Almost there. Changes have no ↵Robert Adams1-1/+0
effect if LinksetOffsetCenterOfMass=false (the default).
2013-06-30BulletSim: add the reset of the last commit for flush log file problems.Robert Adams1-1/+1
Fix small typo in one log message.
2013-06-30BulletSim: fix an occasional crash with flushing log files.Robert Adams1-4/+2
2013-06-10BulletSim: add failure flag for meshing failure vs asset fetch failureRobert Adams1-2/+2
so error messages make more sense. Change some BulletSim status log messages from WARN to INFO. Update TODO list.
2013-06-01BulletSim: experimental movement of physics execution off of heartbeatRobert Adams1-72/+199
thread. Off by default until more testing. Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics engine to be called on its own thread and the heartbeat thread only handles the reporting of property updates and collisions. Physics frame rate is about right but physics execution time goes to zero as accounted by the heartbeat loop.
2013-05-21BulletSim: add gImpact shape type. Add logic to use gImpact shapeRobert Adams1-0/+2
for prims that have cuts or holes. Default logic to 'off' as it needs debugging.
2013-05-17BulletSim: fix BulletSim crashing if there is no [BulletSim] sectionRobert Adams1-0/+6
in any INI file. Update TODO list.
2013-05-13BulletSim: use heightmap terrain when using BulletXNA.Robert Adams1-0/+4
Output messages on features disabled when using BulletXNA.
2013-05-02BulletSim: prims with no cuts created with single convex hull shape.Robert Adams1-0/+3
Parameter added to enable/disable this feature.
2013-04-09BulletSim: add Bullet HACD library invocation. Turned off by default as notRobert Adams1-0/+1
totally debugged. Updated DLLs and SOs with more debugged HACD library code.
2013-03-31BulletSim: convert BSDynamic to a BSActor and change BSPrim to setRobert Adams1-1/+1
up the vehicle actor.
2013-02-17BulletSim: rework parameter setting for different types of valuesRobert Adams1-39/+15
(like vectors or quaternions).
2013-02-08BulletSim: fix avatar bobbing or jiggling while stationary flying.Robert Adams1-1/+1
Various comments and debugging message mods.
2013-02-08BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams1-2/+2
layers for physical (vs simulator) location displacement and linksets.