| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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the physics engines to return the name that is specified in the INI
file ("physics = XXX") as the type of engine.
This os function is a little different than the others in that it
does not throw an exception of one is not privilaged to use it.
It merely returns an empty string.
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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Update BulletSim DLLs and SOs with simplier step function interface.
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avatar collider, just rounding the boxes, etc
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
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default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around.
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Conflicts:
OpenSim/Region/Physics/Manager/IMesher.cs
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mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh.
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have an AssemblyInfo file.
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No change to existing functions.
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Signed-off-by: Melanie <melanie@t-data.com>
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previus expire (assumed done only once at startup). File 'cntr' on cache
folder stores time. Deleting it will force a skip on expire. Default time
is 48hours before previus startup to account for failed ones etc.
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terrain until ode doesn't eat all stack. Add a pre-simulation method to do
pending actors changes (except mesh assets still not ready to use), to be
optionaly called before firing heartbeat. [UNTESTED]
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including unmanaged memory allocations (allocated by managed code)
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Physics/Manager/PhysicsScene.cs
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themselves. For that, the physics module simply calls RequestAssetMethod, which
in turn points to Scene.PhysicsRequestAsset. This gives physics access to
the asset system without introducing unwanted knowledge of the scene class.
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arbitrary stats.
If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule
(http://opensimulator.org/wiki/Monitoring_Module)
This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings].
This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing.
This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds.
The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
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nullphyscisactors have a type water, ground or unknown (default). having
this removed geom to name mapping no longer needed. Made some more methods
comum to prims and characters acessible via PhysActor allowing for a more
uniform access. ...
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collisions report information.
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bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
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to get/set density,gravmod, frition,bounce and shape type ( not in use ). UbitOde now should do convex type on creation or everytime the mesh is changed ( as in change size, shape, etc )
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it also to original mesher code and zeromesher
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