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path: root/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs (unfollow)
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2010-06-25minor: remove some mono compiler warningsJustin Clark-Casey (justincc)1-13/+13
2010-03-12* Added a better check to the SimianGrid connectors to test if they are ↵John Hurliman1-2/+2
enabled or not. This method should work equally well with standalone or robust mode * Applying #4602 from Misterblu to add collision detection to BulletDotNET
2010-02-14Revolution is on the roll again! :)Revolution1-0/+5
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>
2010-02-04Applying patch #4534 by Misterblue to fix ODE physics stickinessJohn Hurliman1-0/+2
2010-01-21Add glue for llSetVehicleFlags(), llRemoveVehicleFlags(). ChODE: Add ↵Kitto Flora1-0/+10
associated methods.
2010-01-04Formatting cleanup. Add copyright headers.Jeff Ames1-280/+282
2009-12-22Include ChOdePluginKitto Flora1-84/+24
2009-12-22Glue code for a couple of new LSL function implementationsMelanie1-0/+9
2009-12-17Fix GetWorldRotation(), and a host of related Sit fixes.Kitto Flora1-1/+5
2009-12-03* Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set ↵Teravus Ovares (Dan Olivares)1-0/+3
this for each region in your Regions.ini[PhysicalPrimMax = 10(default)]) * Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section. * Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.
2009-11-26* Fixes a case of d.BodyEnable with IntPtr.Zero passed as the parameter in ↵Teravus Ovares (Dan Olivares)1-1/+4
linkset where EnableBody was called and the body is immediately disabled. The previous functionality assumed that a body was received in EnableBody but.. in some cases, it wasn't.
2009-11-22* Added missing lock to m_forcelist when AddForce is called. When a user ↵Teravus Ovares (Dan Olivares)1-3/+26
dragged a prim, in some cases, it would corrupt the datatype in memory and throw spurious IndexOutOfRangeExceptions. * Physics a situation that causes physics to spew redline messages to the console forever.
2009-11-21* Fixes the second of two terse update issues. Physical objects should react ↵Teravus Ovares (Dan Olivares)1-0/+3
normally again.
2009-11-21* Fixes one of two terse update issues. There's still one left, but this ↵Teravus Ovares (Dan Olivares)1-1/+9
one fixes the situation where the object on the server is moving but no updates are being sent.
2009-11-19Clean up messages in ODEKittoFlora1-3/+3
2009-11-16Fix merge conflictsKittoFlora1-7/+0
2009-11-03minor: remove some mono compiler warningsJustin Clark-Casey (justincc)1-1/+1
2009-10-29* Log progress messages when loading OAR files with a lot of assetsJohn Hurliman1-2/+2
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
2009-10-27llRotLookAt Pt 2KittoFlora1-21/+34
2009-10-26Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman1-137/+132
2009-10-26No need to create dupe TriMeshData for ODE. A previous patch created a ↵Dan Lake1-6/+14
dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch.
2009-10-26Add llRotLookat pt1.KittoFlora1-21/+62
2009-10-22* Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're ↵Teravus Ovares (Dan Olivares)1-14/+15
consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright.
2009-10-22Commented out instrumentation in ODEPrim.csKittoFlora1-0/+8
2009-10-22Commented out instrumentation in ODEPrim.csKittoFlora1-0/+8
2009-10-20* Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵John Hurliman1-5/+0
based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
2009-10-19Formatting cleanup.Jeff Ames1-2/+2
2009-10-12Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE ↵unknown1-1/+1
enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms)
2009-10-05Eliminate pinned Mesh data on managed heap by using IntPtrs to memory ↵Dan Lake1-7/+6
allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions.
2009-09-30Commit initial version of KittoFlora's vehicle changesopensim1-271/+323
2009-09-24Meshmerizer stores dictionary of unique Meshes keyed on construction ↵Dan Lake1-14/+3
parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE Signed-off-by: dahlia <dahliaTrimble@gmailDotCom>
2009-09-02Thank you, dslake, for a set of patches to improve OpenSim startupMelanie1-0/+5
and idle performance.
2009-08-18* Some Physics Scene Changes to prepare for larger regionsTeravus Ovares (Dan Olivares)1-1/+1
2009-08-07This is the second part of the 'not crash on regionsize changes'. This ↵Teravus Ovares (Dan Olivares)1-2/+2
lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
2009-06-10Formatting cleanup.Jeff Ames1-2/+2
2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames1-1/+1
LICENSE.txt.
2009-05-22cleaning out warnings.Dr Scofield1-7/+5
NOTE: we currently have a gazillion warnings caused stuff flagged as "obsolete" (OGS1 stuff) --- what's up with that?
2009-04-20* Allow passing of material type to physics engineTeravus Ovares1-0/+7
* Define low friction and medium bounce for Glass
2009-04-17* Commit a few fixes to the Vehicle settingsTeravus Ovares1-11/+18
* Vertical Attractor servo
2009-04-16* Remove some super experimental stuff in BulletDotNETPlugin since it was ↵Teravus Ovares1-8/+15
causing issues. * Tweak the ODEPrim PID a bit more.
2009-04-16* Committing more BulletDotNETPlugin workTeravus Ovares1-9/+286
* Tweak the LLSetStatus results in the ODEPlugin. Hopefully it's a little less unstable. * ODEPlugin is using experimental math for LLSetStatus, use with caution! :)
2009-04-14* Adding some organization of vehicle type stuff in the ODEPlugin.Teravus Ovares1-183/+30
* Vehicles do NOT work. This is just organization and a bit of logical code to make doing vehicles easier
2009-04-07* Added finite testing to the character and object constructorTeravus Ovares1-0/+18
2009-04-07* Added a routine to check if a PhysicsVector and Quaternion is finiteTeravus Ovares1-20/+114
* Now validating input to the Physics scene and warning when something is awry. * This should help nail down that Non Finite Avatar Position Detected issue.
2009-03-30* Remove a debug line of localIDsTeravus Ovares1-1/+1
2009-03-30* Fixing thread safety of avatar adding and removing from the Physics Scene ↵Teravus Ovares1-0/+1
in the ODEPlugin * This may help one of the symptoms or mantis 3363 , however it probably won't solve the occasional NonFinite Avatar Position detected.. issues that some people see. That is probably an entirely different issue(NaN).
2009-03-20Ensure the remembered velocity is zero when physical is turned off on a ↵idb1-1/+5
prim. Without this the velocity gets sent to the client and the prim appears to move. Fixes Mantis #3303
2009-03-09* Tweak llMoveToTarget per mantis 3265Teravus Ovares1-1/+1
* Add some comments to the Wind Module * Add the BinBVH decoder/encoder as a scene object (to encode/decode animations programmatically). * Add m_sitState for upcoming code to improve sit results.
2009-03-07* Added some limits to the maximum force applied per second by ↵Teravus Ovares1-1/+18
llMoveToTarget. Currently, it's 350 times the mass in newtons applied per second, maximum.
2009-03-06Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke1-1/+100
llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does, and it should recalculate the absolute height to hover at as an object moves to reflect the current ground/water height under it. Correctly implementing required adjusting the Physics interfaces and implementing at the physics plug-in level. The attached is a patch that correctly implements llSetHoverHeight() including updates to the ODE physics plug-in.