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* | Get rid of OdeCharacter != null checks since OdeScene._characters can never ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -17/+4 | |
| | | | | | | contain a null character. Ignoring the ancient code glyphs not to do this.... | |||||
* | remove unnecessary OdeScene._activeprims locking. Code is single-threaded | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -53/+46 | |
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* | Restore defects list. In hindsight, the reason for this is becuase we can't ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -80/+97 | |
| | | | | | | remove the character whilst iterating over the list. This commit also removes locking on OdeScene._characters since code is single threaded | |||||
* | simplify operation of OdeScene._perloopContact | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -45/+51 | |
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* | don't bother locking OdeScene._perloopContact in single threaded code | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -47/+42 | |
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* | don't lock OdeScene.contacts since only ever accessed by a single thread | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -10/+24 | |
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* | Comment out calls to OdeScene.waitForSpaceUnlock() since that method does ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -12/+13 | |
| | | | | nothing right now | |||||
* | Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -41/+1 | |
| | | | | point of detection rather than later on. | |||||
* | move geom/actor map maintenance into ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -2/+0 | |
| | | | | | | DestroyODEStructures()/AvatarGeomAndBodyCreation(). This saves us having to do it separately when a character capsule size is changed | |||||
* | When changing avatar size in ODE, remove the old actor from the name and ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -1/+3 | |
| | | | | actor maps | |||||
* | When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -1/+21 | |
| | | | | | | the actor reference in OdeScene.actor_name_map rather than leaving it dangling. This also largely centralizes adds/removes in OdeScene.AddCharacter()/RemoveCharacter() | |||||
* | Instead of generating a new list for bad characters on every physics pass, ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -3/+12 | |
| | | | | keep reusing the same list. | |||||
* | Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵ | Justin Clark-Casey (justincc) | 2011-11-16 | 1 | -15/+13 | |
| | | | | | | | own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday | |||||
* | Instead of having scene add/remove collision events directly to the OdeScene ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -20/+38 | |
| | | | | | | | | | collision event dictionary, marshall them via a change dictionary first. This is to avoid a complicated tri-thread deadlock on region crossing for avatars with attachments, where 1) XEngine starting up scripts can lock XEngine.m_Scripts and then try to lock OdeScene._collisionEventPrim while starting up a script due to avatar border crossing 2) An existing collision event will lock OdeScene._collisionEventPrim and then try to lock SP.m_attachments while trying to send the collision event to attachments 3) The avatar still entering the region will lock SP.m_attachments and then try to lock m_Scripts to start more attachment scripts. | |||||
* | use a more efficient dictionary in OdeScene._collisionEventPrim rather than ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -7/+4 | |
| | | | | a list | |||||
* | Fix bug where collision event listeners were not removed once the listener ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -4/+5 | |
| | | | | | | | had gone away. This was causing continuous use of temporary memory even when all avatars had left the scene. Memory does leak but it does cause more calls to the garbage collector, which would pause the scene thread for a very short while during collection. | |||||
* | minor: rename a parameter in OdeScene.Simulate() from actor -> prim since ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -4/+4 | |
| | | | | it's an OdePrim | |||||
* | very minor removal of old commented out line of code in OdeScene | Justin Clark-Casey (justincc) | 2011-10-21 | 1 | -5/+3 | |
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* | remove unnecessary null check on _collisionEventPrim | Justin Clark-Casey (justincc) | 2011-10-20 | 1 | -3/+0 | |
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* | Get OdeScene to use passed in time step rather than hard-coded 0.089 | Justin Clark-Casey (justincc) | 2011-10-20 | 1 | -22/+23 | |
| | | | | However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference | |||||
* | For now, stop passing timeStep into methods where it's not actually used. | Justin Clark-Casey (justincc) | 2011-10-20 | 1 | -10/+3 | |
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* | Temporarily put in log lines to record time taken to set terrain in OdeScene. | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -0/+6 | |
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* | Store scene identifier passed in to OdeScene for later debug messages | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -2/+5 | |
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* | Don't bother taking OdeLock during OdeScene construction, since there can be ↵ | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -16/+13 | |
| | | | | no contention until the object is constructed. | |||||
* | minor: method doc to explain a lock of OdeLock | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -1/+1 | |
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* | Remove the unused CollisionLocker from ODE | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -80/+72 | |
| | | | | Despite its name, this wasn't actually being used in any collision checking | |||||
* | Implement osNpcSit(). This is still in development so don't trust it | Justin Clark-Casey (justincc) | 2011-10-17 | 1 | -0/+1 | |
| | | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :) | |||||
* | reduce access to ODECharacter methods to make code analysis easier. ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -1/+1 | |
| | | | | Eliminate redundant argument on ProcessTaints() | |||||
* | refactor: make methods that do not need to be public in ODE private or ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -52/+81 | |
| | | | | internal to aid code reading/analysis. Remove some unused method arguments | |||||
* | Change hardcoded ODE total frame time to match the default total frame time ↵ | Justin Clark-Casey (justincc) | 2011-10-14 | 1 | -1/+1 | |
| | | | | | | | (0.09375 -> 0.089). No apparant ill effects - because the default stepsize is 0.2, there are still 5 physics steps per physics frame. This is a precursor to using the elapsed value passed in (and now changeable in config). | |||||
* | Remove unused local variable i from OdeScene.Simulate() | Justin Clark-Casey (justincc) | 2011-10-05 | 1 | -3/+0 | |
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* | comment out unused code in OdeScene.TriCallback() | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -12/+12 | |
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* | refactor: centralize prim geom removal code from four places to one | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -17/+7 | |
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* | minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -0/+3 | |
| | | | | to the summary, it is being called from within Simulate() lock (OdeLock) | |||||
* | minor: indentation correction | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -17/+13 | |
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* | refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -25/+4 | |
| | | | | | | is no longer required and it prevents removal of the _mesh field (which is only used temporarily) If passing in a mesh becomes important again in the future then this can be reinstated. | |||||
* | minor: method doc | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -1/+0 | |
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* | minor: remove mono compiler warnings, some code spacing adjustments | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -5/+3 | |
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* | minor: Add method doc to collision subscription methods. Change method case ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -3/+19 | |
| | | | | to reflect OpenSim standards. | |||||
* | fix extremely minor Ode bug where the _taintedPrimL list would always be ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -3/+14 | |
| | | | | cleared on every OdeScene.Simulate() even if it was already empty. | |||||
* | refactor: Move another chunk of ninja code out of the OdeScene.Simulate() ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -28/+36 | |
| | | | | loop for consistency and readability. | |||||
* | refactor: Simplify reading OdeScene.Simulate() loop by shunting all the ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -182/+191 | |
| | | | | | | NINJA joints stuff into its own method. Now if ninja joints isn't active (which is the default) don't have to wade through a lot of massively indented irrelevant code. | |||||
* | refactor: unindent the OdeScene.Simulate() loop to ignore the long commented ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -270/+274 | |
| | | | | | | out ifs and locks This is to make it more readable. | |||||
* | Apply the localID to the Physics actor to prevent null calls later | Careminster Team | 2011-07-19 | 1 | -3/+3 | |
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* | Fix some local id issues in physics glue | root | 2011-07-15 | 1 | -7/+1 | |
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* | Port implementation of llCastRay() from Aurora. | Justin Clark-Casey (justincc) | 2011-07-12 | 1 | -0/+28 | |
| | | | | I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer. | |||||
* | When a mesh object is added to a scene, delay adding the physics actor until ↵ | Justin Clark-Casey (justincc) | 2011-07-12 | 1 | -15/+18 | |
| | | | | | | the sculpt data has been added to the shape (possibly via an async asset service request) This prevents spurious 'no asset data' for meshes added on startup. | |||||
* | When a sculpt/mesh texture is received by a part on a callback request, ↵ | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -1/+1 | |
| | | | | | | | don't do the unnecessary work of copying the base shape. Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages. | |||||
* | minor: code tidy and inserted log lines for future use. | Justin Clark-Casey (justincc) | 2011-07-09 | 1 | -4/+1 | |
| | | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled. | |||||
* | refactor: Factor out AddSubMesh() method from long ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -5/+5 | |
| | | | | | | CraeteMeshFromPrimMesher() method Also remove some of the logging spam left in from the last commit. |