Commit message (Collapse) | Author | Files | Lines | ||
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2012-06-01 | Add optional total avatars, total prims and active prims stats to ODE plugin. | Justin Clark-Casey (justincc) | 1 | -0/+21 | |
These will act as a sanity check with the main scene stats, to show that physics scene entities are being managed properly. Total prims will not match scene total prims since physics total does not include phantom prims | |||||
2012-06-01 | If OdeScene.Near() returns no collision contacts, then exit as early as ↵ | Justin Clark-Casey (justincc) | 1 | -0/+4 | |
possible. All subsequent code is only relevant if there are contacts. | |||||
2012-06-01 | Add optional stat for the other collision time per frame not spent in ODE ↵ | Justin Clark-Casey (justincc) | 1 | -1/+16 | |
native spaces or geom collision code | |||||
2012-06-01 | Add avatar forces calculation, prim force and raycasting per frame ↵ | Justin Clark-Casey (justincc) | 1 | -7/+46 | |
millisecond optional stats | |||||
2012-06-01 | Collection optional avatar and prim taint frame millisecond times | Justin Clark-Casey (justincc) | 1 | -7/+36 | |
2012-06-01 | Remove recent optional native collision frame milliseconds stat | Justin Clark-Casey (justincc) | 1 | -13/+1 | |
Unnecessary since this has now been broken down into space collisions and geom collisions | |||||
2012-06-01 | Add optional stat that records milliseconds spent notifying collision ↵ | Justin Clark-Casey (justincc) | 1 | -0/+14 | |
listeners in physics frames | |||||
2012-06-01 | Add avatar and prim update milliseconds per frame optional stats | Justin Clark-Casey (justincc) | 1 | -7/+31 | |
2012-06-01 | Add option native step frame ms stat | Justin Clark-Casey (justincc) | 1 | -9/+21 | |
2012-06-01 | Add total ODE frame time optional stat, as a sanity check on the main scene ↵ | Justin Clark-Casey (justincc) | 1 | -7/+21 | |
physics stat | |||||
2012-06-01 | Break down native ODE collision frame time stat into native space collision ↵ | Justin Clark-Casey (justincc) | 1 | -4/+22 | |
and geom collision stats | |||||
2012-06-01 | Rename new collision stats to 'contacts' - there are/can be multiple ↵ | Justin Clark-Casey (justincc) | 1 | -6/+6 | |
contacts per collision and this is what is actually being measured. | |||||
2012-06-01 | Stop adding an unnecessary duplicate _perloopcontact if the avatar is ↵ | Justin Clark-Casey (justincc) | 1 | -9/+4 | |
standing on a prim. This has already been added earlier on in the method. | |||||
2012-06-01 | minor: comment out currently unused OdeScene.sCollisionData | Justin Clark-Casey (justincc) | 1 | -9/+9 | |
2012-06-01 | Add ODE avatar and prim collision numbers if extra stats collection is enabled. | Justin Clark-Casey (justincc) | 1 | -5/+34 | |
2012-06-01 | Fix OdeScene.GetTopColliders() to return the top 25 colliders rather than ↵ | Justin Clark-Casey (justincc) | 1 | -19/+13 | |
the first 25 that had non-zero collision scores. Also zeros collisions scores on all prims after report collection, not just the top 25. As before, this collision scores are only reset after a report is requested, which may give unrealistic numbers on the first request. So to see more realistic scores, ignore the first report and then refresh the request after a couple of seconds or so. | |||||
2012-05-31 | Add an optional mechanism for physics modules to collect and return ↵ | Justin Clark-Casey (justincc) | 2 | -10/+143 | |
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. | |||||
2012-05-30 | ubitode prim: if makebody() is called already having a body, do a full ↵ | UbitUmarov | 1 | -3/+4 | |
destrution so there are no 'leaks'. | |||||
2012-05-30 | Guard setting the building flag | Melanie | 1 | -0/+4 | |
2012-05-30 | Whitespace fix | Melanie | 1 | -1/+1 | |
2012-05-29 | fix physics not reporting collisions only with terrain | UbitUmarov | 1 | -0/+1 | |
2012-05-28 | fix avatars collisions on sim crossings and other few cases where ↵ | UbitUmarov | 1 | -2/+1 | |
freemove() is called | |||||
2012-05-28 | a bit cleaner code (?) on sculpts/meshs meshing checking | UbitUmarov | 1 | -7/+6 | |
2012-05-28 | let meshs work indenpendently of mesh_sculpted_prim config option | UbitUmarov | 1 | -29/+25 | |
2012-05-28 | revert making sculpts phanton if sculpt meshing option is off | UbitUmarov | 1 | -2/+0 | |
2012-05-27 | Let OOB information usable outside ubitode | UbitUmarov | 3 | -29/+33 | |
2012-05-21 | also don't collide sculps or meshs if meshing is OFF | UbitUmarov | 1 | -0/+2 | |
2012-05-21 | try to let avas climb higher steps. Will only work in some cases, may have ↵ | UbitUmarov | 2 | -9/+75 | |
bad effects, so needs some more testing | |||||
2012-05-20 | minor changes | UbitUmarov | 3 | -32/+24 | |
2012-05-19 | reduce useless waste of cpu. Make character collision events be done ↵ | UbitUmarov | 3 | -125/+145 | |
similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added) | |||||
2012-05-19 | fix character IsPhysical | UbitUmarov | 1 | -1/+1 | |
2012-05-19 | add colliders relative velocity projected in collision direction to ↵ | UbitUmarov | 3 | -1/+13 | |
collisions report information. | |||||
2012-05-18 | refactor: move EventQueueGet path generation into common method. Rename ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
some local variables in line with code conventions. Add commented out EQG log lines for future use. | |||||
2012-05-17 | Don't eagerly clear frame collision events when physics actors subscribe and ↵ | Justin Clark-Casey (justincc) | 1 | -2/+8 | |
unsubscribe from collisions, in order to avoid a race condition. Since this is done directly from ScenePresence, it can lead to a race condition with the simulator loop. There's no real point doing it anyway since the clear will be done very shortly afterwards by the simulate loop and either there are no events (for a new avatar) or events don't matter (for a departing avatar). This matches existing behaviour in OdePrim | |||||
2012-05-15 | ubitODE: if stopped having collisions do report zero colisions once, so ↵ | UbitUmarov | 2 | -9/+43 | |
collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate. | |||||
2012-05-15 | ubitODE: fix not reporting land collisions on same cases. | UbitUmarov | 1 | -2/+25 | |
2012-05-13 | ubitODE fix force in case of mlinear motor offset present | UbitUmarov | 1 | -4/+5 | |
2012-05-12 | ubitODE let vehicles responde faster to changes of some parameters like ↵ | UbitUmarov | 1 | -12/+13 | |
motors decay times | |||||
2012-05-12 | ubitODE reduced again a bit the max allowed correction velocity on ↵ | UbitUmarov | 1 | -1/+1 | |
colisions, to reduce a bit bouncing inerent to colisions. | |||||
2012-05-12 | ubitODE: trial workaround for avatar colisions | UbitUmarov | 1 | -6/+49 | |
2012-05-11 | revert terminal vel reduction. It helped but not efective | UbitUmarov | 1 | -2/+2 | |
2012-05-10 | reduce avatars terminal velocity to less than 30m/s or colisions with basic ↵ | UbitUmarov | 2 | -6/+9 | |
boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt). | |||||
2012-05-10 | ubitode: changes to vehicles servos | UbitUmarov | 1 | -100/+154 | |
2012-05-07 | minor change to linear motor decay | UbitUmarov | 1 | -11/+17 | |
2012-05-05 | UbitODE: reduced the diference btw dinamic and static friction, making ↵ | UbitUmarov | 1 | -17/+17 | |
dinamic larger more identical to static. | |||||
2012-05-05 | ubitODE prims: - moved outbounds checking back to ↵ | UbitUmarov | 1 | -4/+91 | |
UpdatePositionAndVelocity() from move() so it's done at end of each ode step and when it reports positions to core. There should be no need to check in both places. - Addforce() and AddAngularForce now apply a force if parameter pushforce is true or apply a impulse if false as it's actually needed (the prims grab case should be a force) | |||||
2012-05-05 | force lower avatar density for testing | UbitUmarov | 1 | -0/+4 | |
2012-05-04 | UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any ↵ | UbitUmarov | 1 | -2/+4 | |
significant change like new 'velocity' or new position, etc, requests | |||||
2012-05-02 | Improved sitted avatars crossings ( plus tests on vehicles) | UbitUmarov | 1 | -5/+6 | |
2012-04-29 | ubitODE fix applyROtationImpulse, let vehicle hover be relative to root ↵ | UbitUmarov | 2 | -15/+32 | |
prim and not center of mass ( as SL docs said) updated some flags to current ones |