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2015-09-04bug fix on ode spaces and allow more of them on large regionsUbitUmarov2-12/+12
2015-09-04remove a forgotten 1000.9 factor on physics fpsUbitUmarov4-4/+4
2015-09-04normalise physics plugins to return fps as (simulated time / requested ↵UbitUmarov6-1906/+3319
simulation time). improved a bit old ode simulations per call math
2015-09-03a bit better addAvatar() call chainUbitUmarov1-5/+1
2015-09-03make addavatar more friendly between pluginsUbitUmarov2-3330/+1891
2015-09-02seems to compile ( tests comented out)UbitUmarov10-51/+35
2015-08-31 fix slow moving physical objects moving without sending updatesUbitUmarov1-9/+9
2015-08-24Revert "BulletSim: delay adding a scene presence to the list of presences"Robert Adams3-33/+19
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 Adams3-19/+33
until it is fully configured. Another addition to fixing the collisions stopping problem.
2015-08-20ubitode a bit more friendly for megas (still disabled)UbitUmarov1-171/+49
2015-08-20make basic ode work with var regions for contribution back to CORE. ( avnUbitUmarov2-152/+147
partial compatibility code needs to be reverted). Cant fully test.
2015-08-20 make it compatible with avn, no point making avn compatible with itUbitUmarov3-6/+30
2015-08-20 update old git to os core versionUbitUmarov4-60/+55
2015-08-19another funny bug (mine this time)UbitUmarov1-2/+2
2015-08-19ubitode varsize ( Mega disabled till better checks )UbitUmarov1-54/+101
2015-08-15Removed ignoreCase=true from the call to Type.GetInterface, because, well, ↵Diva Canto1-2/+2
we don't want to ignore case. And this seems to be causing problems in mono 4.3.
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 Adams3-43/+40
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.
2015-08-09BulletSim: update the motion actors so they completely clean themselvesRobert Adams7-29/+41
when Dispose() is called. This reduces chance of object leakage when destroying objects. Rearrange initialization and shut down of BSActorLockAxis so it is consistant with other actors.
2015-08-06BulletSim: clean up some code for axis locking. No functional change.Robert Adams1-74/+13
2015-08-06BulletSim: rearrange code and add some tests to try and resolve theRobert Adams2-6/+7
initialization race conditions reported in Mantis 6792. When a region is initializing it seems that the prim initialization code can be interrupted part way through then taints are processed for prims that are not completely there.
2015-07-31Eliminated several warningsOren Hurvitz1-1/+0
2015-07-21BulletSim: fix cut-and-paste typo in constraint frame setting.Robert Adams1-1/+1
This code is in the XNA module so it does not affect the normal Bullet configuration .
2015-06-25BulletSim: fix two compiler warnings.Robert Adams2-5/+0
Mostly code left over from things that are not done that way anymore.
2015-05-03lock collision mesh cache when accessingdahlia1-3/+9
2015-05-03Make Meshmerizer mesh cache static so it can be shared across class instancesdahlia1-1/+2
2015-04-29Updated all occurrences of AssemblyVersion("0.8.1.*") to ↵Diva Canto7-7/+7
AssemblyVersion("0.8.2.*")
2015-04-05BulletSim: implement VEHICLE_REFERENCE_FRAME. Thanks Vegaslon!.Robert Adams1-14/+21
2015-03-29varregion: any conversions of use of Constants.RegionSize converted intoRobert Adams3-7/+33
Util.cs routines to convert region coords to and from world coords or handles.
2015-03-07BulletSim: add VEHICLE_ more parameter value limit checking.Robert Adams1-29/+53
This only bounds passed parameters as there is no good way of refusing the parameter setting. This mostly means that passing NaN's won't crash the simulator.
2015-02-13fix axis locking AmotorUbitUmarov1-6/+6
2015-02-07Somewhat naive implementation of RotationalVelocity setter for ODE. Enables ↵dahlia1-0/+9
llSetRotationalVelocity(), llTargetOmega(), llLookAt(), and probably a few more LSL features for physical objects in ODE.
2015-01-25BulletSim: add parameters and parameter definitions for VHACDRobert Adams3-1/+61
addition coming.
2015-01-07BulletSim: fix line ending problems.Robert Adams1-1/+1
2015-01-07BulletSim: make computation of hole cut in hull tester explicitRobert Adams1-1/+1
math showing the odd PrimitiveBaseShape value rather than a constant.
2015-01-07BulletSim: tweek step parameters and logic to make walking up stepsRobert Adams2-12/+28
closer to SL. This change should address small floor edges acting like walls, approaching a step at any angle (other than walking backwards) will allow walking up, and reducing the avatar pop-up when going up stairs.
2015-01-04BulletSim: comment out the reference to BSShapeHull in BulletSim testsRobert Adams1-2/+2
which seems to cause the tests to fail when compiled on the OpenSim build system. It compiles and runs everywhere else. More research is needed.
2015-01-04BulletSim: correct some of the debugging input and output of PrimitiveBaseShape.Robert Adams2-4/+8
Whoever defined that structure was really into esoteric coding.
2014-12-31BulletSim: remove compile reference error trying to figure out why mono ↵Robert Adams1-2/+2
compiling doesn't like it
2014-12-31BulletSim: add the beginnings of hull creation unit testing.Robert Adams5-12/+394
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.
2014-12-31BulletSim: Add axis locking enabled through the ExtendedPhysics module.Robert Adams4-69/+404
Allows locking of prim/linkset relative moving in each of the linear and angular axis. Limits on movement or rotation can be set.
2014-11-30BulletSim: move detail log of InternalScheduleRebuild to reduce log file spamRobert Adams1-5/+5
2014-11-30BulletSim: Remove linkset 'Incomplete' flag as its meaning couldn't be made ↵Robert Adams3-23/+26
clear. Add 'InternalScheduleRebuild() CHange rebuild code to call InternalScheduleRebuild() rather than ForceRebuild() to limit the scope of the changes made by the linkset.
2014-11-30BulletSim: add BSLinkset.AllPartsComplete that checks of all linkset members ↵Robert Adams2-21/+18
are not Incomplete and not waiting for assets. Change BSPrimLinkable to use AllPartsComplete.
2014-11-30BulletSim: Make BSPrimLinkable 'incomplete' if any of its children are ↵Robert Adams1-1/+23
waiting for assets to load.
2014-11-30BulletSim: add shape and linkset rebuild scheduled flags. Add ↵Robert Adams7-19/+101
BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
2014-11-29Restore zero'ing RawVelocity in BSCharacter.ZeroMotion() in favour of not ↵Justin Clark-Casey (justincc)1-1/+1
calling ZeroMotion in SetPhysicalProperties() at all SetPhysicalProperties is only called when adding a new character so it looks like there is no existing data to reset anyway.
2014-11-29minor: Remove a few indenting problems introduced to recent 265fe349 and ↵Justin Clark-Casey (justincc)1-3/+3
convert the m_log.DebugFormat() call back to the original DetailLog call
2014-11-29Somewhat improve avatar region crossings by properly preserving velocity ↵Justin Clark-Casey (justincc)10-30/+65
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