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2012-07-11ubitODE leaksUbitUmarov3-25/+33
2012-07-10 let rotationVelocity or AngularVelocity be setted on prims. Limited toUbitUmarov1-19/+46
12rad/s
2012-07-09 retry fixing ode getconfiguration()UbitUmarov1-1/+8
2012-07-09 fix ode getconfigurationUbitUmarov2-2/+2
2012-07-09 log ODE lib configurationUbitUmarov1-3/+7
2012-07-09 fix ODE dispose plus minor clean. On regions restart ode.dispose seemsUbitUmarov1-15/+43
to be called with scene still calling simulation, that should be changed, for now added a check for a valid world in ode simulation
2012-07-07ODE turn off material dependent friction while vehicle linear motor is ↵UbitUmarov3-5/+9
Effective. Increase a bit world damping of velocities
2012-07-06Clean up collision reporting code so they are properly passed toRobert Adams4-58/+107
the simulator in batches. More comments.
2012-06-30ubitode: create and use 4 off world collision spaces for offworld static primsUbitUmarov1-11/+38
2012-06-30Remove some mono compiler warningsJustin Clark-Casey (justincc)1-2/+3
2012-06-29Move update of the final optional ODE total frame stat inside the OdeLock ↵Justin Clark-Casey (justincc)1-3/+3
rather than outside to avoid a very occasional race condition with the stat collection thread
2012-06-29refactor: rename _collisionEventPrim to m_collisionEventActors and ↵Justin Clark-Casey (justincc)1-12/+12
_collisionEventPrimChanges to m_collisionEventActorsChanges to reflect their actual contents. These dictionaries handle all actor types, not just physical prims.
2012-06-29Fix a regression where we stopped removing avatars from collision event ↵Justin Clark-Casey (justincc)1-1/+1
reporting on logout, rather than stopping clearing their collision events. This occurred in b18c8c8 (Thu May 17 2012). This was a cause of very occasional race conditions and likely memory leakage as clients came and went from the region.
2012-06-04 fix addforce/impulse.UbitUmarov1-3/+3
2012-06-01Add 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
2012-06-01If 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.
2012-06-01Add 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
2012-06-01Add avatar forces calculation, prim force and raycasting per frame ↵Justin Clark-Casey (justincc)1-7/+46
millisecond optional stats
2012-06-01Collection optional avatar and prim taint frame millisecond timesJustin Clark-Casey (justincc)1-7/+36
2012-06-01Remove recent optional native collision frame milliseconds statJustin Clark-Casey (justincc)1-13/+1
Unnecessary since this has now been broken down into space collisions and geom collisions
2012-06-01Add optional stat that records milliseconds spent notifying collision ↵Justin Clark-Casey (justincc)1-0/+14
listeners in physics frames
2012-06-01Add avatar and prim update milliseconds per frame optional statsJustin Clark-Casey (justincc)1-7/+31
2012-06-01Add option native step frame ms statJustin Clark-Casey (justincc)1-9/+21
2012-06-01Add total ODE frame time optional stat, as a sanity check on the main scene ↵Justin Clark-Casey (justincc)1-7/+21
physics stat
2012-06-01Break down native ODE collision frame time stat into native space collision ↵Justin Clark-Casey (justincc)1-4/+22
and geom collision stats
2012-06-01Rename 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.
2012-06-01Stop 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.
2012-06-01minor: comment out currently unused OdeScene.sCollisionDataJustin Clark-Casey (justincc)1-9/+9
2012-06-01Add ODE avatar and prim collision numbers if extra stats collection is enabled.Justin Clark-Casey (justincc)1-5/+34
2012-06-01Fix 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.
2012-05-31Add 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.
2012-05-30ubitode prim: if makebody() is called already having a body, do a full ↵UbitUmarov1-3/+4
destrution so there are no 'leaks'.
2012-05-30Guard setting the building flagMelanie1-0/+4
2012-05-30Whitespace fixMelanie1-1/+1
2012-05-29 fix physics not reporting collisions only with terrainUbitUmarov1-0/+1
2012-05-28 fix avatars collisions on sim crossings and other few cases where ↵UbitUmarov1-2/+1
freemove() is called
2012-05-28a bit cleaner code (?) on sculpts/meshs meshing checkingUbitUmarov1-7/+6
2012-05-28 let meshs work indenpendently of mesh_sculpted_prim config optionUbitUmarov1-29/+25
2012-05-28revert making sculpts phanton if sculpt meshing option is offUbitUmarov1-2/+0
2012-05-27Let OOB information usable outside ubitodeUbitUmarov3-29/+33
2012-05-21 also don't collide sculps or meshs if meshing is OFFUbitUmarov1-0/+2
2012-05-21 try to let avas climb higher steps. Will only work in some cases, may have ↵UbitUmarov2-9/+75
bad effects, so needs some more testing
2012-05-20minor changesUbitUmarov3-32/+24
2012-05-19 reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov3-125/+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 IsPhysicalUbitUmarov1-1/+1
2012-05-19add colliders relative velocity projected in collision direction to ↵UbitUmarov3-1/+13
collisions report information.
2012-05-18refactor: 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.
2012-05-17Don'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
2012-05-15ubitODE: if stopped having collisions do report zero colisions once, so ↵UbitUmarov2-9/+43
collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate.
2012-05-15ubitODE: fix not reporting land collisions on same cases.UbitUmarov1-2/+25