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2011-11-04Add comment for experimental effect of removing the Thread.Sleep(20) in ↵Justin Clark-Casey (justincc)2-1/+4
ODEPrim.changevelocity()
2011-11-04Stop llPushObject() from causing problems by adding force via a taint rather ↵Justin Clark-Casey (justincc)1-2/+25
than directly. This isn't a perfect solution since there can be a race between the taint processing and taint setting, as force needs to be reset after processing. Needs careful locking in the future.
2011-10-29Add taint target velocity for ODECharacters as is already done for ↵Justin Clark-Casey (justincc)1-7/+12
ODECharacter position and position and velocity for ODEPrims. This is to help stop surprises if the velocity is set in the middle of physics calculations, though this probably isn't a huge problem. It's more for consistency and for the next step of removing some scene locks
2011-10-29tidy up OdeCharacter so that we just use OpenMetaverse.Vector3 assignment ↵Justin Clark-Casey (justincc)1-51/+39
directly where possible, instead of transferring X, Y and Z components separately some of this is probably a hold over from using ODE.Vector3, which is still necessary in some places.
2011-10-29Move position set from taint to logically better position at top of ↵Justin Clark-Casey (justincc)1-12/+12
ODECharacter.ProcessTaints() though this makes no practical difference
2011-10-29Stop setting _position as well as m_taint_position in ODECharacter.PositionJustin Clark-Casey (justincc)1-4/+1
setting position at the same time as taint appears to undermine the whole purpose of taint testing doesn't reveal any obvious regressions in doing this
2011-10-27Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵Justin Clark-Casey (justincc)2-1/+24
only receive the very first collision.
2011-10-25Clear OdeCharacter CollisionEventUpdate when we subscribe or unsubscribe ↵Justin Clark-Casey (justincc)1-0/+2
from collision events
2011-10-25Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)5-28/+10
2011-10-25Get rid of the pointless null checks on collision listeners. Add warning ↵Justin Clark-Casey (justincc)1-0/+6
about synchronicity for PhysicsActor.OnCollisionUpdate event doc
2011-10-25When sending object collision updates, don't null out and recreate the ↵Justin Clark-Casey (justincc)2-13/+8
CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.
2011-10-25For ScenePresence collision events, instead of creating a new ↵Justin Clark-Casey (justincc)2-5/+11
CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead. This assumes that the listener is using the data synchronously, which is currently the case.
2011-10-25Fix bug where collision event listeners were not removed once the listener ↵Justin Clark-Casey (justincc)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.
2011-10-25minor: rename a parameter in OdeScene.Simulate() from actor -> prim since ↵Justin Clark-Casey (justincc)1-4/+4
it's an OdePrim
2011-10-21very minor removal of old commented out line of code in OdeSceneJustin Clark-Casey (justincc)1-5/+3
2011-10-20remove unnecessary null check on _collisionEventPrimJustin Clark-Casey (justincc)1-3/+0
2011-10-20Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)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
2011-10-20For now, stop passing timeStep into methods where it's not actually used.Justin Clark-Casey (justincc)2-13/+5
2011-10-18Temporarily put in log lines to record time taken to set terrain in OdeScene.Justin Clark-Casey (justincc)1-0/+6
2011-10-18Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2-2/+10
2011-10-18Don't bother taking OdeLock during OdeScene construction, since there can be ↵Justin Clark-Casey (justincc)1-16/+13
no contention until the object is constructed.
2011-10-18Remove unnecessary lock of OdeLock in OdePrim.changeadd()Justin Clark-Casey (justincc)1-18/+13
This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock.
2011-10-18minor: method doc to explain a lock of OdeLockJustin Clark-Casey (justincc)2-1/+3
2011-10-18Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)4-97/+81
Despite its name, this wasn't actually being used in any collision checking
2011-10-17Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)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 :)
2011-10-15reduce access to ODECharacter methods to make code analysis easier. ↵Justin Clark-Casey (justincc)2-54/+36
Eliminate redundant argument on ProcessTaints()
2011-10-15restrict unnecessary access levels on ODEPrim fields/propertiesJustin Clark-Casey (justincc)1-19/+17
2011-10-15refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)3-129/+195
internal to aid code reading/analysis. Remove some unused method arguments
2011-10-14Change hardcoded ODE total frame time to match the default total frame time ↵Justin Clark-Casey (justincc)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).
2011-10-14Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)2-88/+125
2011-10-13More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2-8/+33
2011-10-13refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)2-91/+79
into a DestroyOdeStructures() method also adds some method doc
2011-10-05Remove unused local variable i from OdeScene.Simulate()Justin Clark-Casey (justincc)1-3/+0
2011-09-17adjust some whitespace to trigger another build, to check the last failure ↵Justin Clark-Casey (justincc)1-2/+2
was just a glitch
2011-09-17Remove old bullet DotNET and X libraries in preparation for BulletSJustin Clark-Casey (justincc)9-7027/+0
These weren't working properly anyway. You will need to rerun prebuild.sh/.bat after this commit, and maybe "nant clean" as well.
2011-09-16Stop the avatar stalling on its first boarder cross when using the ODE pluginJustin Clark-Casey (justincc)1-6/+13
When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor. This in turn reset Velocity, which cause the border stall. I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose
2011-08-29Use GetMeshKey from PrimitiveBaseShape.Robert Adams2-15/+23
2011-08-28Move GetMeshKey from buried inside Meshmerizer to a public method on ↵Robert Adams1-62/+1
PrimitiveBaseShape Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-08-28Add level of detail specification to optionally reduce the number of ↵Robert Adams2-5/+42
vertices in generated prim meshes Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-08-26BulletSim: add mesh representation. Use meshes for static objects and switch ↵Robert Adams3-129/+228
to hulls for physical objects.
2011-08-18BulletSim: add runtime setting of physics parameters. Update default values.Robert Adams5-28/+329
2011-08-11If SP.MoveToTarget has been called with a force walk, begin by landing the ↵Justin Clark-Casey (justincc)1-1/+5
avatar. There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
2011-08-10Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()Justin Clark-Casey (justincc)1-0/+2
Default for this function is now not to automatically land. This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground. Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot. A better approach would be to gradually slow the avatar as we near the target
2011-08-05BulletSim: fix problem with not convex hulling large objects by creating ↵Mic Bowman1-3/+5
unit meshes and always scaling in Bullet
2011-08-05BulletSim: Parameters settable from ini file. Linksets. Physical property ↵Robert Adams4-213/+316
value tuning
2011-08-03extend move test to check one beat of the simulator without actually asking ↵Justin Clark-Casey (justincc)1-4/+8
the npc to move.
2011-08-01Move common gemo/agent map name code into CreateGeom()Justin Clark-Casey (justincc)1-11/+5
Fix build break.
2011-08-01Instead of preserving old name in geom_name_map in change size or shape, use ↵Justin Clark-Casey (justincc)1-7/+3
the Name property instead. This is equivalent since the prim 'name' is never changed. In fact, this propery is never used for prims
2011-08-01comment out unused code in OdeScene.TriCallback()Justin Clark-Casey (justincc)1-12/+12
2011-08-01On geom removal, remove the name from the OdeScene.geom_name_map tooJustin Clark-Casey (justincc)1-0/+1