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* Clear OdeCharacter CollisionEventUpdate when we subscribe or unsubscribe ↵Justin Clark-Casey (justincc)2011-10-251-0/+2
| | | | from collision events
* Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)2011-10-255-28/+10
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* Get rid of the pointless null checks on collision listeners. Add warning ↵Justin Clark-Casey (justincc)2011-10-251-0/+6
| | | | about synchronicity for PhysicsActor.OnCollisionUpdate event doc
* When sending object collision updates, don't null out and recreate the ↵Justin Clark-Casey (justincc)2011-10-252-13/+8
| | | | CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.
* For ScenePresence collision events, instead of creating a new ↵Justin Clark-Casey (justincc)2011-10-252-5/+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.
* Fix bug where collision event listeners were not removed once the listener ↵Justin Clark-Casey (justincc)2011-10-251-4/+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)2011-10-251-4/+4
| | | | it's an OdePrim
* very minor removal of old commented out line of code in OdeSceneJustin Clark-Casey (justincc)2011-10-211-5/+3
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* remove unnecessary null check on _collisionEventPrimJustin Clark-Casey (justincc)2011-10-201-3/+0
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* Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)2011-10-201-22/+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)2011-10-202-13/+5
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* Temporarily put in log lines to record time taken to set terrain in OdeScene.Justin Clark-Casey (justincc)2011-10-181-0/+6
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* Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2011-10-182-2/+10
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* Don't bother taking OdeLock during OdeScene construction, since there can be ↵Justin Clark-Casey (justincc)2011-10-181-16/+13
| | | | no contention until the object is constructed.
* Remove unnecessary lock of OdeLock in OdePrim.changeadd()Justin Clark-Casey (justincc)2011-10-181-18/+13
| | | | This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock.
* minor: method doc to explain a lock of OdeLockJustin Clark-Casey (justincc)2011-10-182-1/+3
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* Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)2011-10-184-97/+81
| | | | Despite its name, this wasn't actually being used in any collision checking
* Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-171-0/+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)2011-10-152-54/+36
| | | | Eliminate redundant argument on ProcessTaints()
* restrict unnecessary access levels on ODEPrim fields/propertiesJustin Clark-Casey (justincc)2011-10-151-19/+17
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* refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)2011-10-153-129/+195
| | | | 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)2011-10-141-1/+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).
* Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)2011-10-142-88/+125
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* More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-132-8/+33
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* refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)2011-10-132-91/+79
| | | | | | into a DestroyOdeStructures() method also adds some method doc
* Remove unused local variable i from OdeScene.Simulate()Justin Clark-Casey (justincc)2011-10-051-3/+0
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* adjust some whitespace to trigger another build, to check the last failure ↵Justin Clark-Casey (justincc)2011-09-171-2/+2
| | | | was just a glitch
* Remove old bullet DotNET and X libraries in preparation for BulletSJustin Clark-Casey (justincc)2011-09-179-7027/+0
| | | | | These weren't working properly anyway. You will need to rerun prebuild.sh/.bat after this commit, and maybe "nant clean" as well.
* Stop the avatar stalling on its first boarder cross when using the ODE pluginJustin Clark-Casey (justincc)2011-09-161-6/+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
* Use GetMeshKey from PrimitiveBaseShape.Robert Adams2011-08-292-15/+23
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* Merge branch 'master' into bulletsimMic Bowman2011-08-292-67/+43
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| * Move GetMeshKey from buried inside Meshmerizer to a public method on ↵Robert Adams2011-08-281-62/+1
| | | | | | | | | | | | PrimitiveBaseShape Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
| * Add level of detail specification to optionally reduce the number of ↵Robert Adams2011-08-282-5/+42
| | | | | | | | | | | | vertices in generated prim meshes Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* | BulletSim: add mesh representation. Use meshes for static objects and switch ↵Robert Adams2011-08-263-129/+228
| | | | | | | | to hulls for physical objects.
* | Merge branch 'master' into bulletsimMic Bowman2011-08-191-1/+7
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneManager.cs
| * If SP.MoveToTarget has been called with a force walk, begin by landing the ↵Justin Clark-Casey (justincc)2011-08-111-1/+5
| | | | | | | | | | | | avatar. There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
| * Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()Justin Clark-Casey (justincc)2011-08-101-0/+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
* | BulletSim: add runtime setting of physics parameters. Update default values.Robert Adams2011-08-185-28/+329
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* | BulletSim: fix problem with not convex hulling large objects by creating ↵Mic Bowman2011-08-051-3/+5
| | | | | | | | unit meshes and always scaling in Bullet
* | Merge branch 'master' into bulletsimMic Bowman2011-08-056-821/+924
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| * extend move test to check one beat of the simulator without actually asking ↵Justin Clark-Casey (justincc)2011-08-031-4/+8
| | | | | | | | the npc to move.
| * Move common gemo/agent map name code into CreateGeom()Justin Clark-Casey (justincc)2011-08-011-11/+5
| | | | | | | | Fix build break.
| * Instead of preserving old name in geom_name_map in change size or shape, use ↵Justin Clark-Casey (justincc)2011-08-011-7/+3
| | | | | | | | | | | | the Name property instead. This is equivalent since the prim 'name' is never changed. In fact, this propery is never used for prims
| * comment out unused code in OdeScene.TriCallback()Justin Clark-Casey (justincc)2011-08-011-12/+12
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| * On geom removal, remove the name from the OdeScene.geom_name_map tooJustin Clark-Casey (justincc)2011-08-011-0/+1
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| * remove the unused ODEPrim.prev_geom fieldJustin Clark-Casey (justincc)2011-08-011-3/+0
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| * When an ODE geom is removed (as when a non-phantom prim is deleted, resized ↵Justin Clark-Casey (justincc)2011-08-011-0/+2
| | | | | | | | | | | | or shape changed, also remove the OdeScene.actor_name_map entry pointing to the phys actor This is to stop a small memory leak over time when prims are deleted or phantom-toggled
| * refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)2011-08-013-43/+48
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| * minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵Justin Clark-Casey (justincc)2011-08-012-1/+4
| | | | | | | | to the summary, it is being called from within Simulate() lock (OdeLock)
| * If a prim changes size or shape, add actor to _parent_scene.actor_name_map ↵Justin Clark-Casey (justincc)2011-08-011-1/+4
| | | | | | | | | | | | | | | | with new prim_geom key, as the old one becomes invalid. This resolves http://opensimulator.org/mantis/view.php?id=5603 where changing size or shape would stop collision_start being fired in a running script. In both this and existing code we are not removing old actors from actor_name_map when the existing prim_geom is removed, which leads to a small memory leak over time. This needs to be fixed.