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* BulletSim: fix cut-and-paste typo in constraint frame setting.Robert Adams2015-07-211-1/+1
| | | | | This code is in the XNA module so it does not affect the normal Bullet configuration .
* BulletSim: fix two compiler warnings.Robert Adams2015-06-252-5/+0
| | | | Mostly code left over from things that are not done that way anymore.
* lock collision mesh cache when accessingdahlia2015-05-031-3/+9
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* Make Meshmerizer mesh cache static so it can be shared across class instancesdahlia2015-05-031-1/+2
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* Updated all occurrences of AssemblyVersion("0.8.1.*") to ↵Diva Canto2015-04-297-7/+7
| | | | AssemblyVersion("0.8.2.*")
* BulletSim: implement VEHICLE_REFERENCE_FRAME. Thanks Vegaslon!.Robert Adams2015-04-051-14/+21
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* BulletSim: add VEHICLE_ more parameter value limit checking.Robert Adams2015-03-071-29/+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.
* Somewhat naive implementation of RotationalVelocity setter for ODE. Enables ↵dahlia2015-02-071-0/+9
| | | | llSetRotationalVelocity(), llTargetOmega(), llLookAt(), and probably a few more LSL features for physical objects in ODE.
* BulletSim: add parameters and parameter definitions for VHACDRobert Adams2015-01-253-1/+61
| | | | addition coming.
* BulletSim: fix line ending problems.Robert Adams2015-01-071-1/+1
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* BulletSim: make computation of hole cut in hull tester explicitRobert Adams2015-01-071-1/+1
| | | | math showing the odd PrimitiveBaseShape value rather than a constant.
* BulletSim: tweek step parameters and logic to make walking up stepsRobert Adams2015-01-072-12/+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.
* BulletSim: comment out the reference to BSShapeHull in BulletSim testsRobert Adams2015-01-041-2/+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.
* BulletSim: correct some of the debugging input and output of PrimitiveBaseShape.Robert Adams2015-01-042-4/+8
| | | | Whoever defined that structure was really into esoteric coding.
* BulletSim: remove compile reference error trying to figure out why mono ↵Robert Adams2014-12-311-2/+2
| | | | compiling doesn't like it
* BulletSim: add the beginnings of hull creation unit testing.Robert Adams2014-12-315-12/+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.
* BulletSim: Add axis locking enabled through the ExtendedPhysics module.Robert Adams2014-12-314-69/+404
| | | | | Allows locking of prim/linkset relative moving in each of the linear and angular axis. Limits on movement or rotation can be set.
* BulletSim: move detail log of InternalScheduleRebuild to reduce log file spamRobert Adams2014-11-301-5/+5
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* BulletSim: Remove linkset 'Incomplete' flag as its meaning couldn't be made ↵Robert Adams2014-11-303-23/+26
| | | | clear. Add 'InternalScheduleRebuild() CHange rebuild code to call InternalScheduleRebuild() rather than ForceRebuild() to limit the scope of the changes made by the linkset.
* BulletSim: add BSLinkset.AllPartsComplete that checks of all linkset members ↵Robert Adams2014-11-302-21/+18
| | | | are not Incomplete and not waiting for assets. Change BSPrimLinkable to use AllPartsComplete.
* BulletSim: Make BSPrimLinkable 'incomplete' if any of its children are ↵Robert Adams2014-11-301-1/+23
| | | | waiting for assets to load.
* BulletSim: add shape and linkset rebuild scheduled flags. Add ↵Robert Adams2014-11-307-19/+101
| | | | BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
* Restore zero'ing RawVelocity in BSCharacter.ZeroMotion() in favour of not ↵Justin Clark-Casey (justincc)2014-11-291-1/+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.
* minor: Remove a few indenting problems introduced to recent 265fe349 and ↵Justin Clark-Casey (justincc)2014-11-291-3/+3
| | | | convert the m_log.DebugFormat() call back to the original DetailLog call
* Somewhat improve avatar region crossings by properly preserving velocity ↵Justin Clark-Casey (justincc)2014-11-2910-30/+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.
* refactor: Move methods to start a monitored thread, start work in its own ↵Justin Clark-Casey (justincc)2014-11-251-1/+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
* Add [BulletSim] option AvatarToAvatarCollisionsByDefault to control whether ↵Justin Clark-Casey (justincc)2014-11-253-3/+16
| | | | | | | | | avatars collide. This is true by default. This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene. So there is no provision yet for giving avatars different collision types. This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim This is equivalent to the av_av_collisions_off option in ODE.
* Label all threadpool calls being made in core OpenSimulator. This is to add ↵Justin Clark-Casey (justincc)2014-11-251-1/+1
| | | | | | problem diagnosis. "show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
* If Bullet is running on its own thread, use a reset event to control timing ↵Justin Clark-Casey (justincc)2014-11-251-2/+9
| | | | | | | rather than a sleep. In theory, there should be no difference between these mechanisms. However, on at least Mono 3.2.8 waiting via an event appears to be much more accurate.
* Make BulletSim thread be ThreadPriority.Highest if runningJustin Clark-Casey (justincc)2014-11-251-0/+2
| | | | | Will only effect Windows or mono with a patch such as https://gist.github.com/justincc/31e52218d098529b4696 applied For test purposes
* Temporary hack to disable av to av collisions in bulletsim.Justin Clark-Casey (justincc)2014-11-251-1/+1
| | | | Need to do this for a test. Final implementation will be properly controlled through a property.
* If calling llStopMoveToTarget() on an in-world prim, don't send an ↵Justin Clark-Casey2014-11-1910-19/+45
| | | | | | | unnecessary object update if the prim was not moving to target. This involves making PhysicsActor.PIDActive get as well as set. On physics components that don't implement this (all characters and some phys engines) we return false.
* Merge branch 'master' into bullet-2.82Robert Adams2014-09-031-3/+12
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| * Don't need to check separate physics status in bulletsim update since that ↵Justin Clark-Casey (justincc)2014-09-031-2/+3
| | | | | | | | | | | | method is only run for an indepndent thread anyway. Also remove bulletsim monitored thread from watchdog on shutdown.
| * Make bulletsim thread alarm if no update for 5 seconds.Justin Clark-Casey (justincc)2014-09-031-1/+4
| | | | | | | | The cost is minimal (also done for scene loop) at the benefit of telling us if this thread simply stops for some reason.
| * minor: fix indenting from previous commit b08ab1eJustin Clark-Casey (justincc)2014-09-031-7/+7
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| * If BulletSim is running on its own threads, start this thread via the thread ↵Justin Clark-Casey (justincc)2014-09-031-3/+8
| | | | | | | | | | | | | | watchdog. This allows us to see the presence of the permanent thread via the "show threads" console comand. Also adds the region name to the thread name.
* | BulletSim: add new Bullet 2.82 constraint type codes and rename theRobert Adams2014-08-212-7/+9
|/ | | | BulletSim fixed constraint to not be confused with the native version.
* BulletSim: thread safe handling of list of avatars.Robert Adams2014-07-301-3/+18
| | | | Fix for 7284 which is an enumeration exception when starting up a region.
* Allow the "debug scene set physics false|true" command to work when ↵Justin Clark-Casey (justincc)2014-07-292-1/+14
| | | | | | bulletsim physics is running in a separate thread. This will also allow the "disable physics" setting in the region debug viewer dialog to work in this circumstance.
* BulletSim: rearrange code for sensing whether shapes have beenRobert Adams2014-07-263-60/+60
| | | | | | constructed. Add routine to check for failed and use that method rather than checking individual state.
* Fixed avatar hovering above the ground. The avatar physics capsule was too tall.Oren Hurvitz2014-07-211-2/+4
| | | | | This is related to http://opensimulator.org/mantis/view.php?id=7067 . But that bug complains about BulletSim, and this fix is for ODE.
* BulletSim: Modify first and default vehicle vertical attractor to be feature ↵Vegaslon2014-07-181-0/+14
| | | | | | complete with use of the Limit Roll Only Flag. Signed-off-by: Robert Adams <misterblue@misterblue.com>
* refactor: slightly adjust some code in ODECharacter.Move() to eliminate a ↵Justin Clark-Casey (justincc)2014-07-181-18/+19
| | | | condition check without changing the logic
* With ODE physics, fix an issue where the avatar couldn't jump and then move ↵Justin Clark-Casey (justincc)2014-07-181-18/+5
| | | | | | | forward when moving south or west. Addresses http://opensimulator.org/mantis/view.php?id=5003 Thanks to UbitUmarov for this fix.
* BulletSim: rearrange code to prevent using null pointers when aRobert Adams2014-07-171-11/+10
| | | | child mesh is not available when building a linkset.
* Bulletsim: Create AvatarTerminalVelocity to BulletSim like what ODE and SL ↵Vegaslon2014-06-272-2/+25
| | | | has. Before this falling from really high caused the avatar to fall faster then the veiwer can handle and cause camera issues.
* BulletSim: add some locking for collision lists to prevent collsionsRobert Adams2014-06-202-4/+15
| | | | from locking up when running BulletSim on a separate thread.
* BulletSim: stop processing linkset child when it is discovered that theRobert Adams2014-06-181-0/+1
| | | | child doesn't have a physical shape. Another attempt at fixing Mantis 7191.
* BulletSim: more tweeks to AliciaRaven's flying mods. Added parametersRobert Adams2014-06-182-11/+18
| | | | | | | AvatarFlyingGroundMargin and AvatarFlyingGroundUpForce set to 5.0 and 2.0 respectively which seems to give about the same action as in SL. Also moved force addition to before the velocity to force computation so the upward velocity is properly applied to the avatar mass.