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* refactor: simply some properties code in BasicPhysicsPluginJustin Clark-Casey (justincc)2012-04-222-72/+12
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* Fix bug where setting phantom on a prim would result in a server log message ↵Justin Clark-Casey (justincc)2012-04-222-18/+367
| | | | | | | | rather than setting phantom. This was an oversight when removing some race conditions from PhysicsActor setting recently. Regression tests extended to probe this code path. Extending regression tests required implementation of a BasicPhysicsPrim (there was none before). However, BasicPhysics plugin is still of no current practical use other than to fill in as a component for other parts of regression testing.
* Comment out spurious Body != IntPtr.Zero code after disableBody(), since ↵Justin Clark-Casey (justincc)2012-04-212-10/+20
| | | | disableBody() sets Body == IntPtr.Zero on all code paths.
* refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate.Justin Clark-Casey (justincc)2012-04-211-115/+117
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* Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim.Justin Clark-Casey (justincc)2012-04-211-116/+88
| | | | | | prim_geom == IntPtr.Zero only before a new add prim taint is processed (which is the first taint) or in operations such as scale change which are done in taint or under lock. Therefore, we can remove these checks which were not consistently applied anyway. If there is a genuine problem, better to see it quickly in a NullReferenceException than hide the bug.
* If a physical prim is manually moved (e.g. by a user) then set the geometry ↵Justin Clark-Casey (justincc)2012-04-201-12/+10
| | | | | | | position as well as the body position This is necessary to stop the moved prim snapping back to the original position on deselection if moved only once This resolves http://opensimulator.org/mantis/view.php?id=5966
* BulletSim: make avatar animations update properly.Robert Adams2012-03-263-9/+48
| | | | | | | It seems that ODE calls the avatar collision handling routine even if there are no collisions. This causes the animation to be updated. So, for instance, going from HOVER to FLY is caused by the physics engine calling the collision routine each frame with 0 collisions.
* BulletSim: fix typo introducted by previous checkins (git merge sometimes ↵Robert Adams2012-03-261-3/+0
| | | | makes mistakes)
* Merge branch 'bulletsim1' of ↵Robert Adams2012-03-231-1/+6
|\ | | | | | | | | | | | | ssh://island.sciencesim.com/home/sceneapi/radams1/bs-opensim into bulletsim1 Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
| * BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵Robert Adams2012-03-223-15/+11
| | | | | | | | (there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
| * BulletSim: update TODO list. Rearrange code for readability. Add per object ↵Robert Adams2012-03-212-17/+17
| | | | | | | | friction and restitution runtime settable parameters.
| * BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵Robert Adams2012-03-212-3/+9
| | | | | | | | buoyancy for flying. Tweek avatar default friction and resititution
| * BulletSim: set buoyancy in only one placeRobert Adams2012-03-211-5/+3
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| * BulletSim: add some new runtime setable parameters to match the dll.Robert Adams2012-03-212-7/+16
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| * BulletSim: Update list of TODO tasksRobert Adams2012-03-211-0/+13
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* | BulletSim: change default of shouldDisableContactPoolDynamicAllocation from ↵Robert Adams2012-03-231-2/+2
| | | | | | | | False to True. It seems that collisions don't happen well when it is False (things fall through terrain).
* | BulletSim: Add new configuration parameters to get and set console commandsRobert Adams2012-03-231-4/+32
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* | BulletSim: add a bunch of internal Bullet configuration parameters to ↵Robert Adams2012-03-232-0/+43
| | | | | | | | OpenSimDefaults.ini and the code.
* | BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵Robert Adams2012-03-233-15/+11
| | | | | | | | (there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
* | BulletSim: update TODO list. Rearrange code for readability. Add per object ↵Robert Adams2012-03-232-17/+17
| | | | | | | | friction and restitution runtime settable parameters.
* | BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵Robert Adams2012-03-232-3/+9
| | | | | | | | buoyancy for flying. Tweek avatar default friction and resititution
* | BulletSim: set buoyancy in only one placeRobert Adams2012-03-231-5/+3
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* | BulletSim: add some new runtime setable parameters to match the dll.Robert Adams2012-03-232-7/+16
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* | BulletSim: Update list of TODO tasksRobert Adams2012-03-231-0/+13
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* Add prim name to "[MESH]: No recognized physics mesh..." log messageJustin Clark-Casey (justincc)2012-03-201-1/+1
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* refactor: precalculate the fixed movement factor for avatar tilting ↵Justin Clark-Casey (justincc)2012-03-202-8/+16
| | | | (sqrt(2)) rather than doing it multiple times on every move.
* refactor: Eliminate unnecessary duplicate avCapsuleTiltedJustin Clark-Casey (justincc)2012-03-201-3/+7
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* Fix crash where two scene loop threads could changes m_MeshToTriMeshMap at ↵Justin Clark-Casey (justincc)2012-03-201-10/+16
| | | | | | the same time. Have to lock m_MeshToTriMeshMap as property is static and with more than one region two scene loops could try to manipulate at the same time.
* Stop spurious scene loop startup timeout alarms for scenes with many prims.Justin Clark-Casey (justincc)2012-02-241-0/+2
| | | | | | | | On the first frame, all startup scene objects are added to the physics scene. This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame. This commit also slightly changes the behaviour of timeout reporting. Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check. Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
* Load 32-bit or 64-bit BulletSim Windows library automatically as appropriate.Justin Clark-Casey (justincc)2012-02-211-0/+3
| | | | | This uses the same approach as ODE. radams, if this doesn't work for you please feel free to revert.
* Add 64 bit Windows sqlite3.dll and use this if running a 64-bit windows process.Justin Clark-Casey (justincc)2012-02-211-14/+1
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* Remove PhysXPlugin and wrappers.Justin Clark-Casey (justincc)2012-02-215-1001/+0
| | | | | In over 4 years this never progressed beyond an unimplemented stub. This doesn't mean that it can't come back if someone is interested in implementing PhysX support.
* Report an error if the required native Windows ODE library can't be found.Justin Clark-Casey (justincc)2012-02-181-1/+4
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* On Windows automatically load the correct native ODE library depending on ↵Justin Clark-Casey (justincc)2012-02-182-3/+24
| | | | | | | | | whether the process is 32-bit or 64-bit In theory, this means that a 64-bit Windows OS user can now run OpenSim.exe with ODE and use more than 2 (or 3) GB of memory. However, this is completely untested since I don't currently own a 64-bit Windows box. Feedback appreciated. Using OpenSim.32BitLaunch.exe should continue to work. Other platforms are unaffected. This will currently not work with sqlite - I will add that too if this works.
* Comment out "experimental" log message printed out whenever a physics mesh ↵Justin Clark-Casey (justincc)2012-02-161-2/+2
| | | | | | was generated for a mesh Also adds prim name to the "no asset data" error log message
* correct the default avatar_terminal_velocity value that I accidentally left ↵Justin Clark-Casey (justincc)2012-02-111-1/+1
| | | | in whilst testing
* Clamp ODE character velocity. Make ODE falling character 54m/s by default.Justin Clark-Casey (justincc)2012-02-112-1/+53
| | | | | | | If velocity reaches 256 in any vector then bad things happen with ODE, so we now clamp this value. In addition, a falling avatar is clamped by default at 54 m/s, which is the same as a falling skydiver. This also appears to be the value used on the linden lab grid. This should resolve http://opensimulator.org/mantis/view.php?id=5882
* Update BulletSim.dll with some interface changes and tuning (see ↵Robert Adams2012-01-252-6/+31
| | | | opensim-libs). Change BSScene to use new interface.
* Serialize calls to ODE Collide() function across OdeScene instances to ↵Justin Clark-Casey (justincc)2012-01-252-1/+32
| | | | | | | | | prevent ODE crashes on simulators running more than one region. It turns out that calls to Collide() are not thread-safe even for objects in different ODE physics worlds due to ODE static caches. For simulators running multiple regions, not serializing calls from different scene loops will sooner or later cause OpenSim to crash with a native stack trace referencing OBBCollider. This affects the default OPCODE collider but not GIMPACT. However, GIMPACT fails for other reasons under some current simulator loads. ODE provides a thread local storage option, but as of ODE r1755 (and r1840) DLLs compiled with this crash OpenSim immediately.
* Restrict accessible of ODECharacter Shell and Body. Add method doc and some ↵Justin Clark-Casey (justincc)2012-01-242-12/+27
| | | | error log lines.
* Adding commented out log messages and some minor formatting for future bug ↵Justin Clark-Casey (justincc)2012-01-021-0/+1
| | | | hunting. No functional changes.
* Align default ODE_STEPSIZE with that already used through OpenSimDefaults.iniJustin Clark-Casey (justincc)2011-12-221-2/+2
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* Remove unused SetAcceleration and add set on Acceleration parameterDan Lake2011-12-2010-34/+13
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2011-12-201-1/+1
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| * Comment out accidentally left in "Adding physics prim" log messageJustin Clark-Casey (justincc)2011-12-161-1/+1
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* | Fixed bug of avie going under the terrain when crossing regions in certain ↵Diva Canto2011-12-201-2/+2
|/ | | | directions. This was a 1-off bug: the terrain was being placed in 127, 127 resulting in a bounding box if -2, 256. I placed it in 128, 128 resulting in a bounding box of -1, 257.
* Stop pointlessly setting the m_colliderarr[] to false in the ODECharacter ↵Justin Clark-Casey (justincc)2011-12-151-5/+0
| | | | constructor
* Stop having to call SetHeight again in ScenePresence.AddToPhysicalScene() ↵Justin Clark-Casey (justincc)2011-12-153-18/+25
| | | | | | when we've already passed size information to the avatar at PhysicsScene.AddAvatar() Eliminate some copypasta for height setting in OdeCharacter
* Code cleanup related to ScenePresence.PhysicsActor and OdeScene/OdeCharacterJustin Clark-Casey (justincc)2011-12-152-8/+24
| | | | | | Stop hiding RemoveAvatar failure, add log messages when characters are removed through defects or re-added unexpectedly. Add commented out log lines for future use. Use automatic property for PhysicsActor for better code readability and simplicity
* minor: add some currently commented log lines for use in debuggingJustin Clark-Casey (justincc)2011-12-141-1/+8
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