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path: root/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs (follow)
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* BulletSim: add the beginnings of hull creation unit testing.Robert Adams2014-12-311-0/+67
| | | | | | 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.
* Somewhat improve avatar region crossings by properly preserving velocity ↵Justin Clark-Casey (justincc)2014-11-291-3/+3
| | | | | | | | | 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
* 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
* 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: 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)2014-07-291-1/+4
| | | | | | 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: add some locking for collision lists to prevent collsionsRobert Adams2014-06-201-2/+8
| | | | from locking up when running BulletSim on a separate thread.
* BulletSim: add locking of PhysObjects while processing simulationRobert Adams2014-05-261-14/+20
| | | | | step updates and collisions. This is an attempt to fix a crash reported by Justin when doing high velocity teleports.
* Eliminated many warningsOren Hurvitz2014-04-231-1/+1
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* BulletSim: default physical terrain implementation to heightmap.Robert Adams2014-01-291-0/+8
| | | | | | | | It originally looked like mesh terrain would perform better for vehicles but, after much use, heightmap is the clear winner. Force terrain implementation to heightmap if the physics region is larger than legacy region size. This solves running out of memory for very large regions.
* varregion: many more updates removing the constant RegionSize and replacingRobert Adams2013-12-261-0/+1
| | | | with a passed region size. This time in the map code and grid services code.
* varregion: add plumbing to pass region size from Scene down to theRobert Adams2013-11-041-2/+10
| | | | | | physics engine. Older physics engines will default to the legacy region size. Update BulletSim to use the new region size information.
* BulletSim: add requestor's ID to post taint detail log message.Robert Adams2013-09-111-2/+3
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* BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams2013-09-111-18/+37
| | | | LocalID of object which created the taint.
* BulletSim: Extension parameters passed through the classes made to pass just ↵Robert Adams2013-09-111-0/+1
| | | | and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
* BulletSim: add physChangeLinkParams to set individual parameters on link ↵Robert Adams2013-09-111-14/+0
| | | | constraints. Not fully functional. Remove double definition of ExtendedPhysics parameters by having BulletSim reference the optional module (addition to prebuild.xml and usings).
* BulletSim: initial implementation of physChangeLinkFixed that resets a ↵Robert Adams2013-09-111-0/+4
| | | | linkset's link back to a fixed, non-moving connection.
* BulletSim: add some protections for processing when shutting down.Robert Adams2013-08-271-2/+2
| | | | Attempt to fix Mantis 6740 (http://opensimulator.org/mantis/view.php?id=6740).
* BulletSim: add physical object initialized flag so updates and collisionsRobert Adams2013-08-141-4/+8
| | | | | | | | | don't happen until the object is completely initialized. This fixes the problem of doing a teleport while the simulator is running. The destruction of the physical object while the engine is running means that the physics parameter update would overwrite the new position of the newly created avatar.
* BulletSim: add implementation of 'physSetLinksetType' and 'physGetLinksetType'Robert Adams2013-08-021-0/+17
| | | | | and processing routines in BulletSim. Add linkset rebuild/conversion routine in BSLinkset.
* BulletSim: fix small bug where everything looked like it was collidingRobert Adams2013-07-171-0/+3
| | | | before the first simulator step.
* BulletSim: make all the different angularVerticalAttraction algorithmsRobert Adams2013-07-081-2/+2
| | | | | | | | selectable from configuration paramters. Changed default algorithm to "1" from previous default as it seems to handle Y axis correction a little better. Add config file independent enablement of vehicle angular forces to make debugging easier (independent testing of forces).
* BulletSim: More tweaking on center-of-mass. Almost there. Changes have no ↵Robert Adams2013-07-061-1/+0
| | | | effect if LinksetOffsetCenterOfMass=false (the default).
* BulletSim: add the reset of the last commit for flush log file problems.Robert Adams2013-06-301-1/+1
| | | | Fix small typo in one log message.
* BulletSim: fix an occasional crash with flushing log files.Robert Adams2013-06-301-4/+2
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* BulletSim: add failure flag for meshing failure vs asset fetch failureRobert Adams2013-06-101-2/+2
| | | | | | so error messages make more sense. Change some BulletSim status log messages from WARN to INFO. Update TODO list.
* BulletSim: experimental movement of physics execution off of heartbeatRobert Adams2013-06-011-72/+199
| | | | | | | | | | thread. Off by default until more testing. Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics engine to be called on its own thread and the heartbeat thread only handles the reporting of property updates and collisions. Physics frame rate is about right but physics execution time goes to zero as accounted by the heartbeat loop.
* BulletSim: add gImpact shape type. Add logic to use gImpact shapeRobert Adams2013-05-211-0/+2
| | | | | for prims that have cuts or holes. Default logic to 'off' as it needs debugging.
* BulletSim: fix BulletSim crashing if there is no [BulletSim] sectionRobert Adams2013-05-171-0/+6
| | | | in any INI file. Update TODO list.
* BulletSim: use heightmap terrain when using BulletXNA.Robert Adams2013-05-131-0/+4
| | | | Output messages on features disabled when using BulletXNA.
* BulletSim: prims with no cuts created with single convex hull shape.Robert Adams2013-05-021-0/+3
| | | | Parameter added to enable/disable this feature.
* BulletSim: add Bullet HACD library invocation. Turned off by default as notRobert Adams2013-04-091-0/+1
| | | | totally debugged. Updated DLLs and SOs with more debugged HACD library code.
* BulletSim: convert BSDynamic to a BSActor and change BSPrim to setRobert Adams2013-03-311-1/+1
| | | | up the vehicle actor.
* BulletSim: rework parameter setting for different types of valuesRobert Adams2013-02-171-39/+15
| | | | (like vectors or quaternions).
* BulletSim: fix avatar bobbing or jiggling while stationary flying.Robert Adams2013-02-081-1/+1
| | | | Various comments and debugging message mods.
* BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams2013-02-081-2/+2
| | | | layers for physical (vs simulator) location displacement and linksets.
* Change passed PhysicsParameter value from float to the more general string valueRobert Adams2013-02-071-8/+33
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* BulletSim: rework some parameter setting implementation moving functionality ↵Robert Adams2013-02-051-29/+29
| | | | that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.
* BulletSim: first unit test: vehicle angular attractionRobert Adams2013-01-281-1/+1
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* BulletSim: fix the trimming of colliders so only the top 25 are returned.Robert Adams2013-01-281-2/+2
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* BulletSim: fix compile error from last commitRobert Adams2013-01-271-2/+2
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* BulletSim: first attempt at reporting top collidersRobert Adams2013-01-271-1/+16
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* BulletSim: remove exception that can happen when setting physics parameters ↵Robert Adams2013-01-241-2/+2
| | | | from the console.
* BulletSim: pass up and report the real collision penetration.Robert Adams2013-01-231-2/+3
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* BulletSim: center-of-gravity linkset changes. Not working yet.Robert Adams2013-01-231-2/+2
| | | | | | Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs