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path: root/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs (follow)
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* refactor: move EventQueueGet path generation into common method. Rename ↵Justin Clark-Casey (justincc)2012-05-181-1/+1
| | | | some local variables in line with code conventions. Add commented out EQG log lines for future use.
* Don't eagerly clear frame collision events when physics actors subscribe and ↵Justin Clark-Casey (justincc)2012-05-171-2/+8
| | | | | | | | unsubscribe from collisions, in order to avoid a race condition. Since this is done directly from ScenePresence, it can lead to a race condition with the simulator loop. There's no real point doing it anyway since the clear will be done very shortly afterwards by the simulate loop and either there are no events (for a new avatar) or events don't matter (for a departing avatar). This matches existing behaviour in OdePrim
* refactor: precalculate the fixed movement factor for avatar tilting ↵Justin Clark-Casey (justincc)2012-03-201-8/+13
| | | | (sqrt(2)) rather than doing it multiple times on every move.
* Clamp ODE character velocity. Make ODE falling character 54m/s by default.Justin Clark-Casey (justincc)2012-02-111-1/+42
| | | | | | | 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
* Serialize calls to ODE Collide() function across OdeScene instances to ↵Justin Clark-Casey (justincc)2012-01-251-0/+3
| | | | | | | | | 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)2012-01-241-11/+26
| | | | error log lines.
* Remove unused SetAcceleration and add set on Acceleration parameterDan Lake2011-12-201-6/+1
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* 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)2011-12-151-16/+22
| | | | | | 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)2011-12-151-3/+3
| | | | | | 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
* remove some mono compiler warningsJustin Clark-Casey (justincc)2011-11-251-3/+3
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* slightly simplify OdeScene.Simulate() by removing bool processtaints, since ↵Justin Clark-Casey (justincc)2011-11-221-117/+117
| | | | | | we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together
* Restore defects list. In hindsight, the reason for this is becuase we can't ↵Justin Clark-Casey (justincc)2011-11-211-12/+15
| | | | | | remove the character whilst iterating over the list. This commit also removes locking on OdeScene._characters since code is single threaded
* rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to ↵Justin Clark-Casey (justincc)2011-11-211-8/+10
| | | | match existing DestroyOdeStructures()
* refactor: Eliminate one line ODECharacter.doForce() method for code clarityJustin Clark-Casey (justincc)2011-11-211-15/+3
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* Comment out calls to OdeScene.waitForSpaceUnlock() since that method does ↵Justin Clark-Casey (justincc)2011-11-211-2/+2
| | | | nothing right now
* Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ↵Justin Clark-Casey (justincc)2011-11-211-29/+28
| | | | point of detection rather than later on.
* move geom/actor map maintenance into ↵Justin Clark-Casey (justincc)2011-11-211-8/+9
| | | | | | DestroyODEStructures()/AvatarGeomAndBodyCreation(). This saves us having to do it separately when a character capsule size is changed
* When changing avatar size in ODE, remove the old actor from the name and ↵Justin Clark-Casey (justincc)2011-11-211-7/+11
| | | | actor maps
* When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ↵Justin Clark-Casey (justincc)2011-11-211-9/+2
| | | | | | the actor reference in OdeScene.actor_name_map rather than leaving it dangling. This also largely centralizes adds/removes in OdeScene.AddCharacter()/RemoveCharacter()
* Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵Justin Clark-Casey (justincc)2011-11-211-8/+5
| | | | maintaining their own properties
* Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)2011-11-161-6/+0
| | | | | | | own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday
* Add comment for experimental effect of removing the Thread.Sleep(20) in ↵Justin Clark-Casey (justincc)2011-11-041-1/+1
| | | | ODEPrim.changevelocity()
* Stop llPushObject() from causing problems by adding force via a taint rather ↵Justin Clark-Casey (justincc)2011-11-041-2/+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.
* Add taint target velocity for ODECharacters as is already done for ↵Justin Clark-Casey (justincc)2011-10-291-7/+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
* tidy up OdeCharacter so that we just use OpenMetaverse.Vector3 assignment ↵Justin Clark-Casey (justincc)2011-10-291-51/+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.
* Move position set from taint to logically better position at top of ↵Justin Clark-Casey (justincc)2011-10-291-12/+12
| | | | ODECharacter.ProcessTaints() though this makes no practical difference
* Stop setting _position as well as m_taint_position in ODECharacter.PositionJustin Clark-Casey (justincc)2011-10-291-4/+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
* 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)2011-10-251-1/+1
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* For ScenePresence collision events, instead of creating a new ↵Justin Clark-Casey (justincc)2011-10-251-5/+3
| | | | | | 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.
* For now, stop passing timeStep into methods where it's not actually used.Justin Clark-Casey (justincc)2011-10-201-3/+2
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* Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)2011-10-181-1/+4
| | | | Despite its name, this wasn't actually being used in any collision checking
* reduce access to ODECharacter methods to make code analysis easier. ↵Justin Clark-Casey (justincc)2011-10-151-53/+35
| | | | Eliminate redundant argument on ProcessTaints()
* More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-131-6/+10
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* refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)2011-10-131-90/+57
| | | | | | into a DestroyOdeStructures() method also adds some method doc
* 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
* 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
* minor: remove mono compiler warnings, some code spacing adjustmentsJustin Clark-Casey (justincc)2011-07-301-1/+4
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* minor: Add method doc to collision subscription methods. Change method case ↵Justin Clark-Casey (justincc)2011-07-301-2/+5
| | | | to reflect OpenSim standards.
* This fixes mantis #5198 and related. Physics is not my expertise, so I'm not ↵Diva Canto2010-12-241-0/+5
| | | | 100% sure of what all the consequences of this change are. Pushing up, so others can take a look.
* Revolution is on the roll again! :)Revolution2010-02-141-0/+5
| | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>
* Glue code for a couple of new LSL function implementationsMelanie2009-12-221-0/+9
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* * Fixes mantis 4416. Animator is dereferenced on logoutTeravus Ovares (Dan Olivares)2009-12-051-1/+4
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* * Log progress messages when loading OAR files with a lot of assetsJohn Hurliman2009-10-291-2/+2
| | | | | * Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-261-61/+52
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* * Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵John Hurliman2009-10-201-5/+0
| | | | | | based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
* A bit of instrumentation to figure out what's going on with physics actors.Diva Canto2009-10-181-1/+8
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* * One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵Teravus Ovares (Dan Olivares)2009-10-161-1/+1
| | | | it will definitely get us closer to the root cause.