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path: root/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs (follow)
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* When a mesh object is added to a scene, delay adding the physics actor until ↵Justin Clark-Casey (justincc)2011-07-121-10/+11
| | | | | | the sculpt data has been added to the shape (possibly via an async asset service request) This prevents spurious 'no asset data' for meshes added on startup.
* When a sculpt/mesh texture is received by a part on a callback request, ↵Justin Clark-Casey (justincc)2011-07-111-1/+2
| | | | | | | don't do the unnecessary work of copying the base shape. Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages.
* comment out accidential ProcessTaints physics debug line left in codeJustin Clark-Casey (justincc)2011-07-111-1/+1
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* minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-091-18/+34
| | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
* minor: code tidy up - remove a couple of Console.WriteLine() accidentally ↵Justin Clark-Casey (justincc)2011-07-081-47/+15
| | | | added in the last commit
* minor: commented out log lines for future use and very small code tidyJustin Clark-Casey (justincc)2011-07-081-4/+6
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* Formatting cleanup.Jeff Ames2010-10-041-4/+4
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* Replace CalculateMass with a more accurate version, contributed by Ubit.Melanie2010-10-021-234/+219
| | | | Thank you.
* Add prim name to OdePrim Error and Warning messages.Justin Clark-Casey (justincc)2010-09-251-42/+45
| | | | This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over.
* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2010-06-251-13/+13
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* * Added a better check to the SimianGrid connectors to test if they are ↵John Hurliman2010-03-121-2/+2
| | | | | | enabled or not. This method should work equally well with standalone or robust mode * Applying #4602 from Misterblu to add collision detection to BulletDotNET
* 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>
* Applying patch #4534 by Misterblue to fix ODE physics stickinessJohn Hurliman2010-02-041-0/+2
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* Formatting cleanup. Add copyright headers.Jeff Ames2010-01-041-280/+282
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* Glue code for a couple of new LSL function implementationsMelanie2009-12-221-0/+9
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* * Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set ↵Teravus Ovares (Dan Olivares)2009-12-031-0/+3
| | | | | | | this for each region in your Regions.ini[PhysicalPrimMax = 10(default)]) * Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section. * Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.
* * Fixes a case of d.BodyEnable with IntPtr.Zero passed as the parameter in ↵Teravus Ovares (Dan Olivares)2009-11-261-1/+4
| | | | linkset where EnableBody was called and the body is immediately disabled. The previous functionality assumed that a body was received in EnableBody but.. in some cases, it wasn't.
* * Added missing lock to m_forcelist when AddForce is called. When a user ↵Teravus Ovares (Dan Olivares)2009-11-221-3/+26
| | | | | | dragged a prim, in some cases, it would corrupt the datatype in memory and throw spurious IndexOutOfRangeExceptions. * Physics a situation that causes physics to spew redline messages to the console forever.
* * Fixes the second of two terse update issues. Physical objects should react ↵Teravus Ovares (Dan Olivares)2009-11-211-0/+3
| | | | normally again.
* * Fixes one of two terse update issues. There's still one left, but this ↵Teravus Ovares (Dan Olivares)2009-11-211-1/+9
| | | | one fixes the situation where the object on the server is moving but no updates are being sent.
* Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2009-11-031-2/+2
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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
* | minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2009-11-031-1/+1
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* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-261-137/+132
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* No need to create dupe TriMeshData for ODE. A previous patch created a ↵Dan Lake2009-10-261-6/+14
| | | | dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch.
* * Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're ↵Teravus Ovares (Dan Olivares)2009-10-221-14/+15
| | | | consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright.
* Commented out instrumentation in ODEPrim.csKittoFlora2009-10-221-0/+8
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* Merge branch 'master' into vehiclesMelanie2009-10-191-2/+2
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| * Formatting cleanup.Jeff Ames2009-10-191-2/+2
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* | Merge branch 'master' into vehiclesMelanie2009-10-121-1/+1
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| * Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE ↵unknown2009-10-121-1/+1
| | | | | | | | enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms)
* | Merge branch 'master' into vehiclesMelanie2009-10-051-7/+6
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| * Eliminate pinned Mesh data on managed heap by using IntPtrs to memory ↵Dan Lake2009-10-051-7/+6
| | | | | | | | allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions.
* | Merge branch '0.6.7-post-fixes' into vehiclesKitto Flora2009-09-301-14/+3
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| * Meshmerizer stores dictionary of unique Meshes keyed on construction ↵Dan Lake2009-09-241-14/+3
| | | | | | | | | | | | parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE Signed-off-by: dahlia <dahliaTrimble@gmailDotCom>
* | Commit initial version of KittoFlora's vehicle changesopensim2009-09-301-271/+323
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* Thank you, dslake, for a set of patches to improve OpenSim startupMelanie2009-09-021-0/+5
| | | | and idle performance.
* * Some Physics Scene Changes to prepare for larger regionsTeravus Ovares (Dan Olivares)2009-08-181-1/+1
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* This is the second part of the 'not crash on regionsize changes'. This ↵Teravus Ovares (Dan Olivares)2009-08-071-2/+2
| | | | lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
* Formatting cleanup.Jeff Ames2009-06-101-2/+2
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* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* cleaning out warnings.Dr Scofield2009-05-221-7/+5
| | | | | | NOTE: we currently have a gazillion warnings caused stuff flagged as "obsolete" (OGS1 stuff) --- what's up with that?
* * Allow passing of material type to physics engineTeravus Ovares2009-04-201-0/+7
| | | | | * Define low friction and medium bounce for Glass
* * Commit a few fixes to the Vehicle settingsTeravus Ovares2009-04-171-11/+18
| | | | | * Vertical Attractor servo
* * Remove some super experimental stuff in BulletDotNETPlugin since it was ↵Teravus Ovares2009-04-161-8/+15
| | | | | | | causing issues. * Tweak the ODEPrim PID a bit more.
* * Committing more BulletDotNETPlugin workTeravus Ovares2009-04-161-9/+286
| | | | | | * Tweak the LLSetStatus results in the ODEPlugin. Hopefully it's a little less unstable. * ODEPlugin is using experimental math for LLSetStatus, use with caution! :)
* * Adding some organization of vehicle type stuff in the ODEPlugin.Teravus Ovares2009-04-141-183/+30
| | | | | * Vehicles do NOT work. This is just organization and a bit of logical code to make doing vehicles easier
* * Added finite testing to the character and object constructorTeravus Ovares2009-04-071-0/+18
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* * Added a routine to check if a PhysicsVector and Quaternion is finiteTeravus Ovares2009-04-071-20/+114
| | | | | | * Now validating input to the Physics scene and warning when something is awry. * This should help nail down that Non Finite Avatar Position Detected issue.
* * Remove a debug line of localIDsTeravus Ovares2009-03-301-1/+1
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