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path: root/OpenSim/Region/Physics/OdePlugin/OdeScene.cs (follow)
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* reduce access to ODECharacter methods to make code analysis easier. ↵Justin Clark-Casey (justincc)2011-10-151-1/+1
| | | | Eliminate redundant argument on ProcessTaints()
* refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)2011-10-151-52/+81
| | | | internal to aid code reading/analysis. Remove some unused method arguments
* Change hardcoded ODE total frame time to match the default total frame time ↵Justin Clark-Casey (justincc)2011-10-141-1/+1
| | | | | | | (0.09375 -> 0.089). No apparant ill effects - because the default stepsize is 0.2, there are still 5 physics steps per physics frame. This is a precursor to using the elapsed value passed in (and now changeable in config).
* Remove unused local variable i from OdeScene.Simulate()Justin Clark-Casey (justincc)2011-10-051-3/+0
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* comment out unused code in OdeScene.TriCallback()Justin Clark-Casey (justincc)2011-08-011-12/+12
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* refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)2011-08-011-17/+7
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* minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵Justin Clark-Casey (justincc)2011-08-011-0/+3
| | | | to the summary, it is being called from within Simulate() lock (OdeLock)
* minor: indentation correctionJustin Clark-Casey (justincc)2011-08-011-17/+13
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* refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵Justin Clark-Casey (justincc)2011-07-311-25/+4
| | | | | | is no longer required and it prevents removal of the _mesh field (which is only used temporarily) If passing in a mesh becomes important again in the future then this can be reinstated.
* minor: method docJustin Clark-Casey (justincc)2011-07-311-1/+0
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* minor: remove mono compiler warnings, some code spacing adjustmentsJustin Clark-Casey (justincc)2011-07-301-5/+3
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* minor: Add method doc to collision subscription methods. Change method case ↵Justin Clark-Casey (justincc)2011-07-301-3/+19
| | | | to reflect OpenSim standards.
* fix extremely minor Ode bug where the _taintedPrimL list would always be ↵Justin Clark-Casey (justincc)2011-07-291-3/+14
| | | | cleared on every OdeScene.Simulate() even if it was already empty.
* refactor: Move another chunk of ninja code out of the OdeScene.Simulate() ↵Justin Clark-Casey (justincc)2011-07-291-28/+36
| | | | loop for consistency and readability.
* refactor: Simplify reading OdeScene.Simulate() loop by shunting all the ↵Justin Clark-Casey (justincc)2011-07-291-182/+191
| | | | | | NINJA joints stuff into its own method. Now if ninja joints isn't active (which is the default) don't have to wade through a lot of massively indented irrelevant code.
* refactor: unindent the OdeScene.Simulate() loop to ignore the long commented ↵Justin Clark-Casey (justincc)2011-07-291-270/+274
| | | | | | out ifs and locks This is to make it more readable.
* Apply the localID to the Physics actor to prevent null calls laterCareminster Team2011-07-191-3/+3
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* Fix some local id issues in physics glueroot2011-07-151-7/+1
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* Port implementation of llCastRay() from Aurora.Justin Clark-Casey (justincc)2011-07-121-0/+28
| | | | I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer.
* When a mesh object is added to a scene, delay adding the physics actor until ↵Justin Clark-Casey (justincc)2011-07-121-15/+18
| | | | | | 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/+1
| | | | | | | 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.
* minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-091-4/+1
| | | | | | | | 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.
* refactor: Factor out AddSubMesh() method from long ↵Justin Clark-Casey (justincc)2011-07-081-5/+5
| | | | | | CraeteMeshFromPrimMesher() method Also remove some of the logging spam left in from the last commit.
* minor: code tidy up - remove a couple of Console.WriteLine() accidentally ↵Justin Clark-Casey (justincc)2011-07-081-6/+8
| | | | added in the last commit
* refactor: Separate the OdeScene class into its own file from OdePlugin.cs, ↵Justin Clark-Casey (justincc)2011-07-081-0/+3866
to improve code readability