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* correct ODEPrim.MeshAssetReveived -> MeshAssetReceivedJustin Clark-Casey (justincc)2012-10-301-3/+2
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* minor: remove unnecessary bit of method doc from ↵Justin Clark-Casey (justincc)2012-10-201-3/+0
| | | | OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically
* Fix minor issues from commit 28483150Justin Clark-Casey (justincc)2012-10-201-12/+17
| | | | Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity
* [UNTESTED] core Ode: let broken mesh physical prims collide with land asUbitUmarov2012-10-191-6/+11
| | | | the defaul basic box so they don't go off world.
* [UNTESTED] core Ode: stop trying to load a broken asset. Make brokenUbitUmarov2012-10-191-21/+97
| | | | assets behave like phantom by Nebadon request
* i update core ode plugin and make it load is meshs (i hope)UbitUmarov2012-10-182-2/+51
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* av_av_collisions_off = false OdePhysics Settings in OpenSimDefaults.ini - ↵teravus2012-10-091-2/+9
| | | | No Avatar Avatar Collisions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment.
* Add config option to plant avatar where they are reducing avatar avatar ↵teravus2012-10-092-3/+9
| | | | 'pushability' av_planted see OpenSimDefaults.ini. Use when you have unruly visitors that rudely push each other around. Still allows a small amount of movement based on the avatar movement PID controller settings. You can increase the spring tension in the PID controller and really prevent any movement if you would like.
* Soliciting for comments on smoothness of physics objects for this build.teravus2012-10-032-8/+46
| | | | | This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build. Thanks!
* I propose that 0.5m/step change for linear velocity is too big of a change ↵teravus2012-10-031-1/+15
| | | | to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion.
* Minor Modification, switch /2 to 0.5f in ODEPrim.Velocityteravus2012-10-021-4/+4
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* Remove the LandGeom checks in OdeScene - these are pointless since LandGeom ↵Justin Clark-Casey (justincc)2012-07-271-4/+2
| | | | | | | is always IntPtr.Zero and contacts returned always have a valid geometry. Possibly this was for a feature that was never implemented or was otherwise removed. Thanks to SignpostMarv for the spot of the warning that shows this parameter was never changed.
* Add check so Ode does not try to simulate after it has been Dispose()'ed. ↵Robert Adams2012-07-261-0/+9
| | | | Fixes exception that happens when shutting down region (improvements from last patch)
* Move update of the final optional ODE total frame stat inside the OdeLock ↵Justin Clark-Casey (justincc)2012-06-291-3/+3
| | | | rather than outside to avoid a very occasional race condition with the stat collection thread
* refactor: rename _collisionEventPrim to m_collisionEventActors and ↵Justin Clark-Casey (justincc)2012-06-291-12/+12
| | | | | | _collisionEventPrimChanges to m_collisionEventActorsChanges to reflect their actual contents. These dictionaries handle all actor types, not just physical prims.
* Fix a regression where we stopped removing avatars from collision event ↵Justin Clark-Casey (justincc)2012-06-291-1/+1
| | | | | | | reporting on logout, rather than stopping clearing their collision events. This occurred in b18c8c8 (Thu May 17 2012). This was a cause of very occasional race conditions and likely memory leakage as clients came and went from the region.
* Add optional total avatars, total prims and active prims stats to ODE plugin.Justin Clark-Casey (justincc)2012-06-011-0/+21
| | | | | These will act as a sanity check with the main scene stats, to show that physics scene entities are being managed properly. Total prims will not match scene total prims since physics total does not include phantom prims
* If OdeScene.Near() returns no collision contacts, then exit as early as ↵Justin Clark-Casey (justincc)2012-06-011-0/+4
| | | | possible. All subsequent code is only relevant if there are contacts.
* Add optional stat for the other collision time per frame not spent in ODE ↵Justin Clark-Casey (justincc)2012-06-011-1/+16
| | | | native spaces or geom collision code
* Add avatar forces calculation, prim force and raycasting per frame ↵Justin Clark-Casey (justincc)2012-06-011-7/+46
| | | | millisecond optional stats
* Collection optional avatar and prim taint frame millisecond timesJustin Clark-Casey (justincc)2012-06-011-7/+36
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* Remove recent optional native collision frame milliseconds statJustin Clark-Casey (justincc)2012-06-011-13/+1
| | | | Unnecessary since this has now been broken down into space collisions and geom collisions
* Add optional stat that records milliseconds spent notifying collision ↵Justin Clark-Casey (justincc)2012-06-011-0/+14
| | | | listeners in physics frames
* Add avatar and prim update milliseconds per frame optional statsJustin Clark-Casey (justincc)2012-06-011-7/+31
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* Add option native step frame ms statJustin Clark-Casey (justincc)2012-06-011-9/+21
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* Add total ODE frame time optional stat, as a sanity check on the main scene ↵Justin Clark-Casey (justincc)2012-06-011-7/+21
| | | | physics stat
* Break down native ODE collision frame time stat into native space collision ↵Justin Clark-Casey (justincc)2012-06-011-4/+22
| | | | and geom collision stats
* Rename new collision stats to 'contacts' - there are/can be multiple ↵Justin Clark-Casey (justincc)2012-06-011-6/+6
| | | | contacts per collision and this is what is actually being measured.
* Stop adding an unnecessary duplicate _perloopcontact if the avatar is ↵Justin Clark-Casey (justincc)2012-06-011-9/+4
| | | | | | standing on a prim. This has already been added earlier on in the method.
* minor: comment out currently unused OdeScene.sCollisionDataJustin Clark-Casey (justincc)2012-06-011-9/+9
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* Add ODE avatar and prim collision numbers if extra stats collection is enabled.Justin Clark-Casey (justincc)2012-06-011-5/+34
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* Fix OdeScene.GetTopColliders() to return the top 25 colliders rather than ↵Justin Clark-Casey (justincc)2012-06-011-19/+13
| | | | | | | | the first 25 that had non-zero collision scores. Also zeros collisions scores on all prims after report collection, not just the top 25. As before, this collision scores are only reset after a report is requested, which may give unrealistic numbers on the first request. So to see more realistic scores, ignore the first report and then refresh the request after a couple of seconds or so.
* Add an optional mechanism for physics modules to collect and return ↵Justin Clark-Casey (justincc)2012-05-311-10/+129
| | | | | | | | | | | arbitrary stats. If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule (http://opensimulator.org/wiki/Monitoring_Module) This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings]. This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing. This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds. The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
* 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
* Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed ↵Justin Clark-Casey (justincc)2012-04-241-0/+1
| | | | | | | | from ODEPrim.SetGeom. This occurred in 7a574be3fd from Sat 21 Apr 2012. This should fix collision detection. Mnay thanks to tglion for the spot and the fix in http://opensimulator.org/mantis/view.php?id=5988
* 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
* 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.
* 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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* 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)2012-02-181-2/+22
| | | | | | | | | 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.
* 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
* 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.