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2012-06-01minor: comment out currently unused OdeScene.sCollisionDataJustin Clark-Casey (justincc)1-9/+9
2012-06-01Add ODE avatar and prim collision numbers if extra stats collection is enabled.Justin Clark-Casey (justincc)1-5/+34
2012-06-01Fix OdeScene.GetTopColliders() to return the top 25 colliders rather than ↵Justin Clark-Casey (justincc)1-19/+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.
2012-05-31Add an optional mechanism for physics modules to collect and return ↵Justin Clark-Casey (justincc)2-10/+143
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.
2012-05-18refactor: move EventQueueGet path generation into common method. Rename ↵Justin Clark-Casey (justincc)1-1/+1
some local variables in line with code conventions. Add commented out EQG log lines for future use.
2012-05-17Don't eagerly clear frame collision events when physics actors subscribe and ↵Justin Clark-Casey (justincc)1-2/+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
2012-04-24Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed ↵Justin Clark-Casey (justincc)1-0/+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
2012-04-22refactor: simply some properties code in BasicPhysicsPluginJustin Clark-Casey (justincc)2-72/+12
2012-04-22Fix bug where setting phantom on a prim would result in a server log message ↵Justin Clark-Casey (justincc)2-18/+367
rather than setting phantom. This was an oversight when removing some race conditions from PhysicsActor setting recently. Regression tests extended to probe this code path. Extending regression tests required implementation of a BasicPhysicsPrim (there was none before). However, BasicPhysics plugin is still of no current practical use other than to fill in as a component for other parts of regression testing.
2012-04-21Comment out spurious Body != IntPtr.Zero code after disableBody(), since ↵Justin Clark-Casey (justincc)2-10/+20
disableBody() sets Body == IntPtr.Zero on all code paths.
2012-04-21refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate.Justin Clark-Casey (justincc)1-115/+117
2012-04-21Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim.Justin Clark-Casey (justincc)1-116/+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.
2012-04-20If a physical prim is manually moved (e.g. by a user) then set the geometry ↵Justin Clark-Casey (justincc)1-12/+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
2012-03-26BulletSim: make avatar animations update properly.Robert Adams3-9/+48
It seems that ODE calls the avatar collision handling routine even if there are no collisions. This causes the animation to be updated. So, for instance, going from HOVER to FLY is caused by the physics engine calling the collision routine each frame with 0 collisions.
2012-03-26BulletSim: fix typo introducted by previous checkins (git merge sometimes ↵Robert Adams1-3/+0
makes mistakes)
2012-03-23BulletSim: change default of shouldDisableContactPoolDynamicAllocation from ↵Robert Adams1-2/+2
False to True. It seems that collisions don't happen well when it is False (things fall through terrain).
2012-03-23BulletSim: Add new configuration parameters to get and set console commandsRobert Adams1-4/+32
2012-03-23BulletSim: add a bunch of internal Bullet configuration parameters to ↵Robert Adams2-0/+43
OpenSimDefaults.ini and the code.
2012-03-23BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵Robert Adams3-15/+11
(there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
2012-03-23BulletSim: update TODO list. Rearrange code for readability. Add per object ↵Robert Adams2-17/+17
friction and restitution runtime settable parameters.
2012-03-23BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵Robert Adams2-3/+9
buoyancy for flying. Tweek avatar default friction and resititution
2012-03-23BulletSim: set buoyancy in only one placeRobert Adams1-5/+3
2012-03-23BulletSim: add some new runtime setable parameters to match the dll.Robert Adams2-7/+16
2012-03-23BulletSim: Update list of TODO tasksRobert Adams1-0/+13
2012-03-22BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵Robert Adams3-15/+11
(there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
2012-03-21BulletSim: update TODO list. Rearrange code for readability. Add per object ↵Robert Adams2-17/+17
friction and restitution runtime settable parameters.
2012-03-21BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵Robert Adams2-3/+9
buoyancy for flying. Tweek avatar default friction and resititution
2012-03-21BulletSim: set buoyancy in only one placeRobert Adams1-5/+3
2012-03-21BulletSim: add some new runtime setable parameters to match the dll.Robert Adams2-7/+16
2012-03-21BulletSim: Update list of TODO tasksRobert Adams1-0/+13
2012-03-20Add prim name to "[MESH]: No recognized physics mesh..." log messageJustin Clark-Casey (justincc)1-1/+1
2012-03-20refactor: precalculate the fixed movement factor for avatar tilting ↵Justin Clark-Casey (justincc)2-8/+16
(sqrt(2)) rather than doing it multiple times on every move.
2012-03-20refactor: Eliminate unnecessary duplicate avCapsuleTiltedJustin Clark-Casey (justincc)1-3/+7
2012-03-20Fix crash where two scene loop threads could changes m_MeshToTriMeshMap at ↵Justin Clark-Casey (justincc)1-10/+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.
2012-02-24Stop spurious scene loop startup timeout alarms for scenes with many prims.Justin Clark-Casey (justincc)1-0/+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.
2012-02-21Load 32-bit or 64-bit BulletSim Windows library automatically as appropriate.Justin Clark-Casey (justincc)1-0/+3
This uses the same approach as ODE. radams, if this doesn't work for you please feel free to revert.
2012-02-21Add 64 bit Windows sqlite3.dll and use this if running a 64-bit windows process.Justin Clark-Casey (justincc)1-14/+1
2012-02-21Remove PhysXPlugin and wrappers.Justin Clark-Casey (justincc)5-1001/+0
In over 4 years this never progressed beyond an unimplemented stub. This doesn't mean that it can't come back if someone is interested in implementing PhysX support.
2012-02-18Report an error if the required native Windows ODE library can't be found.Justin Clark-Casey (justincc)1-1/+4
2012-02-18On Windows automatically load the correct native ODE library depending on ↵Justin Clark-Casey (justincc)2-3/+24
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.
2012-02-16Comment out "experimental" log message printed out whenever a physics mesh ↵Justin Clark-Casey (justincc)1-2/+2
was generated for a mesh Also adds prim name to the "no asset data" error log message
2012-02-11correct the default avatar_terminal_velocity value that I accidentally left ↵Justin Clark-Casey (justincc)1-1/+1
in whilst testing
2012-02-11Clamp ODE character velocity. Make ODE falling character 54m/s by default.Justin Clark-Casey (justincc)2-1/+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
2012-01-25Update BulletSim.dll with some interface changes and tuning (see ↵Robert Adams2-6/+31
opensim-libs). Change BSScene to use new interface.
2012-01-25Serialize calls to ODE Collide() function across OdeScene instances to ↵Justin Clark-Casey (justincc)2-1/+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.
2012-01-24Restrict accessible of ODECharacter Shell and Body. Add method doc and some ↵Justin Clark-Casey (justincc)2-12/+27
error log lines.
2012-01-02Adding commented out log messages and some minor formatting for future bug ↵Justin Clark-Casey (justincc)1-0/+1
hunting. No functional changes.
2011-12-22Align default ODE_STEPSIZE with that already used through OpenSimDefaults.iniJustin Clark-Casey (justincc)1-2/+2
2011-12-20Remove unused SetAcceleration and add set on Acceleration parameterDan Lake10-34/+13
2011-12-20Remove unused SetAcceleration and add set on Acceleration parameterDan Lake10-34/+13