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2011-10-15restrict unnecessary access levels on ODEPrim fields/propertiesJustin Clark-Casey (justincc)1-19/+17
2011-10-15refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)3-129/+195
internal to aid code reading/analysis. Remove some unused method arguments
2011-10-14Change hardcoded ODE total frame time to match the default total frame time ↵Justin Clark-Casey (justincc)1-1/+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).
2011-10-14Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)2-88/+125
2011-10-13More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2-8/+33
2011-10-13refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)2-91/+79
into a DestroyOdeStructures() method also adds some method doc
2011-10-05Remove unused local variable i from OdeScene.Simulate()Justin Clark-Casey (justincc)1-3/+0
2011-09-17adjust some whitespace to trigger another build, to check the last failure ↵Justin Clark-Casey (justincc)1-2/+2
was just a glitch
2011-09-17Remove old bullet DotNET and X libraries in preparation for BulletSJustin Clark-Casey (justincc)9-7027/+0
These weren't working properly anyway. You will need to rerun prebuild.sh/.bat after this commit, and maybe "nant clean" as well.
2011-09-16Stop the avatar stalling on its first boarder cross when using the ODE pluginJustin Clark-Casey (justincc)1-6/+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
2011-08-29Use GetMeshKey from PrimitiveBaseShape.Robert Adams2-15/+23
2011-08-28Move GetMeshKey from buried inside Meshmerizer to a public method on ↵Robert Adams1-62/+1
PrimitiveBaseShape Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-08-28Add level of detail specification to optionally reduce the number of ↵Robert Adams2-5/+42
vertices in generated prim meshes Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-08-26BulletSim: add mesh representation. Use meshes for static objects and switch ↵Robert Adams3-129/+228
to hulls for physical objects.
2011-08-18BulletSim: add runtime setting of physics parameters. Update default values.Robert Adams5-28/+329
2011-08-11If SP.MoveToTarget has been called with a force walk, begin by landing the ↵Justin Clark-Casey (justincc)1-1/+5
avatar. There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
2011-08-10Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()Justin Clark-Casey (justincc)1-0/+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
2011-08-05BulletSim: fix problem with not convex hulling large objects by creating ↵Mic Bowman1-3/+5
unit meshes and always scaling in Bullet
2011-08-05BulletSim: Parameters settable from ini file. Linksets. Physical property ↵Robert Adams4-213/+316
value tuning
2011-08-03extend move test to check one beat of the simulator without actually asking ↵Justin Clark-Casey (justincc)1-4/+8
the npc to move.
2011-08-01Move common gemo/agent map name code into CreateGeom()Justin Clark-Casey (justincc)1-11/+5
Fix build break.
2011-08-01Instead of preserving old name in geom_name_map in change size or shape, use ↵Justin Clark-Casey (justincc)1-7/+3
the Name property instead. This is equivalent since the prim 'name' is never changed. In fact, this propery is never used for prims
2011-08-01comment out unused code in OdeScene.TriCallback()Justin Clark-Casey (justincc)1-12/+12
2011-08-01On geom removal, remove the name from the OdeScene.geom_name_map tooJustin Clark-Casey (justincc)1-0/+1
2011-08-01remove the unused ODEPrim.prev_geom fieldJustin Clark-Casey (justincc)1-3/+0
2011-08-01When an ODE geom is removed (as when a non-phantom prim is deleted, resized ↵Justin Clark-Casey (justincc)1-0/+2
or shape changed, also remove the OdeScene.actor_name_map entry pointing to the phys actor This is to stop a small memory leak over time when prims are deleted or phantom-toggled
2011-08-01refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)3-43/+48
2011-08-01minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵Justin Clark-Casey (justincc)2-1/+4
to the summary, it is being called from within Simulate() lock (OdeLock)
2011-08-01If a prim changes size or shape, add actor to _parent_scene.actor_name_map ↵Justin Clark-Casey (justincc)1-1/+4
with new prim_geom key, as the old one becomes invalid. This resolves http://opensimulator.org/mantis/view.php?id=5603 where changing size or shape would stop collision_start being fired in a running script. In both this and existing code we are not removing old actors from actor_name_map when the existing prim_geom is removed, which leads to a small memory leak over time. This needs to be fixed.
2011-08-01minor: indentation correctionJustin Clark-Casey (justincc)1-17/+13
2011-07-31Remove _mesh field since the mesh data no longer needs to be stored after ↵Justin Clark-Casey (justincc)1-49/+16
it's initially used. This may improve memory usage for regions using mesh and sculpts, though I suspect that it doesn't address the current memory leak.
2011-07-31refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵Justin Clark-Casey (justincc)2-27/+5
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.
2011-07-31minor: correct method doc for last commitJustin Clark-Casey (justincc)1-1/+1
2011-07-31refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse ↵Justin Clark-Casey (justincc)1-3/+3
this with the pre-existing _mesh field
2011-07-31minor: method docJustin Clark-Casey (justincc)2-4/+20
2011-07-30Refactor: Replace instances of m_isphysical with IsPhysical rather than have ↵Justin Clark-Casey (justincc)1-33/+40
some code reference the private var and other the public var without any functionality difference. Add some method doc to IsPhysical
2011-07-30refactor: Rename ODEPrim.ParentPrim() to AddChildPrim() for code readabilityJustin Clark-Casey (justincc)1-11/+14
2011-07-30minor: remove mono compiler warnings, some code spacing adjustmentsJustin Clark-Casey (justincc)3-7/+8
2011-07-30minor: Add method doc to collision subscription methods. Change method case ↵Justin Clark-Casey (justincc)3-7/+26
to reflect OpenSim standards.
2011-07-30refactor: extract method that generates a physics mesh from prim shape dataJustin Clark-Casey (justincc)1-117/+141
2011-07-30refactor: extract code which generate points and faces from sculpt data into ↵Justin Clark-Casey (justincc)1-220/+240
it's own method. fix build break.
2011-07-30fix bug in previous commitJustin Clark-Casey (justincc)1-1/+2
2011-07-30refactor: move the code that generates physics meshs from prim mesh data ↵Justin Clark-Casey (justincc)1-99/+123
into a separate method, in order to make the code more readable.
2011-07-29Return null from CreateMeshFromPrimMesher if OpenJPEG decoding of the sculpt ↵Justin Clark-Casey (justincc)1-1/+11
data fails. This is to address http://opensimulator.org/mantis/view.php?id=5612
2011-07-29fix extremely minor Ode bug where the _taintedPrimL list would always be ↵Justin Clark-Casey (justincc)1-3/+14
cleared on every OdeScene.Simulate() even if it was already empty.
2011-07-29refactor: Move another chunk of ninja code out of the OdeScene.Simulate() ↵Justin Clark-Casey (justincc)1-28/+36
loop for consistency and readability.
2011-07-29refactor: Simplify reading OdeScene.Simulate() loop by shunting all the ↵Justin Clark-Casey (justincc)1-182/+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.
2011-07-29refactor: unindent the OdeScene.Simulate() loop to ignore the long commented ↵Justin Clark-Casey (justincc)1-270/+274
out ifs and locks This is to make it more readable.
2011-07-22BulletSim: fix buoyancy for prims. Start of configurable physics parameters.Robert Adams2-17/+92
2011-07-22Pass collisions and updates in pinned memory (saves marshaling).Robert.Adams4-98/+151
Fix folding feet by using collision normals. Add constraint specification.