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* BulletSim: Add module names to DetailLog output. Fix some problems with ↵Robert Adams2012-08-103-63/+71
| | | | linksets that were caused by checking data structures that are changed regularly from taint time code -- resulted in linksets not being unlinked properly.
* BulletSim: add an identifier to the TaintObject call so exceptions that ↵Robert Adams2012-08-094-52/+57
| | | | happen when the taint is invoked can be debugged
* BulletSim: separate out the constraints by type. The linksets useRobert Adams2012-08-096-94/+146
| | | | | | 6dof constraint but eventually others will be exposed so future features can use all the Bullet capabilities. Force children to generate a position update when unlinked.
* BulletSim: add avatar code to keep avatars from ending up trapped under the ↵Robert Adams2012-08-084-53/+46
| | | | terrain
* BulletSim: Added avatar capsule scaling for size of avatar.Robert Adams2012-08-074-14/+47
| | | | | | | | This also fixes computation of avatar mass. Added parameter MaxPersistantManifoldPoolSize. Fixed a parameter setting bug which caused crashes of there were more than 400 or so physical objects. I tested up to 5000. Updated BulletSim DLLs and SOs.
* BulletSim: update SOs and DLLs to run on more Linux versions. Correct ↵Robert Adams2012-08-062-4/+7
| | | | multiple buoyancy settings when character flying. Remove chatty log message on prim destruction.
* BulletSim: pass collision subscription information to the C++ code so ↵Robert Adams2012-08-033-16/+45
| | | | collisions on objects that don't care are not reported up.
* BulletSim: Add AddObjectForce to BulletSim API.Robert Adams2012-08-033-20/+38
| | | | | | Add interface 2 enhancements to BSCharacter. Modify AddForce and SetForce to use the new Bullet interface. More DetailLog statements for character.
* BulletSim: Debugging log statements added. Reduced size of updata buffer ↵Robert Adams2012-08-022-6/+27
| | | | trying to find a corrupted memory problem. Update DLL and SO.
* Create the ability for physics modules to request assets on demand byMelanie2012-08-011-0/+5
| | | | | | themselves. For that, the physics module simply calls RequestAssetMethod, which in turn points to Scene.PhysicsRequestAsset. This gives physics access to the asset system without introducing unwanted knowledge of the scene class.
* BulletSim: fix problem where resizing a primary shape (cube or sphere) would ↵Robert Adams2012-07-312-5/+3
| | | | not rebuild the physics mesh. Update the DLLs and SOs to latest version.
* BulletSim: change boolean parameters in the shape data from int's to float's ↵Robert Adams2012-07-312-7/+11
| | | | to be consistant with parameter data structure
* BulletSim: add parameters and API calls for setting ERP and CFM.Robert Adams2012-07-316-29/+164
| | | | | | Set ERP and CFM in linkset constraints. Reorder rebuilding of object bodies so they are not rebuilt everytime something is linked and unlinked.
* 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.
* BulletSim: fix a recursive loop when fetching the mass of the root of a linkset.Robert Adams2012-07-262-4/+4
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* BulletSim: refactor all the linkset logic out of the prim classRobert Adams2012-07-264-235/+409
| | | | | | and into its own class. The BulletSim data structures track individual prims as linksets of 1 so most of the prim code is not different between a linked and unlinked object.
* 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)
* BulletSim: remove unused, commented out code in BSConstraintRobert Adams2012-07-251-8/+0
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* BulletSim: fix line endings in newly added files (Is it DOS or is it UNIX? ↵Robert Adams2012-07-252-301/+301
| | | | Only it's hairdresser knows for sure)
* BulletSim: add parameters for setting linkset constraint factorsRobert Adams2012-07-252-17/+32
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* BulletSim: small change to use the pointer to the bullet object for zeroing ↵Robert Adams2012-07-251-6/+5
| | | | forces.
* BulletSim: Redo parameter specification so only one place hasRobert Adams2012-07-251-248/+378
| | | | | to change to have a parameter show up in the ini file and command line. Will make it much easier for the next person.
* BulletSim: Add C# classes for storing and tracking constraints.Robert Adams2012-07-252-0/+301
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* BulletSim: Move constraint tracking from C++ code to C# codeRobert Adams2012-07-252-18/+83
| | | | for more flexibility.
* BulletSim: change how prim mass is saved so it is always calculated but zero ↵Robert Adams2012-07-231-20/+23
| | | | is given if not physical.
* BulletSim: small optimizations for link and unlink codeRobert Adams2012-07-231-12/+8
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* BulletSim: add Dispose() code to free up resources and close log files.Robert Adams2012-07-231-0/+21
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* BulletSim: add all the new functions to BulletSimAPI.Robert Adams2012-07-232-6/+139
| | | | Modify ZeroMotion() to not make tainting calls and to use new API calls.
* BulletSim: improve linking to add each link individually rather than ↵Robert Adams2012-07-231-60/+76
| | | | rebuilding the object each time. Makes it an O(n) operation rather than O(n\!).
* BulletSim: add reference to OpenSim.Region.CoreModules in BSScene.cs ↵Robert Adams2012-07-201-1/+2
| | | | attempting to fix a mono compile error.
* BulletSim: more detail logging for vehicle and general physics debugging.Robert Adams2012-07-204-75/+244
| | | | | | | | Physical linksets are fully functional. Tweeking of the vehicle code to make it semi-work. Utilize the new API2 for some setting operations. Add GetOrientation() API call for proper reporting of children of linksets. Changes the interface between C# and C++ code so old DLLs won't work!
* BulletSim: fix compile errors from last commit. Clean up passing of physics ↵Robert Adams2012-07-202-15/+14
| | | | scene into vehicle dynamics code.
* BulletSim: Add very detailed logging to BSDynamics for vehicle debuggingRobert Adams2012-07-203-45/+146
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* BulletSim: Add PID variables to physical scene. Not PIDing yet, but soon.Robert Adams2012-07-203-101/+97
| | | | Cleaned up code and got rid of compile warnings.
* BulletSim: Add detailed and voluminous debug logging that is enabledRobert Adams2012-07-202-40/+65
| | | | | | | with an ini configuration parameter. Correct computation of relative offsets of children in a linkset. Remove a prim from any link relationship before deleting it. Minor code flow cleanups.
* update PrimMesher.cs to dll version r72 which fixes some path errors in ↵dahlia2012-07-131-143/+183
| | | | sliced linear prims. Addresses Mantis #6085
* Clean up collision reporting code so they are properly passed toRobert Adams2012-07-064-58/+107
| | | | | the simulator in batches. More comments.
* Remove some mono compiler warningsJustin Clark-Casey (justincc)2012-06-301-2/+3
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* 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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