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* restrict unnecessary access levels on ODEPrim fields/propertiesJustin Clark-Casey (justincc)2011-10-151-19/+17
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* refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)2011-10-153-129/+195
| | | | 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).
* Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)2011-10-142-88/+125
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* More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-132-8/+33
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* refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)2011-10-132-91/+79
| | | | | | into a DestroyOdeStructures() method also adds some method doc
* Remove unused local variable i from OdeScene.Simulate()Justin Clark-Casey (justincc)2011-10-051-3/+0
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* adjust some whitespace to trigger another build, to check the last failure ↵Justin Clark-Casey (justincc)2011-09-171-2/+2
| | | | was just a glitch
* Remove old bullet DotNET and X libraries in preparation for BulletSJustin Clark-Casey (justincc)2011-09-179-7027/+0
| | | | | These weren't working properly anyway. You will need to rerun prebuild.sh/.bat after this commit, and maybe "nant clean" as well.
* Stop the avatar stalling on its first boarder cross when using the ODE pluginJustin Clark-Casey (justincc)2011-09-161-6/+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
* Use GetMeshKey from PrimitiveBaseShape.Robert Adams2011-08-292-15/+23
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* Merge branch 'master' into bulletsimMic Bowman2011-08-292-67/+43
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| * Move GetMeshKey from buried inside Meshmerizer to a public method on ↵Robert Adams2011-08-281-62/+1
| | | | | | | | | | | | PrimitiveBaseShape Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
| * Add level of detail specification to optionally reduce the number of ↵Robert Adams2011-08-282-5/+42
| | | | | | | | | | | | vertices in generated prim meshes Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* | BulletSim: add mesh representation. Use meshes for static objects and switch ↵Robert Adams2011-08-263-129/+228
| | | | | | | | to hulls for physical objects.
* | Merge branch 'master' into bulletsimMic Bowman2011-08-191-1/+7
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneManager.cs
| * If SP.MoveToTarget has been called with a force walk, begin by landing the ↵Justin Clark-Casey (justincc)2011-08-111-1/+5
| | | | | | | | | | | | avatar. There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
| * Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()Justin Clark-Casey (justincc)2011-08-101-0/+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
* | BulletSim: add runtime setting of physics parameters. Update default values.Robert Adams2011-08-185-28/+329
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* | BulletSim: fix problem with not convex hulling large objects by creating ↵Mic Bowman2011-08-051-3/+5
| | | | | | | | unit meshes and always scaling in Bullet
* | Merge branch 'master' into bulletsimMic Bowman2011-08-056-821/+924
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| * extend move test to check one beat of the simulator without actually asking ↵Justin Clark-Casey (justincc)2011-08-031-4/+8
| | | | | | | | the npc to move.
| * Move common gemo/agent map name code into CreateGeom()Justin Clark-Casey (justincc)2011-08-011-11/+5
| | | | | | | | Fix build break.
| * Instead of preserving old name in geom_name_map in change size or shape, use ↵Justin Clark-Casey (justincc)2011-08-011-7/+3
| | | | | | | | | | | | the Name property instead. This is equivalent since the prim 'name' is never changed. In fact, this propery is never used for prims
| * comment out unused code in OdeScene.TriCallback()Justin Clark-Casey (justincc)2011-08-011-12/+12
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| * On geom removal, remove the name from the OdeScene.geom_name_map tooJustin Clark-Casey (justincc)2011-08-011-0/+1
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| * remove the unused ODEPrim.prev_geom fieldJustin Clark-Casey (justincc)2011-08-011-3/+0
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| * When an ODE geom is removed (as when a non-phantom prim is deleted, resized ↵Justin Clark-Casey (justincc)2011-08-011-0/+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
| * refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)2011-08-013-43/+48
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| * minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵Justin Clark-Casey (justincc)2011-08-012-1/+4
| | | | | | | | to the summary, it is being called from within Simulate() lock (OdeLock)
| * If a prim changes size or shape, add actor to _parent_scene.actor_name_map ↵Justin Clark-Casey (justincc)2011-08-011-1/+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.
| * minor: indentation correctionJustin Clark-Casey (justincc)2011-08-011-17/+13
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| * Remove _mesh field since the mesh data no longer needs to be stored after ↵Justin Clark-Casey (justincc)2011-07-311-49/+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.
| * refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵Justin Clark-Casey (justincc)2011-07-312-27/+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.
| * minor: correct method doc for last commitJustin Clark-Casey (justincc)2011-07-311-1/+1
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| * refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse ↵Justin Clark-Casey (justincc)2011-07-311-3/+3
| | | | | | | | this with the pre-existing _mesh field
| * minor: method docJustin Clark-Casey (justincc)2011-07-312-4/+20
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| * Refactor: Replace instances of m_isphysical with IsPhysical rather than have ↵Justin Clark-Casey (justincc)2011-07-301-33/+40
| | | | | | | | | | | | some code reference the private var and other the public var without any functionality difference. Add some method doc to IsPhysical
| * refactor: Rename ODEPrim.ParentPrim() to AddChildPrim() for code readabilityJustin Clark-Casey (justincc)2011-07-301-11/+14
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| * minor: remove mono compiler warnings, some code spacing adjustmentsJustin Clark-Casey (justincc)2011-07-303-7/+8
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| * minor: Add method doc to collision subscription methods. Change method case ↵Justin Clark-Casey (justincc)2011-07-303-7/+26
| | | | | | | | to reflect OpenSim standards.
| * refactor: extract method that generates a physics mesh from prim shape dataJustin Clark-Casey (justincc)2011-07-301-117/+141
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| * refactor: extract code which generate points and faces from sculpt data into ↵Justin Clark-Casey (justincc)2011-07-301-220/+240
| | | | | | | | | | | | it's own method. fix build break.
| * fix bug in previous commitJustin Clark-Casey (justincc)2011-07-301-1/+2
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| * refactor: move the code that generates physics meshs from prim mesh data ↵Justin Clark-Casey (justincc)2011-07-301-99/+123
| | | | | | | | into a separate method, in order to make the code more readable.
| * Return null from CreateMeshFromPrimMesher if OpenJPEG decoding of the sculpt ↵Justin Clark-Casey (justincc)2011-07-291-1/+11
| | | | | | | | | | | | data fails. This is to address http://opensimulator.org/mantis/view.php?id=5612
| * 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.