Commit message (Collapse) | Author | Age | Files | Lines | ||
---|---|---|---|---|---|---|
... | ||||||
* | | BulletSim: fix problem with not convex hulling large objects by creating ↵ | Mic Bowman | 2011-08-05 | 1 | -3/+5 | |
| | | | | | | | | unit meshes and always scaling in Bullet | |||||
* | | Merge branch 'master' into bulletsim | Mic Bowman | 2011-08-05 | 6 | -821/+924 | |
|\ \ | |/ | ||||||
| * | extend move test to check one beat of the simulator without actually asking ↵ | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -4/+8 | |
| | | | | | | | | the npc to move. | |||||
| * | Move common gemo/agent map name code into CreateGeom() | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -11/+5 | |
| | | | | | | | | Fix build break. | |||||
| * | Instead of preserving old name in geom_name_map in change size or shape, use ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 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 | |||||
| * | comment out unused code in OdeScene.TriCallback() | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -12/+12 | |
| | | ||||||
| * | On geom removal, remove the name from the OdeScene.geom_name_map too | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -0/+1 | |
| | | ||||||
| * | remove the unused ODEPrim.prev_geom field | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -3/+0 | |
| | | ||||||
| * | When an ODE geom is removed (as when a non-phantom prim is deleted, resized ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 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 | |||||
| * | refactor: centralize prim geom removal code from four places to one | Justin Clark-Casey (justincc) | 2011-08-01 | 3 | -43/+48 | |
| | | ||||||
| * | minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 2 | -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) | 2011-08-01 | 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. | |||||
| * | minor: indentation correction | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -17/+13 | |
| | | ||||||
| * | Remove _mesh field since the mesh data no longer needs to be stored after ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 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. | |||||
| * | refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 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. | |||||
| * | minor: correct method doc for last commit | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -1/+1 | |
| | | ||||||
| * | refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -3/+3 | |
| | | | | | | | | this with the pre-existing _mesh field | |||||
| * | minor: method doc | Justin Clark-Casey (justincc) | 2011-07-31 | 2 | -4/+20 | |
| | | ||||||
| * | Refactor: Replace instances of m_isphysical with IsPhysical rather than have ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -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 readability | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -11/+14 | |
| | | ||||||
| * | minor: remove mono compiler warnings, some code spacing adjustments | Justin Clark-Casey (justincc) | 2011-07-30 | 3 | -7/+8 | |
| | | ||||||
| * | minor: Add method doc to collision subscription methods. Change method case ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 3 | -7/+26 | |
| | | | | | | | | to reflect OpenSim standards. | |||||
| * | refactor: extract method that generates a physics mesh from prim shape data | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -117/+141 | |
| | | ||||||
| * | refactor: extract code which generate points and faces from sculpt data into ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -220/+240 | |
| | | | | | | | | | | | | it's own method. fix build break. | |||||
| * | fix bug in previous commit | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -1/+2 | |
| | | ||||||
| * | refactor: move the code that generates physics meshs from prim mesh data ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -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) | 2011-07-29 | 1 | -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) | 2011-07-29 | 1 | -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) | 2011-07-29 | 1 | -28/+36 | |
| | | | | | | | | loop for consistency and readability. | |||||
| * | refactor: Simplify reading OdeScene.Simulate() loop by shunting all the ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 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. | |||||
| * | refactor: unindent the OdeScene.Simulate() loop to ignore the long commented ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -270/+274 | |
| | | | | | | | | | | | | out ifs and locks This is to make it more readable. | |||||
* | | BulletSim: Parameters settable from ini file. Linksets. Physical property ↵ | Robert Adams | 2011-08-05 | 4 | -213/+316 | |
| | | | | | | | | value tuning | |||||
* | | BulletSim: fix buoyancy for prims. Start of configurable physics parameters. | Robert Adams | 2011-07-22 | 2 | -17/+92 | |
| | | ||||||
* | | Pass collisions and updates in pinned memory (saves marshaling). | Robert.Adams | 2011-07-22 | 4 | -98/+151 | |
| | | | | | | | | | | Fix folding feet by using collision normals. Add constraint specification. | |||||
* | | Merge branch 'master' into bulletsim | Dan Lake | 2011-07-20 | 11 | -114/+176 | |
|\ \ | |/ | ||||||
| * | Removed unused AddPrimShape methods in PhysicsScene caused by merge conflicts | Dan Lake | 2011-07-20 | 1 | -14/+0 | |
| | | ||||||
| * | Apply the localID to the Physics actor to prevent null calls later | Careminster Team | 2011-07-19 | 1 | -3/+3 | |
| | | ||||||
| * | Fix physics proxy regeneration when a mesh with more than one submesh is resized | Justin Clark-Casey (justincc) | 2011-07-16 | 2 | -1/+5 | |
| | | | | | | | | Addresses http://opensimulator.org/mantis/view.php?id=5584 | |||||
| * | Fix some local id issues in physics glue | root | 2011-07-15 | 8 | -54/+14 | |
| | | ||||||
| * | Port implementation of llCastRay() from Aurora. | Justin Clark-Casey (justincc) | 2011-07-12 | 3 | -18/+126 | |
| | | | | | | | | I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer. | |||||
| * | temporarily fix the build break with building the OdePlugin tests assembly. | Justin Clark-Casey (justincc) | 2011-07-12 | 1 | -2/+3 | |
| | | | | | | | | This needs to be fixed properly. | |||||
| * | minor: remove whitespace to trigger another build | Justin Clark-Casey (justincc) | 2011-07-12 | 1 | -1/+0 | |
| | | ||||||
| * | When a mesh object is added to a scene, delay adding the physics actor until ↵ | Justin Clark-Casey (justincc) | 2011-07-12 | 2 | -25/+29 | |
| | | | | | | | | | | | | the sculpt data has been added to the shape (possibly via an async asset service request) This prevents spurious 'no asset data' for meshes added on startup. | |||||
* | | Merge branch 'master' into bulletsim | Dan Lake | 2011-07-11 | 5 | -3923/+3998 | |
|\ \ | |/ | ||||||
| * | minor Tack the prim name on the end of the "experimental mesh proxy ↵ | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -1/+1 | |
| | | | | | | | | | | | | generation" message. Can probably comment out this message soon, once a few other issues are tidied up. | |||||
| * | When a sculpt/mesh texture is received by a part on a callback request, ↵ | Justin Clark-Casey (justincc) | 2011-07-11 | 2 | -2/+3 | |
| | | | | | | | | | | | | | | don't do the unnecessary work of copying the base shape. Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages. | |||||
| * | comment out accidential ProcessTaints physics debug line left in code | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -1/+1 | |
| | | ||||||
| * | minor: code tidy and inserted log lines for future use. | Justin Clark-Casey (justincc) | 2011-07-09 | 3 | -24/+38 | |
| | | | | | | | | | | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled. | |||||
| * | refactor: eliminate redundant return statement | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -3/+1 | |
| | | ||||||
| * | refactor: Factor out AddSubMesh() method from long ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 2 | -49/+58 | |
| | | | | | | | | | | | | CraeteMeshFromPrimMesher() method Also remove some of the logging spam left in from the last commit. |