Commit Graph

2160 Commits (0c2537bb2418f3c66fd060b3852e90df43adbd27)

Author SHA1 Message Date
Robert Adams a86fedd25f BulletSim: normalize physics FPS to 45. 2012-10-11 14:01:22 -07:00
Robert Adams 3a458e2a36 BulletSim: Use full linkset mass when computing vehicle gravity force. Add taint-time specification to new AddForce(). 2012-10-11 14:01:18 -07:00
Robert Adams 919569f6ec BulletSim: Change defaults for constraint CFM and ERP to make large linksets more rigid. Remove mass calculation for terrain (it should stay a static object). 2012-10-11 14:01:14 -07:00
Robert Adams a791620622 BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to improve interactions. 2012-10-11 14:01:10 -07:00
Robert Adams 68698975f1 BulletSim: Add Force* operations to objects to allow direct push to engine.
Update BSDynamics to use same (don't want to delay updates til next taint-time.
Suppress queuing a taint update for position and orientation calls if value
    does not change.
Move Bullet timing statistics call from C# back to C++ code.
Throttle taints per simulation step and add parameter to set.
By default, don't create hulls for physical objects. Add a
    parameter to turn on and off.
2012-10-11 14:01:07 -07:00
Robert Adams 87825b0abe BulletSim: Fix crash when linking large physical linksets.
Properly remove and restore linkage constraints when upgrading
    a prim's mesh to a hull.
Lots more debug logging.
Definitions and use of Bullet structure dumping.
Centralize detail logging so a Flush() can be added for debugging.
2012-10-11 14:01:03 -07:00
UbitUmarov 8fa91686db add some quaternion normalizations to keep errors under control 2012-10-10 00:57:33 +01:00
UbitUmarov c0cdeec4c0 debug 2012-10-10 00:36:06 +01:00
UbitUmarov a19a189fec fix debug :) 2012-10-09 23:01:26 +01:00
UbitUmarov e238ece327 debug... 2012-10-09 22:57:28 +01:00
UbitUmarov ce497ce379 debug... 2012-10-09 19:43:06 +01:00
teravus 7e90ea3551 av_av_collisions_off = false OdePhysics Settings in OpenSimDefaults.ini - No Avatar Avatar Collisions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment. 2012-10-09 10:41:16 -04:00
teravus 764270a0d8 Add config option to plant avatar where they are reducing avatar avatar 'pushability' av_planted see OpenSimDefaults.ini. Use when you have unruly visitors that rudely push each other around. Still allows a small amount of movement based on the avatar movement PID controller settings. You can increase the spring tension in the PID controller and really prevent any movement if you would like. 2012-10-09 09:26:11 -04:00
UbitUmarov 315f3ee0e5 avoid crashing so debug is seen 2012-10-09 05:21:09 +01:00
UbitUmarov d0773dcd6a another debug msg 2012-10-09 05:09:43 +01:00
UbitUmarov 8717541288 force allocation of mesh data on creation ( messy code version ) 2012-10-09 04:31:50 +01:00
UbitUmarov 5ef48c5980 temporary debug code 2012-10-09 02:57:51 +01:00
UbitUmarov 4c512ada58 fire a extra terseupdate when stopping (like in loosing physics). In some
cases things seem not to stop
2012-10-09 01:04:29 +01:00
UbitUmarov 2e223c8ce2 Change ray to land colision range limitation so it has no impact on other
geom types
2012-10-09 00:44:02 +01:00
UbitUmarov 3bf7201fd4 move terrain geom to own ode space. Limit range on raycast if includes
terrain until ode doesn't eat all stack. Add a pre-simulation method to do
pending actors changes (except mesh assets still not ready to use), to be
optionaly called before firing heartbeat. [UNTESTED]
2012-10-09 00:18:39 +01:00
UbitUmarov a1fcfe8677 a few changes/fix (?) 2012-10-07 23:54:15 +01:00
UbitUmarov 48d8fbc9ae bug fix + make costs visible for testing 2012-10-07 08:53:55 +01:00
UbitUmarov a0b4e68060 refix so we can compile it, loosing alpha scultps fix on core meshmerizer 2012-10-07 06:33:13 +01:00
UbitUmarov c42df1259f fix wrong file commited 2012-10-07 06:16:47 +01:00
UbitUmarov 03ef125ba0 Merge branch 'avination' into ubitwork
Conflicts:
	OpenSim/Region/Physics/Meshing/Meshmerizer.cs
2012-10-07 06:13:24 +01:00
UbitUmarov 4a87a8f3b9 comment out a spam coment on core Meshmerizer 2012-10-07 06:11:51 +01:00
UbitUmarov 4efc90ef37 i update core ode plugin and make it load is meshs (i hope) 2012-10-07 05:53:52 +01:00
UbitUmarov 78ce7a0a04 [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculpts
now
2012-10-07 01:20:52 +01:00
Melanie 637e9a10db Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
2012-10-04 20:16:23 +01:00
UbitUmarov 89d342b5ce more changes and more non active code 2012-10-04 08:14:52 +01:00
UbitUmarov 51e1830f86 more changes. Most code not in use 2012-10-04 04:55:53 +01:00
teravus a2ab3b88de Soliciting for comments on smoothness of physics objects for this build.
This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive.   This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build.
Thanks!
2012-10-03 18:30:44 -04:00
UbitUmarov a9f2bc150f missing changed file 2012-10-03 23:18:35 +01:00
UbitUmarov 9988558ec1 meshworker basic replacement of SOP CheckSculptAndLoad ( for now disabled
for all physics engines)
2012-10-03 23:14:56 +01:00
UbitUmarov 4f51cc325c making meshworker have more work.. 2012-10-03 20:36:41 +01:00
UbitUmarov 7137b234b4 introduce a ODEMeshWorker class, should be pure cosmetic changes for now 2012-10-03 19:33:28 +01:00
Melanie 8a552ac907 Merge branch 'master' into careminster 2012-10-03 17:40:13 +01:00
teravus e56ef2720e I propose that 0.5m/step change for linear velocity is too big of a change to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion. 2012-10-03 02:30:23 -04:00
teravus df3d1d1301 Minor Modification, switch /2 to 0.5f in ODEPrim.Velocity 2012-10-02 23:14:35 -04:00
Melanie 23d5bafa7f Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
2012-10-03 00:24:33 +01:00
Robert Adams 210f227fe6 BulletSim: Make parameter value defaults match what should be the default and what is in OpenSimDefaults.ini. Comment and debug printout changes. 2012-10-02 11:14:15 -07:00
Robert Adams ce47d0c454 BulletSim: Add ForcePosition and ForceOrientation to BSPhysObject and to its children of BSPrim and BSCharacter. 2012-10-02 11:14:09 -07:00
Robert Adams d8a786870b BulletSim: Fix problem where box shapes were not being rebuilt if the shape type changed. 2012-10-02 11:14:03 -07:00
Robert Adams ce97ebdc88 BulletSim: Fix linkset problem where delayed manipulations of child objects was using the child shape address at call time rather than the one created at taint time. 2012-10-02 11:13:57 -07:00
Robert Adams b6b505163c BulletSim: call ForcePosition and ForceOrientation in BSDynamics so there is no lag between what the vehicle code sees and what the physics engine is using. 2012-10-02 11:13:51 -07:00
Robert Adams f2c78281ce BulletSim: fix the FloatOnWater code so avatars can normally go underwater. 2012-10-02 11:13:39 -07:00
Robert Adams 33617e09a1 BulletSim: impliment FloatOnWater OS function. 2012-10-02 11:13:32 -07:00
Robert Adams c1740a2903 Correct my name in CONTRIBUTORS.txt 2012-10-02 11:13:26 -07:00
Robert Adams 5221f2421e BulletSim: remove warnings for unused variables. 2012-10-02 11:13:20 -07:00
Melanie 944b1ed237 Merge branch 'avination' into careminster 2012-09-29 21:47:08 +01:00
Melanie 71dd55a1ce Merge branch 'master' into careminster
Conflicts:
	CONTRIBUTORS.txt
	OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
	OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
2012-09-29 19:21:07 +01:00
Robert Adams 76e9cc41bd BulletSim: remember to release the physical body and shape when a prim is destroyed. This fixes many problems with physical linksets. 2012-09-28 12:34:50 -07:00
Robert Adams 6f89975526 BulletSim: add separate runtime and taint-time linkset children lists to keep the creation of constraints separate from runtime. 2012-09-27 22:02:13 -07:00
Robert Adams 74dea4cfd5 BulletSim: rename some constraint variables to be consistant with other name use.
Added callbacks for shape and body changes in GetBodyAndShape() so the linkset
    constraints can be picked up and restored. A better design might be to have
    a "prim shape changed" event. Think about that.
Added constraint types to general constraint class.
2012-09-27 22:02:08 -07:00
Robert Adams 7b65985047 BulletSim: remove the trailing spaces from lines to make git happier 2012-09-27 22:02:03 -07:00
Robert Adams 5781d4d52d BulletSim: remove the unused body management code from BSPrim. There is no going back now. 2012-09-27 22:01:57 -07:00
Robert Adams f82b903dee BulletSim: Fix linkset crash. Caused by the different body and shape
pointers at runtime and at taint-time. Now passes the body into the
    taint.
Vehicles zero inertia when active to eliminate Bullet's contribution
    to vehicle motion.
2012-09-27 22:01:52 -07:00
Robert Adams 4589bc84a3 BulletSim: Terrain sets proper collision flags on creation.
Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION.
    Might reconsider this and, alternatively, have dynamic objects force activation.
Clean up use of DetailLog().
2012-09-27 22:01:47 -07:00
Robert Adams 735d89e369 BulletSim: btGhostObjects working to make 'volume detect' work.
Rearrangement and cleanup of shape collection code. Much more readable.
Enabling and use of collision filters and masks.
Addition of ID to body creation BulletSimAPI calls so always set in
    shape for collision reporting.
Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder
    from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE
    which makes volume detect fail.
2012-09-27 22:01:42 -07:00
Robert Adams d016051fa0 BulletSim: renamed members of BulletShape, BulletSim and BulletBody
so the members case is consistant. Caused modifications everywhere.
New logic in BSShapeCollection to track use and sharing of shapes.
    I just reslized, though, that shapes cannot be shared because the
    shape's UserPointer is the localID of the prim and is required
    for tracking collisions. More changes coming.
Added DuplicateCollisionShape2() to API and changed BuildNativeShape2
    to take a ShapeData structure so don't have to pass so many parameters.
    This matches the latest version of BulletSim.dll.
Additions and removal of DetailLog() statements for debugging.
2012-09-27 22:01:37 -07:00
Robert Adams 42802669dd BulletSim: fix regression that caused cylindar shapes to have a box collision shape 2012-09-27 22:01:31 -07:00
Robert Adams 22290ef35a BulletSim: complete code for managed code shape and body tracking. Not debugged.
Eliminate some null exceptions created adding the above code.
Add and remove some detailed logging statements.
2012-09-27 22:01:26 -07:00
Robert Adams a27e4ce6cb BulletSim: add class and infrastructure for shape and object
tracking in the C# code. Needed for the changing body type
    (to and from GhostObjects) for volumeDetect.
2012-09-27 22:01:21 -07:00
Robert Adams 91efccabdc BulletSim: Convert BSCharacter to use common BSPhysObject code and variables.
Fix avatar height calculation to properly account for the capsule ends.
Rearrange some locking in TerrainManager to eliminate possible race conditions.
Move DetailLog() definition into common BSPhysObject class.
Some variable renaming to make usage clearer (refactor.rename makes this so easy).
2012-09-27 22:01:16 -07:00
Robert Adams ee7cda261c BulletSim: move a bunch of common logic out of BSPrim and BSCharacter
and into the parent class BSPhysObject.
Rework collision logic to enable extra collision after done colliding.
Rename 'Scene' to 'PhysicsScene' to differentiate it from the simulator 'Scene'.
2012-09-27 22:01:11 -07:00
UbitUmarov 58e55ae075 make some forgotten changes be done by simulation thread not by caller 2012-09-27 23:14:42 +01:00
Melanie 001ec0e2e6 Merge branch 'avination' into careminster
Conflicts:
	OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
2012-09-27 17:29:44 +01:00
Melanie f2308c819e Remove spammy "axislock" debug. 2012-09-17 12:58:59 +02:00
Melanie db774d4292 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
	OpenSim/Region/Framework/Scenes/EventManager.cs
2012-09-16 04:11:20 +01:00
Robert Adams b602b476ad BulletSim: update DLLs and SOs and remove some debugging code. 2012-09-15 15:36:13 -07:00
Robert Adams c77be802d2 BulletSim: some debugging prints in BSPrim for tracking changes in linkset children. 2012-09-15 15:32:16 -07:00
Robert Adams 1826b2b18e BulletSim: add the debugging routine DumpRigidBody2() to API2. 2012-09-15 15:32:11 -07:00
Robert Adams f35bd6eb7d BulletSim: another attempt at computing physics FPS correctly. 2012-09-15 15:32:05 -07:00
Robert Adams dcb94b8a24 BulletSim: remove timeStep parameter from calls for vehicle parameter setting. There is no reason these should be using the simulation time interval for parameter calculation. 2012-09-15 15:31:59 -07:00
Robert Adams 6632eb7c05 BulletSim: Remove calculation and passing of unused collied object type.
Fix collision code to properly sense mega-region children regions as terrain.
When setting an object physical, reset all the physical properties (friction, ...).
2012-09-15 15:31:54 -07:00
Robert Adams f0a098924e BulletSim: set all linkset objects center of mass to the whole linkset's center of mass 2012-09-15 15:31:49 -07:00
Robert Adams 7c347f4c5c BulletSim: Add calls to linkset class when object going static or dynamic.
Reset center of mass on an object when going dynamic.
2012-09-15 15:31:44 -07:00
Robert Adams d86cbe6379 BulletSim: remove unused NeedsMeshing() code from BSScene. 2012-09-15 15:31:39 -07:00
Robert Adams c0fec70b1a BulletSim: Add 'IsNativeShape2' call 2012-09-15 15:31:34 -07:00
Robert Adams 2c5ff93990 BulletSim: Way too many changes in one commit.
Many changes to BSDynamic for readability and commentary.
Linkset hacking for vehicles: don't over mass the root prim.
Add parameter for link constraint solver iterations.
Correct uses of timestep in timescale calculations for vehicles.
Reorganize code/logic for making objects static and dynamic for readability
    and use of API2.
Changed most calls in BSPrim to use API2 calls (the new way).
Avatars do not generate default Bullet collision events but do call up
    to the simulator for every avatar. Reduces overhead.
Objects added to collision list only if they are processing collisions.
    Reduces overhead especially for large numbers of avatars.
Generalize call for water height to GetWaterHeightAtXYZ().
Catch and correct exception getting terrain height when out of bounds.
Correct race condition in Terrain Manager where creation wasn't at taint-time.
Add API calls for constructing compound shapes.
Move NeedsMeshing() logic into object class.
Reorganize logic for object meshing to reduce rebuilding of meshs/hulls.
2012-09-15 15:31:29 -07:00
Melanie 0d97beefce Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/Scene.cs
2012-09-09 13:30:24 +01:00
Robert Adams 126eae7100 BulletSim: Add Bullet body and shape to BSPhysObject and rename
'Body' to 'BSBody' for disambiguation when reading code.
Complete the API2 interface so nearly all methods on bullet
    classes are available to the managed code. The efficient
    single call simulation step is kept in place while all
    other creation/destruction/parameterization can be done
    in the managed code.
2012-09-07 16:05:28 -07:00
Robert Adams 3c097cb7a9 BulletSim: Add some comments (gasp) and log messages. 2012-09-07 16:05:22 -07:00
Robert Adams 189f51233e BulletSim: PhysicsActorType() now returns the correct value rather than 'unknown'. 2012-09-07 16:05:16 -07:00
Robert Adams 76dc29dc37 BulletSim: Modify collision flag calls to return the current flags.
Track current collision flags in BSPrim.
Add BulletSimAPI calls for saving and restoring rigidBodies using
    construction information structure.
2012-09-07 16:05:11 -07:00
Melanie e2e8b09059 Merge branch 'master' into careminster 2012-09-02 22:15:55 +01:00
Robert Adams ffdc798720 BulletSim: Update BulletSimAPI to match the DLL interface.
Major rework of terrain management which finally makes mega-regions work.
Update heightmap of terrain by rebuilding the terrain's body and shape.
    There is a problem with just replacing the shape so this workaround
    will do for the moment but it will need to be resolved for
    mesh and hull switching.
2012-08-31 11:41:33 -07:00
Robert Adams ae852bb873 BulletSim: clean up some variable naming for consistancy.
Update DLL API for new terrain and shape/body pattern methods.
Terrain creation and modification uses new shape/body pattern.
Move debug logging callback set to initialization call so logging
   is per physics engine.
2012-08-31 11:41:28 -07:00
Robert Adams d3adf9b2b3 BulletSim: fix line endings. 2012-08-31 11:41:23 -07:00
Robert Adams 7c140570db BulletSim: Changes to terrain storage and management so mega-regions work.
Moved all terrain code out of BSScene and into new BSTerrainManager.
Added logic to manage multiple terrains for mega-regions.
Added new functions to BulletSimAPI to match the library.
Moved all of the terrain creation and setup logic from C++ code to C# code.
    The unused code has not yet been removed from either place. Soon.
Moved checks for avatar above ground and in bounds into BSCharacter.
2012-08-31 11:41:18 -07:00
Robert Adams 7b6987ce83 BulletSim: unify physical objects under BSPhysObjects. Now BSScene and BSLinkset only know of BSPhysObject's and there is only one list to search in BSScene. 2012-08-31 11:41:12 -07:00
Robert Adams 0376b8ddbc BulletSim: add new interface for mesh, hull and terrain creation that will move nearly all of the logic into the C# code. 2012-08-31 11:41:07 -07:00
Melanie aee7a31bc3 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
	OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
2012-08-18 13:17:39 +01:00
Robert Adams 7243d4f842 BulletSim: Properly regenerate hulls when objects made physical.
This fixes the problem of non-base shapes (cubes and spheres)
    falling through the terrain.
2012-08-17 14:45:18 -07:00
Robert Adams 03d76e9403 BulletSim: restore most of the Detail logging statements. Will have
no effect on non-logging running.
Capture region name that is passed to the physics engine and use
    it for detail logging file name prefix.
Fix problem with avatars dropping when flying across region boundries.
2012-08-17 13:34:22 -07:00
Robert Adams ccc69d66a1 BulletSim: add parameters and functionality to specify the mesh
level of detail for large meshes.
Remove parameter and code for DetailLog (conditional logging into
   regular log file).
2012-08-17 13:34:18 -07:00
Robert Adams 8eda290262 BulletSim: comments and parameter changes in dynamics engine. 2012-08-17 13:34:16 -07:00
Robert Adams e31e23d68d BulletSim: in BSDynamics, merge 'flags' and 'hoverFlags' as they are defined for the same bits and it makes the code less complicated. 2012-08-17 13:34:14 -07:00
Melanie 90ad98370a Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-08-16 02:46:48 +01:00
Robert Adams 376441e550 BulletSim: make it so objects in a linkset do not generate collisions with each other. 2012-08-15 16:29:50 -07:00
Robert Adams dd10cf01e7 BulletSim: add hinge constraint.
Update BulletSimAPI with new constraint related function calls.
Reorganize locking in BS6DofConstraint.
Update BS6DofConstraint to do constraint reset correctly.
Add new 'midpoint' construction of 6Dof constraint.
2012-08-15 12:08:21 -07:00
Robert Adams 9efe7bf7ba BulletSim: add locking to constraintCollection and rename some of the public method variables to reduce confusion between a physics scene and the real scene. 2012-08-15 12:08:17 -07:00
Robert Adams 68f112888b BulletSim: clean up detail logging by adding many more debug log statements and then commenting out most of the additions. 2012-08-15 12:08:13 -07:00
Robert Adams b05a2fc4ed BulletSim: don't recreate mesh unless it needs it when rebuilding the hull. Make sure the collisionCollection is reallocated each tick to fix race condition of it being cleared while still in use. 2012-08-15 12:08:09 -07:00
Robert Adams 257446889b BulletSim: fix problem of a null reference exception on shutdown if there were linksets in the region. 2012-08-15 12:08:05 -07:00
Robert Adams 77a7758cf5 BulletSim: Refactor BSConstraintCollection to add a new RemoveAndDestroyConstraint(BSConstraint xx) 2012-08-15 12:08:01 -07:00
Robert Adams c1c1d48af1 BulletSim: add BSConstraint.RecomputConstraintVariables for the recomputation after linksets changed, etc 2012-08-15 12:07:57 -07:00
Robert Adams 6f1f299619 BulletSim: Add the class BSCharacter to the DetailLog output 2012-08-15 12:07:53 -07:00
Robert Adams 11a4b9ec1d BulletSim: rework physics FPS calculation to make a more realistic number. 2012-08-15 12:07:49 -07:00
Melanie 9b014a7167 Merge branch 'careminster' into avination
Conflicts:
	OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
2012-08-14 02:34:03 +01:00
Melanie 93e3ab3ebd Merge branch 'master' into careminster 2012-08-11 17:32:30 +01:00
Robert Adams 0c7ce4fc98 BulletSim: many, many detailed logging messages for physical linkset
debugging.
Linkset bugs fixed where accounting of children would get lost.
Moved scene based vehicle tracking logic from prim to the scene.
Added GetCollisionFlags2 method to BulletSimAPI.
Updated DLLs and SOs.
2012-08-10 16:22:44 -07:00
Robert Adams 3ca770cd2c BulletSim: Add module names to DetailLog output. Fix some problems with linksets that were caused by checking data structures that are changed regularly from taint time code -- resulted in linksets not being unlinked properly. 2012-08-10 08:33:09 -07:00
Robert Adams 320982cae3 BulletSim: add an identifier to the TaintObject call so exceptions that happen when the taint is invoked can be debugged 2012-08-09 15:17:19 -07:00
Robert Adams 38e79b80a8 BulletSim: separate out the constraints by type. The linksets use
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.
2012-08-09 15:01:05 -07:00
Melanie 6ed3761147 Merge branch 'master' into careminster 2012-08-09 02:37:49 +01:00
Robert Adams 5ab151c2d6 BulletSim: add avatar code to keep avatars from ending up trapped under the terrain 2012-08-08 13:48:49 -07:00
Robert Adams 19417fca41 BulletSim: Added avatar capsule scaling for size of avatar.
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.
2012-08-07 17:15:06 -07:00
Melanie 85b4eab005 Merge branch 'master' into careminster 2012-08-07 20:20:28 +01:00
UbitUmarov eef6bb97c0 use a bit more complex mesh key identifier, plus a bug fix 2012-08-07 17:42:29 +01:00
Robert Adams 4adb3471ac BulletSim: update SOs and DLLs to run on more Linux versions. Correct multiple buoyancy settings when character flying. Remove chatty log message on prim destruction. 2012-08-06 12:55:52 -07:00
UbitUmarov 36a1248b31 ** DANGER someone should stress test more ** release unused physics meshs, including unmanaged memory allocations (allocated by managed code) 2012-08-06 09:06:46 +01:00
UbitUmarov 307c45af2a bug fix: keep sculpt bitmaps border pixels during resolution scaling.
let this eventually have diferent interpolator last steps on each direction as sl seems to do.
2012-08-05 12:54:34 +01:00
UbitUmarov 493309d91a ubitmeshing: mask out mirror and invert bits on sculpttype convertion.
Remove some unused
2012-08-05 10:37:25 +01:00
UbitUmarov 92d44446fa *feature test* ubitode, let convex hull shape type work for prims other
than uploaded meshs, making it change the mesh level of detail from high to low.
This will work on all prims that get a internal mesh or sculpts. Mesh size
reduction will depend on particular shape. This is not as SL. There prims
do also get concave areas. Uploaded meshs work as before. A normal 10x10x10 torus gets 152 vertices in place of 900, and 198 faces in place of 1198.
2012-08-04 17:33:14 +01:00
Melanie b9c4a637b4 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/Scene.cs
2012-08-04 03:00:20 +01:00
Robert Adams e7ad6ed3a3 BulletSim: pass collision subscription information to the C++ code so collisions on objects that don't care are not reported up. 2012-08-03 15:09:56 -07:00
Robert Adams ea36d4a4cf BulletSim: Add AddObjectForce to BulletSim API.
Add interface 2 enhancements to BSCharacter.
Modify AddForce and SetForce to use the new Bullet interface.
More DetailLog statements for character.
2012-08-03 15:09:52 -07:00
Melanie 0c00abcce1 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
2012-08-03 16:46:11 +01:00
Robert Adams 8b04e8a297 BulletSim: Debugging log statements added. Reduced size of updata buffer trying to find a corrupted memory problem. Update DLL and SO. 2012-08-02 16:30:23 -07:00
Melanie ecffcf7f65 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Region/Physics/Manager/PhysicsScene.cs
2012-08-01 23:03:03 +01:00
Melanie cf16ca9bda Create the ability for physics modules to request assets on demand by
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.
2012-08-01 22:37:38 +01:00
Robert Adams c51ef38e2d BulletSim: fix problem where resizing a primary shape (cube or sphere) would not rebuild the physics mesh. Update the DLLs and SOs to latest version. 2012-07-31 16:23:52 -07:00
Robert Adams e38d26a2dc BulletSim: change boolean parameters in the shape data from int's to float's to be consistant with parameter data structure 2012-07-31 16:23:48 -07:00
Melanie 8114260946 Merge branch 'master' into careminster 2012-08-01 00:08:02 +01:00
Robert Adams 50dbb9ffe4 BulletSim: add parameters and API calls for setting ERP and CFM.
Set ERP and CFM in linkset constraints.
Reorder rebuilding of object bodies so they are not rebuilt everytime
   something is linked and unlinked.
2012-07-31 09:23:05 -07:00
Melanie e012c81d7c Merge branch 'avination' into careminster
Conflicts:
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-07-29 16:11:20 +01:00
Melanie 771d79e83e Merge branch 'master' into careminster
Conflicts:
	OpenSim/Framework/Monitoring/BaseStatsCollector.cs
	OpenSim/Region/Application/OpenSim.cs
	OpenSim/Region/Application/OpenSimBase.cs
	OpenSim/Region/Framework/Scenes/SceneManager.cs
	bin/OpenMetaverse.Rendering.Meshmerizer.dll
	bin/OpenMetaverse.StructuredData.dll
	bin/OpenMetaverse.dll
	bin/OpenMetaverseTypes.dll
	prebuild.xml
2012-07-28 00:39:36 +01:00
Justin Clark-Casey (justincc) d4f476c7ce Remove the LandGeom checks in OdeScene - these are pointless since LandGeom 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.
2012-07-27 23:31:19 +01:00
Melanie be22e3599c Change the stair fudge factor so steps of 0.5m can be climbled to match inworldz claims and SL's realities 2012-07-27 03:24:45 +02:00
Robert Adams ce812c88cc BulletSim: fix a recursive loop when fetching the mass of the root of a linkset. 2012-07-26 16:06:00 -07:00
Robert Adams 7d30637d51 BulletSim: refactor all the linkset logic out of the prim class
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.
2012-07-26 16:05:57 -07:00
Robert Adams 9e914f5c32 Add check so Ode does not try to simulate after it has been Dispose()'ed. Fixes exception that happens when shutting down region (improvements from last patch) 2012-07-26 16:03:15 -07:00
Robert Adams 9ca1075e7e BulletSim: remove unused, commented out code in BSConstraint 2012-07-25 16:31:17 -07:00
Robert Adams 0a4c080e63 BulletSim: fix line endings in newly added files (Is it DOS or is it UNIX? Only it's hairdresser knows for sure) 2012-07-25 16:31:12 -07:00
Robert Adams d7add2940a BulletSim: add parameters for setting linkset constraint factors 2012-07-25 16:31:08 -07:00
Robert Adams 75f7721b0c BulletSim: small change to use the pointer to the bullet object for zeroing forces. 2012-07-25 16:31:04 -07:00
Robert Adams bf6529db32 BulletSim: Redo parameter specification so only one place has
to change to have a parameter show up in the ini file and
command line. Will make it much easier for the next person.
2012-07-25 16:30:59 -07:00
Robert Adams 2d05e16f7e BulletSim: Add C# classes for storing and tracking constraints. 2012-07-25 16:30:55 -07:00
Robert Adams 5707e171f4 BulletSim: Move constraint tracking from C++ code to C# code
for more flexibility.
2012-07-25 16:30:50 -07:00
Melanie 6930d696e9 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
2012-07-25 18:19:12 +01:00
Robert Adams bf6547be01 BulletSim: change how prim mass is saved so it is always calculated but zero is given if not physical. 2012-07-23 16:32:47 -07:00
Robert Adams dda681515b BulletSim: small optimizations for link and unlink code 2012-07-23 16:32:41 -07:00
Robert Adams 8a574395c7 BulletSim: add Dispose() code to free up resources and close log files. 2012-07-23 16:32:36 -07:00
Robert Adams 85c6eb7c50 BulletSim: add all the new functions to BulletSimAPI.
Modify ZeroMotion() to not make tainting calls and to use new API calls.
2012-07-23 16:32:30 -07:00
Robert Adams 73f9e14b43 BulletSim: improve linking to add each link individually rather than rebuilding the object each time. Makes it an O(n) operation rather than O(n\!). 2012-07-23 16:32:24 -07:00
Melanie fb8e92c90b Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/ScriptEngine/Shared/Helpers.cs
	prebuild.xml
2012-07-23 18:54:12 +01:00
Robert Adams b25d874afa BulletSim: add reference to OpenSim.Region.CoreModules in BSScene.cs attempting to fix a mono compile error. 2012-07-20 15:34:19 -07:00
Robert Adams ca3b6b1f90 BulletSim: more detail logging for vehicle and general physics debugging.
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!
2012-07-20 14:08:29 -07:00
Robert Adams 7451bb1613 BulletSim: fix compile errors from last commit. Clean up passing of physics scene into vehicle dynamics code. 2012-07-20 14:02:29 -07:00
Robert Adams cda67a68de BulletSim: Add very detailed logging to BSDynamics for vehicle debugging 2012-07-20 14:02:27 -07:00
Robert Adams c400918c84 BulletSim: Add PID variables to physical scene. Not PIDing yet, but soon.
Cleaned up code and got rid of compile warnings.
2012-07-20 14:02:24 -07:00
Robert Adams f9913b6ef7 BulletSim: Add detailed and voluminous debug logging that is enabled
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.
2012-07-20 14:02:22 -07:00
UbitUmarov 0facebec40 Update ubitMesh primMesher with new Dahlia version on core ( reckick git
back)
2012-07-19 11:12:53 +01:00
UbitUmarov d5f4fb7b50 Merge branch 'avination' into ubitwork 2012-07-17 00:54:23 +01:00
UbitUmarov 0d3661fb5f UbitOde: remove useless water collider from active code. 2012-07-17 00:27:01 +01:00
Melanie c256447f46 Merge branch 'avination' into careminster
Conflicts:
	OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
	OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
2012-07-16 22:22:42 +01:00
Melanie 7b9c4d2826 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-07-16 21:32:10 +01:00
UbitUmarov 35a5a064b0 Merge branch 'avination' into ubitwork 2012-07-15 15:40:23 +01:00
UbitUmarov 62df82b74d messing around... Let terrain and water have nullphysicsactors, let
nullphyscisactors have a type water, ground or unknown (default). having
this removed geom to name mapping no longer needed. Made some more methods
comum to prims and characters acessible via PhysActor allowing for a more
uniform access. ...
2012-07-15 00:50:00 +01:00
Melanie 95f2d86549 Reinstate sleeping because less CPU is preferred over reporting accuracy.
Who needs accurate collisions when the sim lags and crashes?
2012-07-14 09:13:27 +02:00
dahlia 5d3723a47f update PrimMesher.cs to dll version r72 which fixes some path errors in sliced linear prims. Addresses Mantis #6085 2012-07-13 21:22:15 -07:00
UbitUmarov 72e2b94094 In collisions report linksets root parts to parts, and not all parts.
Temporary suspend collision checks on full stopped bodies, until a better
away is found wake them, avoiding spurius collision end and start events.
Until a nice way is found to avoid them, this may cause some higher cpu load. plus some clean up
2012-07-13 23:57:45 +01:00
UbitUmarov 5cfea5934b fix bad vehicle reference frame 2012-07-13 19:32:43 +01:00
UbitUmarov 4c2523b1c2 Use faster any contact point collision detection for Volumedetect, plus
some clean up
2012-07-12 20:05:00 +01:00
Melanie 89c9528e38 Merge branch 'avination' into careminster
Conflicts:
	OpenSim/Data/MySQL/MySQLSimulationData.cs
2012-07-11 14:27:33 +01:00
UbitUmarov 84ab4c4462 ubitODE leaks 2012-07-11 08:13:57 +01:00
Melanie 0bc8238a6c Merge branch 'master' into careminster
Conflicts:
	OpenSim/Framework/Watchdog.cs
	OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
2012-07-11 03:56:50 +01:00
UbitUmarov ca41ec9eb4 let rotationVelocity or AngularVelocity be setted on prims. Limited to
12rad/s
2012-07-10 05:11:06 +01:00
UbitUmarov 3a1d46ad44 retry fixing ode getconfiguration() 2012-07-09 17:21:54 +01:00
UbitUmarov a709768085 fix ode getconfiguration 2012-07-09 17:01:52 +01:00
UbitUmarov 0ac161c9a8 log ODE lib configuration 2012-07-09 16:51:56 +01:00
UbitUmarov fb8e8dcbce fix ODE dispose plus minor clean. On regions restart ode.dispose seems
to be called with scene still calling simulation, that should be changed,
 for now added a check for a valid world in ode simulation
2012-07-09 13:25:17 +01:00
UbitUmarov d50b852d53 ODE turn off material dependent friction while vehicle linear motor is Effective. Increase a bit world damping of velocities 2012-07-07 03:16:41 +01:00
Robert Adams e4a6611865 Clean up collision reporting code so they are properly passed to
the simulator in batches.
More comments.
2012-07-06 15:09:19 -07:00
Melanie 26d89777d8 Merge branch 'avination' into careminster
Conflicts:
	OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
	OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-07-06 20:51:18 +01:00
Melanie e5eef139ed Merge branch 'master' into careminster 2012-07-01 03:04:23 +01:00
UbitUmarov ec7c7fe5f8 ubitode: create and use 4 off world collision spaces for offworld static prims 2012-06-30 08:49:07 +01:00
Justin Clark-Casey (justincc) 1926de5a05 Remove some mono compiler warnings 2012-06-30 01:25:39 +01:00
Melanie 6137f37028 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
2012-06-29 22:24:53 +01:00
Justin Clark-Casey (justincc) 0229e90dcc Move update of the final optional ODE total frame stat inside the OdeLock rather than outside to avoid a very occasional race condition with the stat collection thread 2012-06-29 01:02:35 +01:00
Justin Clark-Casey (justincc) e420f815dc refactor: rename _collisionEventPrim to m_collisionEventActors and _collisionEventPrimChanges to m_collisionEventActorsChanges to reflect their actual contents.
These dictionaries handle all actor types, not just physical prims.
2012-06-29 00:54:40 +01:00
Justin Clark-Casey (justincc) 1a7be7b00e Fix a regression where we stopped removing avatars from collision event 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.
2012-06-29 00:36:50 +01:00
Melanie c0b21d92c2 Merge branch 'avination' into careminster
Conflicts:
	OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-06-06 14:16:19 +01:00
UbitUmarov 401b97788f fix addforce/impulse. 2012-06-04 20:35:12 +01:00
Melanie 522f36345d Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
2012-06-02 01:40:42 +01:00
Justin Clark-Casey (justincc) 6375db1533 Add optional total avatars, total prims and active prims stats to ODE plugin.
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
2012-06-01 04:23:36 +01:00
Justin Clark-Casey (justincc) 4e06a46dc5 If OdeScene.Near() returns no collision contacts, then exit as early as possible. All subsequent code is only relevant if there are contacts. 2012-06-01 04:07:39 +01:00
Justin Clark-Casey (justincc) 200376b3c4 Add optional stat for the other collision time per frame not spent in ODE native spaces or geom collision code 2012-06-01 03:49:42 +01:00
Justin Clark-Casey (justincc) d34b84b531 Add avatar forces calculation, prim force and raycasting per frame millisecond optional stats 2012-06-01 03:23:19 +01:00
Justin Clark-Casey (justincc) 9ff8efc720 Collection optional avatar and prim taint frame millisecond times 2012-06-01 03:03:48 +01:00
Justin Clark-Casey (justincc) d1b5f8d9d7 Remove recent optional native collision frame milliseconds stat
Unnecessary since this has now been broken down into space collisions and geom collisions
2012-06-01 02:35:11 +01:00
Justin Clark-Casey (justincc) 31343aa7c3 Add optional stat that records milliseconds spent notifying collision listeners in physics frames 2012-06-01 02:33:44 +01:00
Justin Clark-Casey (justincc) 5f44be99ef Add avatar and prim update milliseconds per frame optional stats 2012-06-01 02:25:42 +01:00
Justin Clark-Casey (justincc) 5cc9b820e5 Add option native step frame ms stat 2012-06-01 01:58:28 +01:00
Justin Clark-Casey (justincc) f2c8c7a7b8 Add total ODE frame time optional stat, as a sanity check on the main scene physics stat 2012-06-01 01:37:19 +01:00
Justin Clark-Casey (justincc) 8333b928fa Break down native ODE collision frame time stat into native space collision and geom collision stats 2012-06-01 01:27:19 +01:00
Justin Clark-Casey (justincc) c33c8db825 Rename new collision stats to 'contacts' - there are/can be multiple contacts per collision and this is what is actually being measured. 2012-06-01 01:15:27 +01:00
Justin Clark-Casey (justincc) e1f8d2adb0 Stop adding an unnecessary duplicate _perloopcontact if the avatar is standing on a prim.
This has already been added earlier on in the method.
2012-06-01 01:12:30 +01:00
Justin Clark-Casey (justincc) 8301f7b17f minor: comment out currently unused OdeScene.sCollisionData 2012-06-01 00:57:55 +01:00
Justin Clark-Casey (justincc) 93fa9e8991 Add ODE avatar and prim collision numbers if extra stats collection is enabled. 2012-06-01 00:56:13 +01:00
Justin Clark-Casey (justincc) 878b67b333 Fix OdeScene.GetTopColliders() to return the top 25 colliders rather than 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.
2012-06-01 00:26:11 +01:00
Melanie e696d1d952 Merge branch 'avination' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
2012-05-31 03:37:43 +01:00
Melanie e80161753f Merge branch 'master' into careminster 2012-05-31 03:35:24 +01:00
Justin Clark-Casey (justincc) 0b02a4d42e Add an optional mechanism for physics modules to collect and return 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.
2012-05-31 01:52:26 +01:00
UbitUmarov cc903992dd ubitode prim: if makebody() is called already having a body, do a full destrution so there are no 'leaks'. 2012-05-30 21:32:15 +01:00
Melanie c548f48791 Guard setting the building flag 2012-05-30 19:32:02 +02:00
Melanie 0587079115 Whitespace fix 2012-05-30 19:25:52 +02:00
UbitUmarov 3e9a831e87 fix physics not reporting collisions only with terrain 2012-05-29 19:13:27 +01:00
Melanie 9129a0cce4 Merge branch 'avination' 2012-05-29 08:45:44 +02:00
UbitUmarov dbbfe0cdd7 fix avatars collisions on sim crossings and other few cases where freemove() is called 2012-05-28 22:23:32 +01:00
UbitUmarov 2122c336b0 a bit cleaner code (?) on sculpts/meshs meshing checking 2012-05-28 14:44:06 +01:00
UbitUmarov 60cebe9a5b let meshs work indenpendently of mesh_sculpted_prim config option 2012-05-28 14:32:16 +01:00
UbitUmarov 20baa6334c revert making sculpts phanton if sculpt meshing option is off 2012-05-28 13:05:50 +01:00
Melanie 78e657fd8d Merge branch 'avination' into careminster 2012-05-27 19:35:36 +01:00
UbitUmarov f740c9522a Let OOB information usable outside ubitode 2012-05-27 14:01:42 +01:00
UbitUmarov d2260423e5 also don't collide sculps or meshs if meshing is OFF 2012-05-21 17:11:19 +01:00
UbitUmarov 85f5789993 try to let avas climb higher steps. Will only work in some cases, may have bad effects, so needs some more testing 2012-05-21 12:35:17 +01:00
UbitUmarov 11f582b26d minor changes 2012-05-20 13:18:15 +01:00
UbitUmarov 10889c86d9 reduce useless waste of cpu. Make character collision events be done similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added) 2012-05-19 16:35:48 +01:00
Melanie ebd9d2618b Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
2012-05-19 13:34:44 +01:00
UbitUmarov deb87e7890 fix character IsPhysical 2012-05-19 01:01:46 +01:00
UbitUmarov a7ece8c688 add colliders relative velocity projected in collision direction to collisions report information. 2012-05-19 00:17:37 +01:00
Justin Clark-Casey (justincc) 6501b1b1bb refactor: move EventQueueGet path generation into common method. Rename some local variables in line with code conventions. Add commented out EQG log lines for future use. 2012-05-18 00:38:29 +01:00
Justin Clark-Casey (justincc) b18c8c8e78 Don't eagerly clear frame collision events when physics actors subscribe and 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
2012-05-17 23:59:43 +01:00
Melanie 81ce169dfe Merge branch 'avination' into careminster
Conflicts:
	OpenSim/Data/MySQL/MySQLSimulationData.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-05-15 21:24:27 +01:00
UbitUmarov 9d67523235 ubitODE: if stopped having collisions do report zero colisions once, so collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate. 2012-05-15 15:45:01 +01:00
UbitUmarov 338be76e0a ubitODE: fix not reporting land collisions on same cases. 2012-05-15 13:41:13 +01:00
UbitUmarov 9870d7e4e7 ubitODE fix force in case of mlinear motor offset present 2012-05-13 01:28:20 +01:00
Melanie fe029cf4e8 Merge branch 'avination' into careminster 2012-05-13 01:25:03 +01:00
Melanie e5653ebeb7 Merge branch 'avination' into careminster 2012-05-13 01:24:10 +01:00
UbitUmarov 4d98a291a2 ubitODE let vehicles responde faster to changes of some parameters like motors decay times 2012-05-12 14:00:08 +01:00
UbitUmarov 792e8db456 ubitODE reduced again a bit the max allowed correction velocity on colisions, to reduce a bit bouncing inerent to colisions. 2012-05-12 13:44:47 +01:00
UbitUmarov 46095c963c ubitODE: trial workaround for avatar colisions 2012-05-12 12:17:28 +01:00
UbitUmarov 8dd5f08b6e revert terminal vel reduction. It helped but not efective 2012-05-11 15:53:31 +01:00
UbitUmarov 3c37bc2851 reduce avatars terminal velocity to less than 30m/s or colisions with basic boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt). 2012-05-10 22:44:12 +01:00
UbitUmarov d0c0d37d24 ubitode: changes to vehicles servos 2012-05-10 16:17:02 +01:00
Melanie 900afbd53e Merge branch 'avination' into careminster 2012-05-08 00:07:13 +01:00
UbitUmarov 75c51f33c4 minor change to linear motor decay 2012-05-07 21:44:24 +01:00
Melanie 1120a2cf36 Merge branch 'avination' into careminster 2012-05-07 12:07:42 +01:00
UbitUmarov 2ab9588c9a UbitODE: reduced the diference btw dinamic and static friction, making dinamic larger more identical to static. 2012-05-05 11:03:38 +01:00
UbitUmarov 3b78e33d16 ubitODE prims: - moved outbounds checking back to UpdatePositionAndVelocity() from move() so it's done at end of each ode step and when it reports positions to core. There should be no need to check in both places. - Addforce() and AddAngularForce now apply a force if parameter pushforce is true or apply a impulse if false as it's actually needed (the prims grab case should be a force) 2012-05-05 10:40:03 +01:00
Melanie b62cc3ce0a Merge branch 'avination' into careminster 2012-05-05 10:32:22 +01:00
UbitUmarov 163a86517a force lower avatar density for testing 2012-05-05 03:28:35 +01:00
UbitUmarov 6b3135aa4d UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any significant change like new 'velocity' or new position, etc, requests 2012-05-04 22:24:04 +01:00
Melanie 8b1cc0dd29 Merge branch 'avination' 2012-05-03 00:15:45 +02:00
UbitUmarov a135e51d23 Improved sitted avatars crossings ( plus tests on vehicles) 2012-05-02 22:08:09 +01:00
Melanie 58d460542d Merge branch 'avination' 2012-05-02 00:33:56 +02:00
UbitUmarov 303739622c ubitODE fix applyROtationImpulse, let vehicle hover be relative to root prim and not center of mass ( as SL docs said) updated some flags to current ones 2012-04-29 11:46:16 +01:00
UbitUmarov be176b1e49 ubitode fix inertia for same cases. Added a nasty lock on llGetCenterOfMass and simulate 2012-04-29 08:24:41 +01:00
Melanie 174fa4a70f Merge branch 'avination' 2012-04-29 01:33:40 +02:00
UbitUmarov dd745f60c2 fix llGetCenterOfMass ( checked with ubitODE only) 2012-04-28 21:36:38 +01:00
UbitUmarov e48fa38ff5 Oooops don't hover underground but do hover 2012-04-27 23:18:54 +01:00
UbitUmarov f5cb403e7e reorder priority of vehicle hover flags 2012-04-27 22:59:57 +01:00
UbitUmarov ee237fc5df test 2012-04-27 12:19:22 +01:00
UbitUmarov 8ef7df5a56 test 2012-04-27 11:01:34 +01:00
UbitUmarov fedc9eb105 itest 2012-04-27 09:50:53 +01:00
UbitUmarov 1c735facee test 2012-04-27 09:23:20 +01:00
UbitUmarov 7a7f4b7722 testing 2012-04-27 09:00:30 +01:00
UbitUmarov 03450dee39 testing.... 2012-04-27 08:11:18 +01:00
UbitUmarov 6edbbdc83a ubitODE fix don't report colisions with a volume detector ( only report to it ) 2012-04-27 06:00:50 +01:00
UbitUmarov e974d493c6 testing 2012-04-27 03:44:15 +01:00
UbitUmarov d8f691664a testing 2012-04-27 03:36:49 +01:00
UbitUmarov 76d9040ed4 testing 2012-04-27 02:54:39 +01:00
UbitUmarov 911bc81b00 testing 2012-04-27 02:13:54 +01:00
UbitUmarov a64a9e48de TESTING 2012-04-27 01:43:27 +01:00
Melanie db31c9fe58 Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster 2012-04-25 19:15:40 +01:00
UbitUmarov 3da613adf5 fix chODE loosing some part positions when doing isPhysical false 2012-04-24 23:13:57 +01:00
Melanie c5520dc83f Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-04-24 21:30:12 +01:00
Justin Clark-Casey (justincc) c6f30e044b Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed 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
2012-04-24 20:15:10 +01:00
UbitUmarov a4b76a42cc let objects/avas push avas 2012-04-24 06:56:34 +01:00
Melanie 159b3b27ca Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster 2012-04-23 21:13:08 +01:00
Melanie e903709847 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
2012-04-23 20:44:41 +01:00
UbitUmarov 5a8fdc8a0b ubitODE - do own timing control (as chODE does) until heartbeat does it right 2012-04-23 20:16:53 +01:00
UbitUmarov e0f81e2400 ubitODE - several changes... 2012-04-23 01:47:11 +01:00
Justin Clark-Casey (justincc) 49ed68e98c refactor: simply some properties code in BasicPhysicsPlugin 2012-04-22 20:28:12 +01:00
Justin Clark-Casey (justincc) 8205fe79ce Fix bug where setting phantom on a prim would result in a server log message 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.
2012-04-22 19:51:51 +01:00
Melanie 8df4bd14f5 Merge branch 'master' into careminster 2012-04-22 15:06:06 +01:00
UbitUmarov 190e7a4334 ubitODE: - don't try to hover underground unless volumedetector (that doesn't colide with it) 2012-04-21 05:16:54 +01:00
Justin Clark-Casey (justincc) ae2b8f7007 Comment out spurious Body != IntPtr.Zero code after disableBody(), since disableBody() sets Body == IntPtr.Zero on all code paths. 2012-04-21 03:42:54 +01:00
Justin Clark-Casey (justincc) f609594595 refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate. 2012-04-21 03:23:51 +01:00
Justin Clark-Casey (justincc) 7a574be3fd Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim.
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.
2012-04-21 00:12:07 +01:00
Justin Clark-Casey (justincc) 566327a948 If a physical prim is manually moved (e.g. by a user) then set the geometry 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
2012-04-20 23:24:24 +01:00
Melanie 31c5a7241e Merge branch 'master' into careminster 2012-04-20 23:17:29 +01:00
UbitUmarov 2c7f035925 ubitODE: - Change triangles used in terrain height estimation 2012-04-20 04:49:23 +01:00
UbitUmarov ec6347f987 ubitODE - again avatar/terrain collision. Reduce new viewers interpolators efects reporting null velocity and aceleration when stopped near the right position, where they can still have instantanius large values that can get magnified by interpolators, specially using diferent timing estimation. 2012-04-20 03:17:36 +01:00
UbitUmarov 9b02e1cf4a Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork 2012-04-19 01:52:23 +01:00
UbitUmarov 08714a0d38 ubitODE still retouching character pid 2012-04-18 03:59:38 +01:00
UbitUmarov 7f42069295 ubitODE - retouch character PIDs 2012-04-18 03:02:28 +01:00
UbitUmarov 9464fcebcd ubitODE: prims - update managed dinamic parameters from unmanaged at ODE rate and not heartbeat. 2012-04-17 16:49:08 +01:00
UbitUmarov 9132c9e499 ubitODE: - character managed ode was only getting position etc from unmanaged at heartbeat rate like core ode. Now do it at ODE rate in move(..). UpdatePositionAndVelocity() called once per heartbeat is now empty. 2012-04-17 15:50:14 +01:00
UbitUmarov d7e2454281 ubitODE: - made avatar/ground collision pid servo a bit softer since seems a bit unstable with small avas in AVI even if fine on my testsite - Removed reading of PID parameters from config files since that only serves to mess things up and adds more unknowns 2012-04-17 14:24:13 +01:00
UbitUmarov 36207b88ff ubitODE: bug fix let avatars colide with volume detectors 2012-04-17 01:00:50 +01:00
Melanie d30b18b1de Merge branch 'ubitwork' 2012-04-17 00:09:04 +02:00
UbitUmarov 6480b72eda ubitODE: - fix remove characters from default raycasts filters as older code (or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE 2012-04-16 19:44:02 +01:00
Melanie adb629a416 Merge branch 'ubitwork' 2012-04-16 20:02:15 +02:00
UbitUmarov fff5c61ae8 chODE: if character velocity > 50m/s apply breaks. In free fall this will give a terminal velocity +- 60m/s 2012-04-16 17:47:17 +01:00
UbitUmarov 04ed5519a5 chODE bug fix 2012-04-16 17:14:31 +01:00
Melanie 03139f07d7 Downgrade an error log message to info because there is nothing we can do if
an asset is damaged so it should not spew red ink.
2012-04-16 17:32:30 +02:00
UbitUmarov 86a2169d73 ubitODE + physmanager: - Revised use of ODE collisions categories and bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action. 2012-04-16 16:16:55 +01:00
UbitUmarov 3999822e13 Use chode character actor.SetMomentum() to force full restore Velocity in scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall. 2012-04-14 05:07:52 +01:00
UbitUmarov 39079a62c0 chODE and ubitODE always return prim mass (they where returning object mass on physical prims) so SOG can do the total add. (ubitODE as more code to use a simpler terrain geom on a modified ode lib but should do autodetect and work with normal lib). 2012-04-09 20:58:40 +01:00
UbitUmarov c4e4e04eee reduced instability in vertical atractor with eficiency of 1 and banking
this will need a nicer solution sometime...
2012-03-31 00:03:45 +01:00
UbitUmarov de45fe7515 Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork 2012-03-27 21:58:25 +01:00
Melanie 6b5f3b49e7 Merge branch 'master' into careminster 2012-03-27 18:11:05 +01:00
Robert Adams 872d513daa BulletSim: make avatar animations update properly.
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.
2012-03-26 17:36:33 -07:00
UbitUmarov caeaa03a69 Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork 2012-03-26 23:04:07 +01:00
Melanie 0bd0514e81 Merge branch 'master' into careminster 2012-03-26 16:47:02 +01:00
Robert Adams 2fcdecf090 BulletSim: fix typo introducted by previous checkins (git merge sometimes makes mistakes) 2012-03-26 08:57:40 -07:00
UbitUmarov 88d5cb6eef UbitOde let caller try to build meshs like done in chode. Changing this was a bad move i made. Variable colisions softness. 2012-03-24 16:04:13 +00:00
UbitUmarov 21a97408d4 Avatars have no bounce 2012-03-24 11:30:29 +00:00
Robert Adams 07388071d4 Merge branch 'bulletsim1' of ssh://island.sciencesim.com/home/sceneapi/radams1/bs-opensim into bulletsim1
Conflicts:
	OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
2012-03-23 16:20:53 -07:00
Robert Adams ff54b3c366 BulletSim: change default of shouldDisableContactPoolDynamicAllocation from False to True. It seems that collisions don't happen well when it is False (things fall through terrain). 2012-03-23 15:50:32 -07:00
Robert Adams 3f53b7bc91 BulletSim: Add new configuration parameters to get and set console commands 2012-03-23 13:15:24 -07:00
Robert Adams 142de1d02f BulletSim: add a bunch of internal Bullet configuration parameters to OpenSimDefaults.ini and the code. 2012-03-23 13:15:23 -07:00
Robert Adams 1273f259e4 BulletSim: remove confusion between angularVelocity and rotationalVelocity (there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID. 2012-03-23 13:15:22 -07:00
Robert Adams 1a738caeca BulletSim: update TODO list. Rearrange code for readability. Add per object friction and restitution runtime settable parameters. 2012-03-23 13:15:18 -07:00
Robert Adams de24feb275 BulletSim: Add AvatarRestitution parameter. Centralize computation of buoyancy for flying. Tweek avatar default friction and resititution 2012-03-23 13:15:17 -07:00
Robert Adams 6ecdadb329 BulletSim: set buoyancy in only one place 2012-03-23 13:15:16 -07:00
Robert Adams b22d040169 BulletSim: add some new runtime setable parameters to match the dll. 2012-03-23 13:15:14 -07:00
Robert Adams 975184b3f9 BulletSim: Update list of TODO tasks 2012-03-23 13:15:11 -07:00
Robert Adams efe61b2481 BulletSim: remove confusion between angularVelocity and rotationalVelocity (there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID. 2012-03-22 17:04:06 -07:00
Robert Adams 7783c93802 BulletSim: update TODO list. Rearrange code for readability. Add per object friction and restitution runtime settable parameters. 2012-03-21 16:16:47 -07:00
Robert Adams cb2727cf6e BulletSim: Add AvatarRestitution parameter. Centralize computation of buoyancy for flying. Tweek avatar default friction and resititution 2012-03-21 16:16:46 -07:00
Robert Adams 6c55fd93a3 BulletSim: set buoyancy in only one place 2012-03-21 16:16:45 -07:00
Robert Adams 898a16802b BulletSim: add some new runtime setable parameters to match the dll. 2012-03-21 16:16:44 -07:00
Robert Adams eafc3d6c47 BulletSim: Update list of TODO tasks 2012-03-21 16:16:41 -07:00
UbitUmarov 4f593fa8c3 minor clean 2012-03-21 21:17:00 +00:00
UbitUmarov a03c55fee7 missed a creatMesh in chODE. temporary removed m_meshfailed test since it may colide with how meshs and sculpts are loaded. This needs a good revision.. 2012-03-21 14:03:50 +00:00
UbitUmarov 316f272b62 shapetype support on chOde so it can also request a simple convex hull 'mesh' 2012-03-21 12:57:46 +00:00
UbitUmarov f6cbafcaf0 Changes of PrimShapeType should now work with UbitOde ( almost untested ) 2012-03-21 02:39:16 +00:00
UbitUmarov 11ed932263 Tell physics about physics shape when creating. Added some virtual methods to get/set density,gravmod, frition,bounce and shape type ( not in use ). UbitOde now should do convex type on creation or everytime the mesh is changed ( as in change size, shape, etc ) 2012-03-21 01:46:41 +00:00
UbitUmarov 2e41294da9 add convex state to mesh key, so a change is detected. 2012-03-21 01:24:30 +00:00
Justin Clark-Casey (justincc) 4c41b53a4b Add prim name to "[MESH]: No recognized physics mesh..." log message 2012-03-20 23:35:50 +00:00
Melanie 3d258d2688 Merge branch 'ubitwork' 2012-03-20 23:09:34 +01:00
UbitUmarov 8817b6e74c let convex be a parameter to createMesh so it can be used. Was forced to add it also to original mesher code and zeromesher 2012-03-21 00:02:41 +00:00
Melanie 35c3124c3b Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/Scene.cs
2012-03-20 23:39:02 +00:00
UbitUmarov 23e6a31aa5 added convex decomposition hulls support. Hardcoded to use mesh or this. (so no simple hull of convex prims for now). 2012-03-20 23:38:04 +00:00
Melanie fdd4d787a4 Merge branch 'master' into careminster 2012-03-20 20:48:55 +00:00
Justin Clark-Casey (justincc) 86bd287b53 refactor: precalculate the fixed movement factor for avatar tilting (sqrt(2)) rather than doing it multiple times on every move. 2012-03-20 20:39:33 +00:00
Justin Clark-Casey (justincc) 5f2a65c976 refactor: Eliminate unnecessary duplicate avCapsuleTilted 2012-03-20 20:28:58 +00:00
UbitUmarov 8c1550b58e WORK in progress!! Now it reads the simple hull shape to use if convex shape is selected for a prim. Due to ODE limitations on convex hulls colisions, it creates a mesh. Being work in progress it is hardcoded to only read that simple convex hull for now. It writes a file named "lixo_lixo.raw" that can be imported into blender for examination of the created mesh (the last one loaded and also hardcoded). To play with put in opensim.ini "meshing = UbitMeshmerizer" 2012-03-20 19:24:45 +00:00
Melanie 5768a151ff Merge branch 'master' into careminster
Conflicts:
	OpenSim/Data/MySQL/MySQLXAssetData.cs
2012-03-20 02:48:11 +00:00
Justin Clark-Casey (justincc) 1c0f3a1f21 Fix crash where two scene loop threads could changes m_MeshToTriMeshMap at 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.
2012-03-20 00:40:03 +00:00
UbitUmarov 41a0c850f8 added a new UbitMeshing module so i can mess it... 2012-03-17 09:27:56 +00:00
UbitUmarov b5e172677d ubitode prim select was not doing phantom case 2012-03-12 07:46:20 +00:00
UbitUmarov 2a17dafa04 missing file in ubitODE 2012-03-12 06:52:03 +00:00
UbitUmarov 925295f3ab ubitOde also knows a bit more about physical phantom 2012-03-11 12:33:59 +00:00
UbitUmarov 43dc0ee020 more phantom physics ( chODE and a fix in manager physicsactor 2012-03-11 07:44:34 +00:00
UbitUmarov 21a76a619f initial steps to support physical phantoms 2012-03-11 06:32:06 +00:00
UbitUmarov 0e5e324a2c ubitOde bug 2012-03-09 17:20:49 +00:00
UbitUmarov 13f340077c let chode and ubitode find ode.dll on windows 2012-03-09 04:19:39 +00:00
Melanie f3e04beb2e Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster 2012-03-07 00:51:24 +00:00
UbitUmarov 7377e633c7 update ubitOde 2012-03-05 12:37:21 +00:00
Melanie 182f5efbe9 Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster 2012-03-04 16:23:46 +00:00
UbitUmarov 01fcd400d7 update UbitOde 2012-03-04 04:26:05 +00:00
UbitUmarov 7c931037bd update UbitODE 2012-03-04 01:40:12 +00:00
UbitUmarov fc781f0894 Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork 2012-03-03 17:08:01 +00:00
Melanie bfcba0a417 This still causes terrain artefacts
Revert " fix my bug on ChODE terrain heightmap build"

This reverts commit aa77d1d486.
2012-03-02 22:20:02 +01:00
Melanie 458f295fdb This still causes terrain artefacts
Revert " fix the last fix. Regions are square but... Also remove the 0.5 offset in map position. It was apparently needed to fix we having nsamples = size and not size + 1."

This reverts commit 15bc539bd4.
2012-03-02 22:19:28 +01:00
UbitUmarov f42fd7fb77 update ubitODE 2012-03-02 15:05:30 +00:00
UbitUmarov ee4d3bfad2 ubitODE bug fix 2012-02-29 19:36:16 +00:00
UbitUmarov a8f1cd7e86 update ubitODE to current working state 2012-02-29 19:32:23 +00:00
UbitUmarov a0d75be56b fix 2012-02-29 05:14:29 +00:00
UbitUmarov 5534cf8b57 chODE: bad meshs get a a basic box or sphere geom with setted prim size. They will not colide if non-physical and Will collide with land if physical. assume UNTESTED 2012-02-29 05:03:26 +00:00
UbitUmarov a8a7bb549d made box a little larger 2012-02-28 20:24:03 +00:00
UbitUmarov 1c7700db88 A few blind changes to go try to go around bad mesh little box replacement fail 2012-02-28 20:14:26 +00:00
Melanie 9bad3b846f Really dirty hack to make sims start. Causes errors but the ting runs. Remove
when fixed right.
2012-02-28 10:37:46 +01:00
UbitUmarov a725b5e01e Let inworld meshs colide as such and not as basic prim all the time. Removed also LOD, and outerskin on colision meshs. 2012-02-27 20:08:43 +00:00
UbitUmarov 0d51c42f59 update ubitODE to my current working state 2012-02-27 02:10:03 +00:00
UbitUmarov 118986f150 added in chODE GeomTriMeshDataDestroy to explicity release internal trimesh data. 2012-02-26 17:51:43 +00:00
UbitUmarov 23679c3808 replace bad meshs by a small cube and log it. 2012-02-24 20:34:11 +00:00
UbitUmarov ec94b82f51 stop using useless geom tricallback. 2012-02-24 18:25:43 +00:00
Melanie 37068d17c5 Merge branch 'master' into careminster 2012-02-24 09:56:06 +00:00
Justin Clark-Casey (justincc) f67f37074f Stop spurious scene loop startup timeout alarms for scenes with many prims.
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.
2012-02-24 05:02:33 +00:00
UbitUmarov 15bc539bd4 fix the last fix. Regions are square but... Also remove the 0.5 offset in map position. It was apparently needed to fix we having nsamples = size and not size + 1. 2012-02-23 00:50:07 +00:00
UbitUmarov aa77d1d486 fix my bug on ChODE terrain heightmap build 2012-02-23 00:22:44 +00:00
Melanie cb4509f3b8 Reverse the changed to ODE heightmap. It results in SERIOUS issues like an
irreversible y-flip and holes in the map.
2012-02-21 21:34:02 +01:00
Melanie 03e7bc1526 Merge branch 'master' into careminster
Conflicts:
2012-02-21 10:20:56 +00:00
Justin Clark-Casey (justincc) daee2eda93 Load 32-bit or 64-bit BulletSim Windows library automatically as appropriate.
This uses the same approach as ODE.
radams, if this doesn't work for you please feel free to revert.
2012-02-21 04:10:39 +00:00
Justin Clark-Casey (justincc) 68a4ef5ef6 Add 64 bit Windows sqlite3.dll and use this if running a 64-bit windows process. 2012-02-21 02:52:20 +00:00
Justin Clark-Casey (justincc) 19d271d3fc Remove PhysXPlugin and wrappers.
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.
2012-02-21 01:45:17 +00:00
Melanie 96409cc2ee Merge branch 'ubitwork'
Conflicts:
	OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
	OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
2012-02-19 20:08:01 +01:00
Melanie 185bf55804 Merge branch 'master' of ssh://3dhosting.de/var/git/careminster 2012-02-19 14:20:53 +01:00
UbitUmarov 736fb0b41d minor fix to chODE terrain heighmap scale 2012-02-19 02:07:43 +00:00
Melanie 985526b662 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
	OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
2012-02-18 22:21:10 +00:00
UbitUmarov 3aee642190 changed how vehicle data is stored and passed to physics. use unsafe in serializer, tried to control m_dupeInProgress 2012-02-18 17:42:14 +00:00
Justin Clark-Casey (justincc) 9846a1e56e Report an error if the required native Windows ODE library can't be found. 2012-02-18 02:52:29 +00:00
Justin Clark-Casey (justincc) b817c337dc On Windows automatically load the correct native ODE library depending on 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.
2012-02-18 00:33:52 +00:00
UbitUmarov 7d77ccc659 Added simple binary serializer/deserializer to chODE. 100% untested and most like still broken 2012-02-17 21:09:00 +00:00
Justin Clark-Casey (justincc) c0760f9f91 Comment out "experimental" log message printed out whenever a physics mesh was generated for a mesh
Also adds prim name to the "no asset data" error log message
2012-02-16 00:28:57 +00:00
UbitUmarov 819fcdaee1 Now if chode prim.cs detects out of bounds it requests a update and blocks movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it. 2012-02-15 22:04:26 +01:00
UbitUmarov 3bffdddc9d don't freeze with a sitted avatar in a border without other sim. Still messy :( 2012-02-15 22:04:17 +01:00
UbitUmarov f6c35cf26f Now if chode prim.cs detects out of bounds it requests a update and blocks movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it. 2012-02-15 20:33:31 +00:00
UbitUmarov b59275355e don't freeze with a sitted avatar in a border without other sim. Still messy :( 2012-02-15 19:44:54 +00:00
UbitUmarov a758abaa9f try to make crossings work better. chode no longer prevents crossings i hope 2012-02-15 17:08:33 +00:00
UbitUmarov f6f0d884bd try to make crossings work better. chode no longer prevents crossings i hope 2012-02-15 16:44:15 +01:00
UbitUmarov 04279e36d1 Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork 2012-02-15 03:51:30 +00:00
Melanie 272ba5a741 Merge branch 'master' into careminster 2012-02-15 01:11:17 +00:00
UbitUmarov 6fd6919a0b remove drawstuff from ubitode 2012-02-11 19:25:41 +00:00
UbitUmarov f168fefb79 removed outdated coments. 2012-02-11 19:14:27 +00:00
UbitUmarov bcf59a574f remove forgotten taints code 2012-02-11 19:12:04 +00:00
UbitUmarov 022ae33ed5 UbitODE: replace 'taints' by 'changes' for avatars also. This provides better time order with changes in prims. 2012-02-11 17:35:38 +00:00
UbitUmarov d4e28ed113 vehicle changes done by simulation thread and not calling one 2012-02-11 15:18:13 +00:00
UbitUmarov 3f9c390b4d changes to vehicle banking 2012-02-11 14:29:36 +00:00
UbitUmarov 33a9f0f1c5 a bit better vertical attractor and banking 2012-02-11 04:42:45 +00:00
UbitUmarov f415256e0b Use mesh to estimate real center of prims if avaiable. Let sculpt map textures with alpha channel work. On linux J2DecodeCache folder must be deleted to remove bad entries. Corrently this can't be cached on linux (mono/ cairo/? problem) 2012-02-11 03:25:17 +00:00
UbitUmarov b617411b97 scale avatar push force with avatar density 2012-02-11 02:48:38 +00:00
Justin Clark-Casey (justincc) b92b9228ef correct the default avatar_terminal_velocity value that I accidentally left in whilst testing 2012-02-11 02:29:07 +00:00
Justin Clark-Casey (justincc) f49897a419 Clamp ODE character velocity. Make ODE falling character 54m/s by default.
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
2012-02-11 02:28:40 +00:00
UbitUmarov 43a74d8481 test on git 2012-02-10 23:51:55 +00:00
UbitUmarov 7cf73cb92a Changes to vehicles code etc. Includes some debug aids to remove later. 2012-02-10 22:43:51 +00:00
UbitUmarov 6af01f6767 initial introdution of physics actor building control. 2012-02-08 23:14:53 +00:00
UbitUmarov c75fa8b8a1 changes in physics manager, needed for UbitODE 2012-02-08 15:28:13 +00:00
UbitUmarov 815f3af1d7 UbitODE plugin initial commit 2012-02-08 15:24:10 +00:00
Melanie 4ce42762ee Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-01-26 00:21:21 +00:00
Robert Adams e9de7e7107 Update BulletSim.dll with some interface changes and tuning (see opensim-libs). Change BSScene to use new interface. 2012-01-25 14:40:38 -08:00
Justin Clark-Casey (justincc) e20cf3789b Serialize calls to ODE Collide() function across OdeScene instances to 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.
2012-01-25 19:31:50 +00:00
Melanie 427ab55058 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/SceneGraph.cs
2012-01-25 00:45:57 +00:00
Justin Clark-Casey (justincc) 8b035dc3c7 Restrict accessible of ODECharacter Shell and Body. Add method doc and some error log lines. 2012-01-24 18:46:24 +00:00
Melanie a6e305063e Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
	OpenSim/Region/Framework/Scenes/Scene.cs
	OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs
	OpenSim/Services/Interfaces/IUserAccountService.cs
2012-01-02 21:41:36 +00:00
Justin Clark-Casey (justincc) 014a86c26b Adding commented out log messages and some minor formatting for future bug hunting. No functional changes. 2012-01-02 19:46:30 +00:00
Melanie c9dbcfbb31 Merge branch 'master' of ssh://3dhosting.de/var/git/careminster 2011-12-24 01:43:44 +01:00
Melanie f2855d3668 Add setter for Acceleration on physics objects. 2011-12-24 01:41:32 +01:00
Melanie b8a914b15b Merge branch 'master' into careminster 2011-12-23 01:00:34 +00:00
Justin Clark-Casey (justincc) 790ca65c84 Align default ODE_STEPSIZE with that already used through OpenSimDefaults.ini 2011-12-22 20:22:15 +00:00
Melanie b970d4f976 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-12-22 16:37:25 +00:00
Dan Lake 41b02a7208 Remove unused SetAcceleration and add set on Acceleration parameter 2011-12-20 14:45:32 -08:00
Melanie ca6113a4d5 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
2011-12-20 21:51:43 +00:00
Diva Canto dd69c9fd20 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2011-12-20 09:53:05 -08:00
Diva Canto 25cbba9bca Fixed bug of avie going under the terrain when crossing regions in certain directions. This was a 1-off bug: the terrain was being placed in 127, 127 resulting in a bounding box if -2, 256. I placed it in 128, 128 resulting in a bounding box of -1, 257. 2011-12-20 09:43:39 -08:00
Melanie 759f1d2dbe Merge branch 'master' into careminster 2011-12-18 10:49:45 +00:00
Justin Clark-Casey (justincc) 5d79f857b0 Comment out accidentally left in "Adding physics prim" log message 2011-12-16 20:54:28 +00:00
Justin Clark-Casey (justincc) 8013c0d2f5 Stop pointlessly setting the m_colliderarr[] to false in the ODECharacter constructor 2011-12-15 22:33:14 +00:00
Justin Clark-Casey (justincc) c0ba99e5ad Stop having to call SetHeight again in ScenePresence.AddToPhysicalScene() when we've already passed size information to the avatar at PhysicsScene.AddAvatar()
Eliminate some copypasta for height setting in OdeCharacter
2011-12-15 22:29:36 +00:00
Justin Clark-Casey (justincc) 937c06db54 Code cleanup related to ScenePresence.PhysicsActor and OdeScene/OdeCharacter
Stop hiding RemoveAvatar failure, add log messages when characters are removed through defects or re-added unexpectedly.
Add commented out log lines for future use.
Use automatic property for PhysicsActor for better code readability and simplicity
2011-12-15 21:57:22 +00:00
Justin Clark-Casey (justincc) 6f2d80cc93 minor: add some currently commented log lines for use in debugging 2011-12-14 21:27:47 +00:00
Melanie 69f29cb53e Merge branch 'master' into careminster 2011-12-14 19:50:43 +00:00
Justin Clark-Casey (justincc) e830a77860 Simplify some manipulation of _taintedActors in OdeScene 2011-12-14 18:33:44 +00:00
Justin Clark-Casey (justincc) a110a7bd6a Eliminate _taintedPrimsH and _taintedPrimsL (and _taintedPrimLock) in favour of just a _taintedPrims HashSet.
There's no point maintaining a list because any pending taint operations are all carried out in the same call anyway.
2011-12-14 18:03:25 +00:00
Melanie 898549d13e Merge branch 'master' into careminster 2011-12-14 08:57:55 +00:00
Justin Clark-Casey (justincc) 4dfd2c7d47 minor: remove pointless comment from OdeScene.cs 2011-12-12 19:31:50 +00:00
Melanie b60ff651a3 Merge branch 'master' into bigmerge 2011-12-01 12:16:59 +00:00
Justin Clark-Casey (justincc) a17f93ff44 minor: remove mono compile warning, a Vector3 can never be null since it's a struct 2011-11-29 16:31:10 +00:00
Melanie dc612d0f08 Merge branch 'master' into bigmerge
Conflicts:
	OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
2011-11-28 11:06:38 +00:00
Justin Clark-Casey (justincc) b785f204ce remove some mono compiler warnings 2011-11-25 22:19:57 +00:00
Melanie a8270cb48c Merge branch 'master' into bigmerge 2011-11-24 01:16:37 +00:00
Justin Clark-Casey (justincc) b56410285b Log error if we attempt to add/remove an OdeCharacter from the _characters list inappropriately 2011-11-22 22:46:25 +00:00
Justin Clark-Casey (justincc) ace4324e75 Stop removing actor from the hash maps in OdeScene.RemoveCharacter() since this is now being down in OdeCharacter.DestroyOdeStructures() 2011-11-22 22:37:06 +00:00
Justin Clark-Casey (justincc) af90b52731 Comment out uncalled OdeScene.UnCombine() 2011-11-22 22:28:46 +00:00
Justin Clark-Casey (justincc) daf99f8c0a slightly simplify OdeScene.Simulate() by removing bool processtaints, since we can inspect count of taint lists instead.
also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together
2011-11-22 21:51:00 +00:00
Justin Clark-Casey (justincc) c4e4a29478 Slightly improve "Unable to space collide" logging message, though I don't think I've ever seen this. 2011-11-21 21:31:26 +00:00
Justin Clark-Casey (justincc) 4ddff7eb0f Get rid of OdeCharacter != null checks since OdeScene._characters can never contain a null character.
Ignoring the ancient code glyphs not to do this....
2011-11-21 21:29:56 +00:00
Justin Clark-Casey (justincc) 82dc7886fc remove unnecessary OdeScene._activeprims locking. Code is single-threaded 2011-11-21 21:15:15 +00:00
Justin Clark-Casey (justincc) 7480f2fd0e Restore defects list. In hindsight, the reason for this is becuase we can't remove the character whilst iterating over the list.
This commit also removes locking on OdeScene._characters since code is single threaded
2011-11-21 21:04:24 +00:00
Justin Clark-Casey (justincc) 546259b2ff simplify operation of OdeScene._perloopContact 2011-11-21 20:30:37 +00:00
Justin Clark-Casey (justincc) 25d9001de1 don't bother locking OdeScene._perloopContact in single threaded code 2011-11-21 20:17:36 +00:00
Justin Clark-Casey (justincc) e33b0fa35b don't lock OdeScene.contacts since only ever accessed by a single thread 2011-11-21 20:12:04 +00:00
Justin Clark-Casey (justincc) e67ba0ad06 rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to match existing DestroyOdeStructures() 2011-11-21 20:01:34 +00:00
Justin Clark-Casey (justincc) 063f0f5d97 refactor: Eliminate one line ODECharacter.doForce() method for code clarity 2011-11-21 19:58:37 +00:00
Justin Clark-Casey (justincc) 225b925f4e Comment out calls to OdeScene.waitForSpaceUnlock() since that method does nothing right now 2011-11-21 19:48:31 +00:00
Justin Clark-Casey (justincc) 54789706f4 Reduce complexity of OdeScene.Simulate() by fully removing bad characters at point of detection rather than later on. 2011-11-21 19:45:22 +00:00
Justin Clark-Casey (justincc) 3becda919e move geom/actor map maintenance into DestroyODEStructures()/AvatarGeomAndBodyCreation().
This saves us having to do it separately when a character capsule size is changed
2011-11-21 19:31:29 +00:00
Justin Clark-Casey (justincc) 4faac1f090 When changing avatar size in ODE, remove the old actor from the name and actor maps 2011-11-21 19:06:53 +00:00
Justin Clark-Casey (justincc) 898904d83d When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove the actor reference in OdeScene.actor_name_map rather than leaving it dangling.
This also largely centralizes adds/removes in OdeScene.AddCharacter()/RemoveCharacter()
2011-11-21 18:27:41 +00:00
Justin Clark-Casey (justincc) cead87005b Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaining their own properties 2011-11-21 18:06:04 +00:00
Justin Clark-Casey (justincc) 4fdcfd79e4 Actually remove PhysicsActor.SOPDescription this time 2011-11-21 17:55:54 +00:00
Justin Clark-Casey (justincc) 4485007fce Instead of generating a new list for bad characters on every physics pass, keep reusing the same list. 2011-11-21 17:04:54 +00:00
Melanie 31736b1aac Merge branch 'master' into bigmerge
Conflicts:
	OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
2011-11-17 19:04:27 +00:00
Justin Clark-Casey (justincc) b6d83e9c0f Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId!
Instead, just have both subclasses use the PhysicsActor.LocalID property.
This restores collision functionality that fell away in 45c7789 yesterday
2011-11-16 23:01:59 +00:00
Justin Clark-Casey (justincc) e16d7fe1da Instead of having scene add/remove collision events directly to the OdeScene collision event dictionary, marshall them via a change dictionary first.
This is to avoid a complicated tri-thread deadlock on region crossing for avatars with attachments, where
1) XEngine starting up scripts can lock XEngine.m_Scripts and then try to lock OdeScene._collisionEventPrim while starting up a script due to avatar border crossing
2) An existing collision event will lock OdeScene._collisionEventPrim and then try to lock SP.m_attachments while trying to send the collision event to attachments
3) The avatar still entering the region will lock SP.m_attachments and then try to lock m_Scripts to start more attachment scripts.
2011-11-15 20:02:09 +00:00
Justin Clark-Casey (justincc) 45c7789b54 use a more efficient dictionary in OdeScene._collisionEventPrim rather than a list 2011-11-15 19:42:33 +00:00
Melanie 2cf6172689 Merge branch 'master' into bigmerge
Conflicts:
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-11-05 11:05:32 +00:00
Justin Clark-Casey (justincc) f7b8c54c24 Add comment for experimental effect of removing the Thread.Sleep(20) in ODEPrim.changevelocity() 2011-11-04 23:43:17 +00:00
Melanie b9f7aebde3 Merge branch 'master' into bigmerge 2011-11-04 23:21:19 +00:00
Justin Clark-Casey (justincc) ccca6ba935 Stop llPushObject() from causing problems by adding force via a taint rather than directly.
This isn't a perfect solution since there can be a race between the taint processing and taint setting, as force needs to be reset after processing.
Needs careful locking in the future.
2011-11-04 23:12:01 +00:00
Melanie 083b28de8c Merge branch 'master' into bigmerge
Conflicts:
	OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
2011-10-30 10:16:25 +00:00
Justin Clark-Casey (justincc) 9fdd1753fa Add taint target velocity for ODECharacters as is already done for ODECharacter position and position and velocity for ODEPrims.
This is to help stop surprises if the velocity is set in the middle of physics calculations, though this probably isn't a huge problem.
It's more for consistency and for the next step of removing some scene locks
2011-10-29 02:30:33 +01:00
Justin Clark-Casey (justincc) ef8370fb8e tidy up OdeCharacter so that we just use OpenMetaverse.Vector3 assignment directly where possible, instead of transferring X, Y and Z components separately
some of this is probably a hold over from using ODE.Vector3, which is still necessary in some places.
2011-10-29 02:07:28 +01:00
Justin Clark-Casey (justincc) a5ea9f8830 Move position set from taint to logically better position at top of ODECharacter.ProcessTaints() though this makes no practical difference 2011-10-29 01:46:22 +01:00
Justin Clark-Casey (justincc) 5ae8de3c00 Stop setting _position as well as m_taint_position in ODECharacter.Position
setting position at the same time as taint appears to undermine the whole purpose of taint
testing doesn't reveal any obvious regressions in doing this
2011-10-29 01:39:48 +01:00
Melanie b975cbcbed Merge branch 'master' into bigmerge
Conflicts:
	OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
	OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
	OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
	OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2011-10-27 18:14:38 +01:00
Justin Clark-Casey (justincc) 820242bc49 Fix a bug I introduced yesterday in ODE physics where prim scripts would only receive the very first collision. 2011-10-27 02:05:59 +01:00
Melanie 6a96c9546d Merge branch 'master' into bigmerge
Conflicts:
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2011-10-26 17:48:51 +01:00
Melanie fd22159d0c Merge branch 'master' into bigmerge
Conflicts:
	OpenSim/Framework/Watchdog.cs
2011-10-26 01:27:24 +01:00
Justin Clark-Casey (justincc) 6a74a4c12b Clear OdeCharacter CollisionEventUpdate when we subscribe or unsubscribe from collision events 2011-10-25 22:46:42 +01:00
Justin Clark-Casey (justincc) 0f83f87233 Remove unused fields from CollisionEventUpdate 2011-10-25 22:39:08 +01:00
Justin Clark-Casey (justincc) c825c9a945 Get rid of the pointless null checks on collision listeners. Add warning about synchronicity for PhysicsActor.OnCollisionUpdate event doc 2011-10-25 22:35:00 +01:00
Justin Clark-Casey (justincc) b9f106f484 When sending object collision updates, don't null out and recreate the CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead. 2011-10-25 22:28:40 +01:00
Justin Clark-Casey (justincc) 5d37f0471e For ScenePresence collision events, instead of creating a new CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead.
This assumes that the listener is using the data synchronously, which is currently the case.
2011-10-25 22:19:17 +01:00
Justin Clark-Casey (justincc) 7b6b36cee9 Fix bug where collision event listeners were not removed once the listener had gone away.
This was causing continuous use of temporary memory even when all avatars had left the scene.
Memory does leak but it does cause more calls to the garbage collector, which would pause the scene thread for a very short while during collection.
2011-10-25 21:40:51 +01:00
Justin Clark-Casey (justincc) 1fbb379536 minor: rename a parameter in OdeScene.Simulate() from actor -> prim since it's an OdePrim 2011-10-25 21:15:37 +01:00
Melanie 0531b73695 Merge commit '4241ee5dfab99d4e247624a2f368a8a931d2e54c' into bigmerge 2011-10-25 03:18:10 +01:00
Melanie 564563d273 Merge commit '30fe66d3ab534422407415817b570a66096c543b' into bigmerge 2011-10-25 03:18:04 +01:00
Melanie 6d4480c1ca Merge commit '9c430208769ab7fd7877093e278e8fcae02ecef3' into bigmerge 2011-10-25 03:17:59 +01:00
Melanie e35835602f Merge commit 'b63ec987b0a1692da4c5e84facf0ea149d4cfe90' into bigmerge 2011-10-25 03:17:40 +01:00
Melanie 71b4486356 Merge commit '581885da75c57250201b34e2d585d32c8f07089a' into bigmerge 2011-10-25 02:55:46 +01:00
Melanie 6a01246cc6 Merge commit '03202ada2918c0c0837e8de50e3a0436e4407c91' into bigmerge 2011-10-25 02:55:38 +01:00
Melanie 10dff1da7f Merge commit '1d4cd76e8a8c64da71fc384ff9c654d7f4f849c1' into bigmerge 2011-10-25 02:55:25 +01:00
Melanie 2134f23da0 Merge commit 'f10a824e47549806c1fa647c4e9fba4c8cf6ad13' into bigmerge 2011-10-25 02:55:19 +01:00
Melanie 43751d0cfd Merge commit '5515c45e3b42497f64f8e5846697471b1de952c5' into bigmerge 2011-10-25 02:55:14 +01:00
Melanie 7ac9463e35 Merge commit '71d221cdc090cdedf371ead534421bb7074908cd' into bigmerge 2011-10-25 02:55:01 +01:00
Melanie e2de57ca29 Merge commit '0c041ce12f393367e2754e88d9b8dad5e45f88c4' into bigmerge
Conflicts:
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-10-25 02:26:56 +01:00
Melanie 077e3500b2 Merge commit '978fb3d482072d840e6280aa5acd090b67ee6205' into bigmerge 2011-10-25 01:52:42 +01:00
Melanie a09e72c8cc Merge commit '9cc2694776e261868138c325a82ce5481c2908ec' into bigmerge 2011-10-25 01:52:26 +01:00
Melanie 63cbdb9b2a Merge commit 'f2132329a358db2c66c29501d35ef54eae8d6eed' into bigmerge 2011-10-25 01:52:19 +01:00
Melanie f4e4026a7a Merge commit '4bfc2f5cdea4b739110cae3b37945d88ad527334' into bigmerge 2011-10-25 01:51:49 +01:00
Melanie 24e260744a Merge commit '77c65951e06c1d309f2bc8f6d2451b2b9a82c9df' into bigmerge 2011-10-25 01:51:06 +01:00
Melanie 747786aac0 Merge commit '20da04fd0c909a00c0cdc2585f242e95c868801a' into bigmerge 2011-10-25 01:43:05 +01:00
Melanie d68b73bfba Merge commit '227db07f2ff8a1ba840a0d3018bb242a34d6038f' into bigmerge 2011-10-25 01:42:56 +01:00
Justin Clark-Casey (justincc) 4241ee5dfa very minor removal of old commented out line of code in OdeScene 2011-10-21 00:04:36 +01:00
Justin Clark-Casey (justincc) 30fe66d3ab remove unnecessary null check on _collisionEventPrim 2011-10-20 20:58:29 +01:00
Justin Clark-Casey (justincc) 9c43020876 Get OdeScene to use passed in time step rather than hard-coded 0.089
However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
2011-10-20 20:48:51 +01:00
Justin Clark-Casey (justincc) b63ec987b0 For now, stop passing timeStep into methods where it's not actually used. 2011-10-20 17:54:32 +01:00
Justin Clark-Casey (justincc) 581885da75 Temporarily put in log lines to record time taken to set terrain in OdeScene. 2011-10-18 21:21:15 +01:00
Justin Clark-Casey (justincc) 03202ada29 Store scene identifier passed in to OdeScene for later debug messages 2011-10-18 21:11:13 +01:00
Justin Clark-Casey (justincc) 1d4cd76e8a Don't bother taking OdeLock during OdeScene construction, since there can be no contention until the object is constructed. 2011-10-18 21:03:41 +01:00
Justin Clark-Casey (justincc) f10a824e47 Remove unnecessary lock of OdeLock in OdePrim.changeadd()
This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock.
2011-10-18 20:58:59 +01:00
Justin Clark-Casey (justincc) 5515c45e3b minor: method doc to explain a lock of OdeLock 2011-10-18 20:56:11 +01:00
Justin Clark-Casey (justincc) 71d221cdc0 Remove the unused CollisionLocker from ODE
Despite its name, this wasn't actually being used in any collision checking
2011-10-18 17:35:58 +01:00
Justin Clark-Casey (justincc) 0c041ce12f Implement osNpcSit(). This is still in development so don't trust it
Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE)
e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE);
At the moment, sit only succeeds if the part has a sit target set.
NPC immediately sits on the target even if miles away - they do not walk up to it.
This method is in development - it may change so please don't trust it yet.
Standing will follow shortly since that's kind of important once you're sitting :)
2011-10-17 01:42:31 +01:00
Justin Clark-Casey (justincc) 978fb3d482 reduce access to ODECharacter methods to make code analysis easier. Eliminate redundant argument on ProcessTaints() 2011-10-15 01:41:39 +01:00
Justin Clark-Casey (justincc) 9cc2694776 restrict unnecessary access levels on ODEPrim fields/properties 2011-10-15 01:31:09 +01:00
Justin Clark-Casey (justincc) f2132329a3 refactor: make methods that do not need to be public in ODE private or internal to aid code reading/analysis. Remove some unused method arguments 2011-10-15 01:20:40 +01:00
Justin Clark-Casey (justincc) 4bfc2f5cde Change hardcoded ODE total frame time to match the default total frame time (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).
2011-10-14 21:07:57 +01:00
Justin Clark-Casey (justincc) 77c65951e0 Extract NullPhysicsScene from PhysicsScene to improve code readability 2011-10-14 01:38:14 +01:00
Justin Clark-Casey (justincc) 20da04fd0c More method doc and formatting changes. Makes DestroyOdeStructures() private 2011-10-13 21:42:24 +01:00
Justin Clark-Casey (justincc) 227db07f2f refactor: move 3x copy/pasted ode structure removal code in ODECharacter into a DestroyOdeStructures() method
also adds some method doc
2011-10-13 18:19:13 +01:00
Melanie b0ee174296 Merge commit '9090039324ecc45bf1005e719f61a80f0187cb73' into bigmerge 2011-10-12 01:41:44 +01:00
Melanie 34954172a1 Merge commit '1e798136c3458b8255fcb6341713bf9dbb689f4b' into bigmerge 2011-10-11 22:23:16 +01:00
Melanie b9de3b7f5b Merge commit 'f95033812402aaf31a9f2f66c946165d2d79669f' into bigmerge
Conflicts:
	OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
	OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
	prebuild.xml
2011-10-11 22:22:34 +01:00
Melanie 341efb0942 Merge commit '6f542f73d4aacc0b92c2ebcff84b4ce2c8d9433b' into bigmerge 2011-10-11 22:12:25 +01:00
Justin Clark-Casey (justincc) 9090039324 Remove unused local variable i from OdeScene.Simulate() 2011-10-05 22:15:28 +01:00
Justin Clark-Casey (justincc) 1e798136c3 adjust some whitespace to trigger another build, to check the last failure was just a glitch 2011-09-17 01:33:55 +01:00
Justin Clark-Casey (justincc) f950338124 Remove old bullet DotNET and X libraries in preparation for BulletS
These weren't working properly anyway.
You will need to rerun prebuild.sh/.bat after this commit, and maybe "nant clean" as well.
2011-09-17 01:09:25 +01:00
Justin Clark-Casey (justincc) 6f542f73d4 Stop the avatar stalling on its first boarder cross when using the ODE plugin
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
2011-09-16 23:57:16 +01:00
Tom 66dec3b874 Resolve merge commits, stage 1 2011-09-04 07:06:36 -07:00
Robert Adams 96dce3e16c Use GetMeshKey from PrimitiveBaseShape. 2011-08-29 10:10:48 -07:00
Mic Bowman 648866b597 Merge branch 'master' into bulletsim 2011-08-29 09:55:34 -07:00
Robert Adams 18037d41c4 Move GetMeshKey from buried inside Meshmerizer to a public method on PrimitiveBaseShape
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-08-28 16:50:54 -04:00
Robert Adams 80a2b81d52 Add level of detail specification to optionally reduce the number of vertices in generated prim meshes
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
2011-08-28 16:49:25 -04:00
Robert Adams 21708b832b BulletSim: add mesh representation. Use meshes for static objects and switch to hulls for physical objects. 2011-08-26 15:51:21 -07:00
Mic Bowman 384cb79a1a Merge branch 'master' into bulletsim
Conflicts:
	OpenSim/Region/Framework/Scenes/SceneManager.cs
2011-08-19 14:49:16 -07:00
Robert Adams fef73a1a10 BulletSim: add runtime setting of physics parameters. Update default values. 2011-08-18 14:32:09 -07:00
Justin Clark-Casey (justincc) 951ffad81e If SP.MoveToTarget has been called with a force walk, begin by landing the avatar.
There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
2011-08-11 00:23:54 +01:00
Justin Clark-Casey (justincc) 7f499ff3f3 Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()
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
2011-08-10 23:56:19 +01:00
Mic Bowman 82f41fdcb5 BulletSim: fix problem with not convex hulling large objects by creating unit meshes and always scaling in Bullet 2011-08-05 14:53:39 -07:00
Mic Bowman c3f579046c Merge branch 'master' into bulletsim 2011-08-05 11:13:02 -07:00
Robert Adams 7640b5abf6 BulletSim: Parameters settable from ini file. Linksets. Physical property value tuning 2011-08-05 11:01:27 -07:00
Justin Clark-Casey (justincc) 21d8a6b0e8 extend move test to check one beat of the simulator without actually asking the npc to move. 2011-08-03 23:06:18 +01:00
Justin Clark-Casey (justincc) 05e94ff27e Move common gemo/agent map name code into CreateGeom()
Fix build break.
2011-08-01 07:04:13 +01:00
Justin Clark-Casey (justincc) f9d6a91252 Instead of preserving old name in geom_name_map in change size or shape, use the Name property instead.
This is equivalent since the prim 'name' is never changed.  In fact, this propery is never used for prims
2011-08-01 06:52:52 +01:00
Justin Clark-Casey (justincc) 40a78db182 comment out unused code in OdeScene.TriCallback() 2011-08-01 06:47:45 +01:00
Justin Clark-Casey (justincc) ccb4b76242 On geom removal, remove the name from the OdeScene.geom_name_map too 2011-08-01 06:40:29 +01:00
Justin Clark-Casey (justincc) f79df6f43f remove the unused ODEPrim.prev_geom field 2011-08-01 06:35:59 +01:00
Justin Clark-Casey (justincc) f32dbef647 When an ODE geom is removed (as when a non-phantom prim is deleted, resized 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
2011-08-01 06:32:30 +01:00
Justin Clark-Casey (justincc) 6618948ff9 refactor: centralize prim geom removal code from four places to one 2011-08-01 06:15:02 +01:00
Justin Clark-Casey (justincc) 509200d5cd minor: add note to RemovePrimThreadLocked() to the effect that it contrary to the summary, it is being called from within Simulate() lock (OdeLock) 2011-08-01 05:48:27 +01:00
Justin Clark-Casey (justincc) dfa2f7d715 If a prim changes size or shape, add actor to _parent_scene.actor_name_map 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.
2011-08-01 05:43:04 +01:00
Justin Clark-Casey (justincc) 2102964826 minor: indentation correction 2011-08-01 05:14:16 +01:00
Justin Clark-Casey (justincc) d041276517 Remove _mesh field since the mesh data no longer needs to be stored after 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.
2011-07-31 01:03:52 +01:00
Justin Clark-Casey (justincc) bd8f538f80 refactor: Remove argument to pass in an initial mesh to OdePrim since this 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.
2011-07-31 00:49:49 +01:00
Justin Clark-Casey (justincc) 196a774b24 minor: correct method doc for last commit 2011-07-31 00:45:20 +01:00
Justin Clark-Casey (justincc) 454312f5bc refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse this with the pre-existing _mesh field 2011-07-31 00:44:23 +01:00
Justin Clark-Casey (justincc) f1ce17071d minor: method doc 2011-07-31 00:43:02 +01:00
Justin Clark-Casey (justincc) e08be91c84 Refactor: Replace instances of m_isphysical with IsPhysical rather than have some code reference the private var and other the public var without any functionality difference.
Add some method doc to IsPhysical
2011-07-30 23:44:47 +01:00
Justin Clark-Casey (justincc) 4f4d080461 refactor: Rename ODEPrim.ParentPrim() to AddChildPrim() for code readability 2011-07-30 23:20:43 +01:00
Justin Clark-Casey (justincc) 49a3740ee9 minor: remove mono compiler warnings, some code spacing adjustments 2011-07-30 03:56:29 +01:00
Justin Clark-Casey (justincc) d917010433 minor: Add method doc to collision subscription methods. Change method case to reflect OpenSim standards. 2011-07-30 03:11:36 +01:00
Justin Clark-Casey (justincc) 310a685220 refactor: extract method that generates a physics mesh from prim shape data 2011-07-30 02:34:50 +01:00
Justin Clark-Casey (justincc) 4197f66052 refactor: extract code which generate points and faces from sculpt data into it's own method.
fix build break.
2011-07-30 02:22:05 +01:00
Justin Clark-Casey (justincc) b0eacadeb4 fix bug in previous commit 2011-07-30 02:09:17 +01:00
Justin Clark-Casey (justincc) 122e01949d refactor: move the code that generates physics meshs from prim mesh data into a separate method, in order to make the code more readable. 2011-07-30 02:08:32 +01:00
Justin Clark-Casey (justincc) 5043be13fb Return null from CreateMeshFromPrimMesher if OpenJPEG decoding of the sculpt data fails.
This is to address http://opensimulator.org/mantis/view.php?id=5612
2011-07-29 21:49:23 +01:00
Justin Clark-Casey (justincc) f3c5a5b745 fix extremely minor Ode bug where the _taintedPrimL list would always be cleared on every OdeScene.Simulate() even if it was already empty. 2011-07-29 01:18:42 +01:00
Justin Clark-Casey (justincc) 2a39d0cdb0 refactor: Move another chunk of ninja code out of the OdeScene.Simulate() loop for consistency and readability. 2011-07-29 00:51:07 +01:00
Justin Clark-Casey (justincc) 3f0d8f3cbf refactor: Simplify reading OdeScene.Simulate() loop by shunting all the 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.
2011-07-29 00:39:02 +01:00
Justin Clark-Casey (justincc) 9c6227da66 refactor: unindent the OdeScene.Simulate() loop to ignore the long commented out ifs and locks
This is to make it more readable.
2011-07-29 00:23:42 +01:00
Robert Adams 869883f2dc BulletSim: fix buoyancy for prims. Start of configurable physics parameters. 2011-07-22 15:23:57 -07:00
Robert.Adams 5ffec1cd64 Pass collisions and updates in pinned memory (saves marshaling).
Fix folding feet by using collision normals.
Add constraint specification.
2011-07-22 10:23:40 -07:00
Dan Lake 2c11f7fc38 Merge branch 'master' into bulletsim 2011-07-20 15:01:32 -07:00
Dan Lake 3270bd560e Removed unused AddPrimShape methods in PhysicsScene caused by merge conflicts 2011-07-20 14:34:02 -07:00
Careminster Team 9fc7d65df7 Apply the localID to the Physics actor to prevent null calls later 2011-07-19 18:26:36 +01:00
Justin Clark-Casey (justincc) 18652eb87e Fix physics proxy regeneration when a mesh with more than one submesh is resized
Addresses http://opensimulator.org/mantis/view.php?id=5584
2011-07-16 01:36:27 +01:00
root e9dbe54ab1 Fix some local id issues in physics glue 2011-07-15 20:07:59 +01:00
Melanie c7dbd7cbd0 Fox some local id issues in physics glue 2011-07-15 19:36:00 +02:00
Melanie 8dff9d564d Revert "Add localid support to ch0de properly"
This reverts commit bb402d0d95.
2011-07-15 19:35:49 +02:00
Tom bb402d0d95 Add localid support to ch0de properly 2011-07-15 12:08:40 -07:00
Tom cc69d12d54 Fix a raycast issue 2011-07-15 11:12:10 -07:00
Justin Clark-Casey (justincc) 3e456163dd Port implementation of llCastRay() from Aurora.
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.
2011-07-12 22:13:15 +01:00
Justin Clark-Casey (justincc) d31e0a67f7 temporarily fix the build break with building the OdePlugin tests assembly.
This needs to be fixed properly.
2011-07-12 03:26:22 +01:00
Justin Clark-Casey (justincc) f75f906e35 minor: remove whitespace to trigger another build 2011-07-12 03:13:05 +01:00
Justin Clark-Casey (justincc) df0e5cc9fe When a mesh object is added to a scene, delay adding the physics actor until 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.
2011-07-12 02:33:09 +01:00
Dan Lake b9cbe92f30 Merge branch 'master' into bulletsim 2011-07-11 12:23:20 -07:00
Justin Clark-Casey (justincc) 24efb021ff minor Tack the prim name on the end of the "experimental mesh proxy generation" message.
Can probably comment out this message soon, once a few other issues are tidied up.
2011-07-11 04:23:30 +01:00
Justin Clark-Casey (justincc) 2f3d0e209f When a sculpt/mesh texture is received by a part on a callback request, 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.
2011-07-11 03:13:59 +01:00
Justin Clark-Casey (justincc) ce85675e70 comment out accidential ProcessTaints physics debug line left in code 2011-07-11 02:29:51 +01:00
root c920ff9d1d Merge branch 'master' into careminster-presence-refactor 2011-07-09 01:06:46 +01:00
Justin Clark-Casey (justincc) 5e8900dfd0 minor: code tidy and inserted log lines for future use.
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.
2011-07-09 00:35:30 +01:00
Justin Clark-Casey (justincc) e8ad8593b6 refactor: eliminate redundant return statement 2011-07-08 20:58:44 +01:00
Justin Clark-Casey (justincc) 40300c886c refactor: Factor out AddSubMesh() method from long CraeteMeshFromPrimMesher() method
Also remove some of the logging spam left in from the last commit.
2011-07-08 20:36:01 +01:00
Justin Clark-Casey (justincc) b18ef976ff Fix interpretation of physics mesh proxies from mesh data
As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some submesh blocks may just have the flag "NoGeometry" to signal that they provide no mesh data.
If a block contains this, ignore it for meshing purposes rather than suffer a ClassCastException
This fixes physics proxy meshing, so you can now walk through mesh doorways, properly stand on the trailer of mesh trucks, etc.
To get mesh physics proxy, the UseMeshiesPhysicsMesh must be true in a [Mesh] config section in OpenSim.ini (example in OpenSimDefaults.ini).
Convex hull physics not currently supported.
2011-07-08 19:43:22 +01:00
Justin Clark-Casey (justincc) 29034bc0e0 minor: code tidy up - remove a couple of Console.WriteLine() accidentally added in the last commit 2011-07-08 18:34:44 +01:00
Justin Clark-Casey (justincc) 36df9ae79a refactor: Separate the OdeScene class into its own file from OdePlugin.cs, to improve code readability 2011-07-08 18:16:48 +01:00
Justin Clark-Casey (justincc) 1dcad4ac66 minor: commented out log lines for future use and very small code tidy 2011-07-08 17:58:01 +01:00
root 47cf9c8fe0 Merge branch 'master' into careminster-presence-refactor 2011-07-05 04:01:59 +01:00
dahlia 5c18ebf424 Allow physics proxy generation for meshes using new asset format.
Fix an invalid cast exception while decoding new mesh asset format.
2011-06-29 17:36:41 -07:00
Robert Adams 302d72701d BulletSim initial checkin 2011-06-20 17:24:42 -07:00
Melanie 6ae73aea49 Merge branch 'master' into careminster-presence-refactor 2011-06-20 03:11:34 +01:00
Mic Bowman ad84728aba Add localID to physical object creation functions. 2011-06-15 11:31:32 -07:00
Melanie a1c16a4200 Merge branch 'master' into careminster-presence-refactor 2011-06-11 12:08:02 +01:00
dahlia 387b228d68 partial update for new mesh asset format - handle both old and new formats for physics mesh 2011-06-10 00:38:38 -07:00
Melanie 9c1f799582 Implement llGodLikeRezObject and llGetUsedMemory 2011-05-22 21:01:31 +02:00
Melanie d1cf1fe3d7 Merge branch 'master' into careminster-presence-refactor 2011-04-30 14:37:37 +01:00
Dan Lake d565041e16 Fix crash when [Mesh] section is missing from configuration files 2011-04-29 15:49:10 -07:00
Melanie 0c68fbdb1a Merge branch 'master' into careminster-presence-refactor 2011-04-21 23:06:01 +01:00
BlueWall 5e99d93651 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2011-04-21 15:16:12 -04:00
BlueWall d9055c8dc3 Group collada meshies settings under [Mesh] in OpensimDefaults.ini 2011-04-21 15:15:24 -04:00
Melanie 09b6d717bf Merge branch 'master' into careminster-presence-refactor 2011-04-21 16:28:29 +01:00
dahlia 212326eeb0 fix meshing failure on sculpt maps smaller than 64x64 2011-04-19 22:16:10 -07:00
Melanie 474910c9d6 Merge branch 'master' into careminster-presence-refactor 2011-04-17 18:48:53 +01:00
dahlia 90b810c27e force mesh proxy for simple box prims with path cut 2011-04-12 22:47:30 -07:00
Melanie 566eff17de Comment a very spammy debug message that was being output directly to console.
My last fox that makes bumping into sim borders/bans work makes this spam
endlessly.
2011-01-28 01:46:30 +01:00
Kitto Flora bfa5b7850c Fix drift of static prim. 2011-01-20 06:51:50 +00:00
Kitto Flora ba7a227763 Revise Materials properties; Fix Double-Click Autopilot; Allow non-script sit positions >= 0.1M; Add llLookAt(); Comment out spammy bad adjacent sim message. 2011-01-04 21:36:09 +00:00
Kitto Flora 64209c9be1 Fix av/prim eject problem. 2010-12-29 21:13:49 +00:00
Diva Canto b23b29a53e This fixes mantis #5198 and related. Physics is not my expertise, so I'm not 100% sure of what all the consequences of this change are. Pushing up, so others can take a look. 2010-12-24 16:23:00 -08:00
Melanie 75010e5e1c Merge branch 'master' into careminster-presence-refactor 2010-12-25 00:04:46 +00:00
Melanie 2cc07de0ba Merge branch 'master' into careminster-presence-refactor 2010-12-23 12:08:38 +00:00
Teravus Ovares (Dan Olivares) 46db73b62b * Re-Adding Scene TimeDilation to Object Update Packets.
* Added Calculating Time Dilation in the OdePlubin
* When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise.
* Time Dilation on the update is calculated when the EntityUpdate object is created.  The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire.  Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent.
2010-12-23 03:30:09 -05:00
Kitto Flora 5fccbe21d6 Update materials parameters. 2010-12-20 07:04:35 +00:00
Melanie 8aa63093b1 Merge branch 'master' into careminster-presence-refactor 2010-12-12 01:20:46 +00:00
Kitto Flora 95a915efd8 Fix border fence for physicals. Fix llRotLookAt() for Vehicles. 2010-12-11 21:04:03 +00:00
Justin Clark-Casey (justincc) 3053f5ba7d minor: remove some compiler warnings 2010-12-10 03:08:31 +00:00
Kitto Flora bf695cccba Fix spurious Av move when clothing item worn or removed. 2010-12-03 18:32:58 +00:00
Melanie 2c1c04119d Merge branch 'master' into careminster-presence-refactor 2010-11-25 01:24:32 +00:00
dahlia 9f29908f66 catch an exception when a mesh asset header cant be decoded 2010-11-24 02:05:41 -08:00
Melanie ac370cf57b Merge branch 'master' into careminster-presence-refactor 2010-10-25 01:24:30 +01:00
Latif Khalifa c74c1620a1 * Updated libomv to r3461
Main reason for upgrade is to revert API change that was introduced in order to support headerless binary LLSD decoding needed for deserialization of the mesh assets, which turned out to be unnecessary as we can transparently decode both kinds.
2010-10-24 23:51:46 +01:00
Melanie fc33d569cd Merge branch 'master' into careminster-presence-refactor 2010-10-21 07:33:01 +01:00
dahlia 9038218c2d fix combining of multiple physics submeshes 2010-10-20 20:39:05 -07:00
Melanie bb7a755cba Merge branch 'master' into careminster-presence-refactor 2010-10-18 20:30:46 +01:00
dahlia e3bd10829f remove some cruft from last commit 2010-10-18 04:26:23 -07:00
dahlia 7fa3335fd5 initial support for meshies physics. Must set ini option UseMeshiesPhysicsMesh = true to enable. See file OpenSimDefaults.ini for example. 2010-10-18 04:17:36 -07:00
Melanie 455a2ba7de Merge branch 'master' into careminster-presence-refactor 2010-10-16 02:27:51 +01:00
Teravus Ovares (Dan Olivares) 0308982c58 one more silly line ending thing.... *If you have problems, fetch the tree and rebase.
Signed-off-by: Teravus Ovares (Dan Olivares) <teravus@gmail.com>
2010-10-15 01:45:25 -04:00
dahlia bcdd03c1cf more work in progress on mesh physics - still non-functional 2010-10-14 20:25:31 -07:00
dahlia 2d88394cd5 laying some groundwork for mesh physics 2010-10-14 13:10:03 -07:00
Melanie cb79e228e4 Merge branch 'master' into careminster-presence-refactor 2010-10-10 22:08:36 +01:00
Teravus Ovares (Dan Olivares) cf61cf7b32 * Make line endings consistant in Meshmerizer.cs 2010-10-09 13:50:53 -04:00
Melanie 231feab57f Merge branch 'master' into careminster-presence-refactor
Conflicts:
	OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
2010-10-09 01:07:41 +01:00
dahlia 9391c3ffee add a flag in OpenSim.ini.example for enabling/disabling decoded sculpt map caching for meshing 2010-10-07 19:34:46 -07:00
Melanie d8149373c1 Merge branch 'master' into careminster-presence-refactor 2010-10-06 00:27:10 +01:00
Jeff Ames bc9f793a92 Formatting cleanup. 2010-10-04 21:28:17 -04:00
Melanie fd56fd2ce8 Merge branch 'master' into careminster-presence-refactor 2010-10-02 19:51:43 +01:00
Melanie f220a2c5eb Replace CalculateMass with a more accurate version, contributed by Ubit.
Thank you.
2010-10-02 00:24:16 +01:00
Melanie b40c91777c Replace CalculateMass with a more accurate version, contributed by Ubit.
Thank you.
2010-10-02 00:19:30 +02:00
Melanie 9f7f266f58 Replace CalculateMass with a better, contributed version 2010-10-02 00:18:52 +02:00
Melanie d0c271adc6 Typo fixes 2010-09-26 18:06:23 +01:00
Melanie aecac9bba9 Typo fixes 2010-09-26 18:05:55 +01:00
Melanie 6f689f591a Merge Master 2010-09-26 17:56:31 +01:00
BlueWall b0b4782a2b adding configurable j2kDecodeCache path
allowing the decoded sculpt map cache path to be defined in
	the configuration files.

	Use DecodedSculpMapPath in the [Startup] section to set
	the path. The default is still ./bin/j2kDecodeCache
2010-09-26 17:04:11 +01:00
Melanie 4fbdcb95a0 Merge branch 'master' into careminster-presence-refactor 2010-09-25 06:19:26 +01:00
Melanie 83b16612ce Experimental locking of taint processing 2010-09-25 05:57:08 +02:00
Justin Clark-Casey (justincc) 30d3e8a13e Add prim name to OdePrim Error and Warning messages.
This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over.
2010-09-25 01:07:37 +01:00
Kitto Flora c719e016ed Falling animation fix, comment out instrumentation. 2010-09-06 21:45:07 +00:00
Kitto Flora 16814dd8f1 Fixes to JUMP system. 2010-09-02 21:51:19 +00:00
Kitto Flora 0871d20adb Merge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor 2010-08-04 21:08:14 +00:00
Kitto Flora cb3b124df9 Fixes fresh hollowed prim collision shape. 2010-08-04 21:08:00 +00:00
Tom e3cea888fb Fix some more issues causing regions with corrupt sculpts to freeze. 2010-08-03 16:07:18 -07:00
Tom 1d1da5069c Catch a meshing exception caused by corrupt or missing sculpt maps, and mark the prim as "mesh failed" so it doesn't try meshing continuously 2010-08-03 14:11:11 -07:00
Melanie Thielker d2d1c63b17 Revert "Catch meshing error in Meshmerizer"
This reverts commit 8f2986bc6a.

In favor of a fix that tells us where the issue is instead of eating the error
2010-08-03 05:25:01 +02:00
Tom 8f2986bc6a Catch meshing error in Meshmerizer 2010-08-02 21:54:47 -07:00
Kitto Flora 236c0f8e8b Fix llSetForecAndTorque([0]) stops linear motion. Mantis #187 2010-07-16 22:17:06 +00:00
Kitto Flora 7ab103c96f Rewrite collision dictionary handling, cleans up deleted obects/avs. Fixes occasional collision event failure. ChOde only. 2010-07-13 20:37:13 +00:00
Melanie ba38c697e8 Merge branch 'master' into careminster-presence-refactor 2010-06-27 20:05:55 +01:00
Justin Clark-Casey (justincc) 4a5979c311 minor: remove some mono compiler warnings 2010-06-25 21:09:15 +01:00
Melanie 04b60aa490 Merge branch 'master' into careminster-presence-refactor 2010-06-19 20:32:01 +01:00
Diva Canto 1e7ce6dbce Hunting for the problem in #4777 2010-06-19 09:44:02 -07:00
Diva Canto 9b410f5e94 Reverting my last two commits, putting back Melanie's exception handler. Doesn't solve #4777. 2010-06-19 09:25:36 -07:00
Diva Canto f0f684161e Reinstated the behavior of AddPrimShape *exactly* as it was as of December. Trying to fix mantis #4777 2010-06-19 08:57:58 -07:00
Melanie 891214c65b Merge branch 'master' into careminster-presence-refactor 2010-06-18 20:49:21 +01:00
Melanie 47d5f90629 Remove an error in meshing error reporting. Now doesn't double-bomb
anymore on a bad sculpt
2010-06-18 19:49:14 +01:00
Melanie d2342319da Merge branch 'master' into careminster-presence-refactor 2010-06-12 16:27:37 +01:00
Melanie ceac35bac1 Log and eat sculpt meshing exceptions caused by bad jp2 data. 2010-06-12 16:25:40 +01:00
Kitto Flora 6e2cc98eac Fixed llMoveToTarget() and Rotation Lock/Enable (ChODE/ODEPrim only) 2010-06-08 16:15:16 -04:00
Melanie 97501495eb Merge branch 'master' into careminster-presence-refactor 2010-05-26 17:19:02 +01:00
dahlia 5e719d13ef fix sculpt normal direction for mirrored plane sculpts 2010-05-24 19:15:04 -07:00
Melanie 420dd78fb7 Merge branch 'careminster' into careminster-presence-refactor 2010-05-08 14:17:43 +01:00
Melanie 14fcc2510e Merge branch 'master' into careminster-presence-refactor 2010-05-08 13:31:36 +01:00
Diva Canto a58859a0d4 GridUserService in place. Replaces the contrived concept of storing user's home and position info in the presence service. WARNING: I violated a taboo by deleting 2 migration files and simplifying the original table creation for Presence. This should not cause any problems to anyone, though. Things will work with the new simplified table, as well as with the previous contrived one. If there are any problems, solving them is as easy as dropping the presence table and deleting its row in the migrations table. The presence info only exists during a user's session anyway.
BTW, the Meshing files want to be committed too -- EOFs.
2010-05-07 21:29:56 -07:00
Kitto Flora add7abc1de Fix Mouse+WASD makes Av rise; Fix PREJUMP. 2010-05-07 14:12:07 -04:00
dahlia eb6d63ab8e improve handling of undersize sculpt textures 2010-05-06 23:02:24 -07:00
dahlia 39c5ddc837 corrections for face numbering and uv mapping, mostly for spheres - sync with PrimMesher r56 2010-05-06 22:08:59 -07:00
dahlia 5d1e9947ed Sculpt meshing refactoring - improves mesh accuracy and UV mapping
Sync with PrimMesher r55
2010-05-06 21:36:27 -07:00
Kitto Flora f3c21524be Fix Av jump motion S/W 2010-04-29 19:41:08 -04:00
Melanie f06772a088 Merge branch 'careminster' into careminster-presence-refactor 2010-04-29 23:33:20 +01:00
Kitto Flora 5c23b4aa56 Fix vertical attractor 2010-04-29 13:50:11 -04:00
Melanie 9920e219dd Merge branch 'careminster' into careminster-presence-refactor 2010-04-13 04:36:08 +01:00
Kitto Flora 9b6e89457c Fixed LINEAR_MOTOR Z drive, Mantis #30 2010-04-11 14:12:01 -04:00
Melanie ba31b31ed0 Merge branch 'careminster' into careminster-presence-refactor 2010-04-05 18:22:15 +01:00
kitto e2a521742a ChODE Only: Corrected Heightmap load to iliminate crack at 255M. Added 'fence' option to prevent physical objects crossing region border. 2010-04-04 22:57:32 -04:00
Kitto Flora add47befac Update acceleration to 0 on no tphysical. 2010-03-19 18:53:16 -04:00
Melanie 4c2a51b1b5 Merge branch 'master' into careminster-presence-refactor 2010-03-18 20:09:04 +00:00
John Hurliman 65c1fbc14d Fixing line endings 2010-03-15 20:54:48 -07:00
Melanie d3f33acc1a Merge branch 'master' into careminster-presence-refactor 2010-03-15 17:23:35 +00:00
Kitto Flora 8198062610 RotLookAt repaired; debug msg cleanup. 2010-03-14 16:22:13 -04:00
dahlia 1e73e16fd0 flip UVs for profile faces 2010-03-13 18:41:36 -08:00
dahlia 41a98b902b correct some references which could produce erroneous prim face numbers 2010-03-12 22:05:22 -08:00
dahlia 1d14cf8c3f some improvements to sculptmap alpha handling and LOD 2010-03-12 21:21:28 -08:00
John Hurliman 3036aba875 * Added a better check to the SimianGrid connectors to test if they are enabled or not. This method should work equally well with standalone or robust mode
* Applying #4602 from Misterblu to add collision detection to BulletDotNET
2010-03-12 14:28:31 -08:00
Kitto Flora 1379ae4310 Fix Rotation Lock. NOTE: This version had poor border crossing control 2010-03-12 16:13:52 -05:00
Kitto Flora 7bd48d383d Resolved merge 2010-03-12 13:48:31 -05:00
Kitto Flora f6f6ef1532 Dynamics Integration Part 1 2010-03-11 19:12:38 -05:00
Melanie 2fdd535302 Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster 2010-03-06 12:24:26 +00:00
Melanie 1f7a0cf892 Merge branch '0.6.9-post-fixes' into careminster 2010-03-06 12:24:09 +00:00
Kitto Flora 87590491b5 Fix Physics angular reference frame. 2010-03-04 16:33:26 -05:00
Jeff Ames 300f4c58a6 Separate PhysX classes into separate files. 2010-02-22 13:16:40 +09:00
Jeff Ames af265e001d Formatting cleanup. 2010-02-15 19:21:56 +09:00
Revolution 9821c4f566 Revolution is on the roll again! :)
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).

Direct flames and kudos to Revolution, please

Signed-off-by: Melanie <melanie@t-data.com>
2010-02-14 22:18:46 +00:00
Kitto Flora 9568718add Angular motor adjustments 2010-02-12 15:56:21 -05:00
Kitto Flora 6a70349512 Merge branch 'master' of ssh://3dhosting.de/var/git/careminster 2010-02-12 14:08:32 -05:00
Melanie c8f3bb56ff Merge branch 'master' into careminster 2010-02-08 22:11:38 +00:00
John Hurliman 8556a9f1a8 Applying patch #4534 by Misterblue to fix ODE physics stickiness 2010-02-04 13:31:06 -08:00
Kitto Flora 48134af616 Motor angular decay fix. 2010-02-03 16:20:13 -05:00
Kitto Flora 8c20610293 AngMotor update 1 2010-02-02 13:28:42 -05:00
Kitto Flora 1abb70cc73 Add glue for llSetVehicleFlags(), llRemoveVehicleFlags(). ChODE: Add associated methods. 2010-01-21 19:31:02 -05:00
Kitto Flora 66692f90e3 ChODE Object Linear Motion update 2010-01-21 14:39:11 -05:00
Kitto Flora 253e2ed699 Merge branch 'master' of ssh://3dhosting.de/var/git/careminster 2010-01-03 23:10:01 -05:00
Melanie 61ce884336 Merge branch 'master' into careminster 2010-01-03 21:43:39 +00:00
Jeff Ames 70d5b1c34c Formatting cleanup. Add copyright headers. 2010-01-04 06:17:30 +09:00
Kitto Flora 3f901d313b Vehicle Linear parameter adjustments 2009-12-31 16:07:36 -05:00
Kitto Flora e7439efc74 Recover out-of-region objects during db load. 2009-12-24 19:19:44 -05:00
Kitto Flora 93b930b937 Fix conflicts 2009-12-22 00:33:31 -05:00
Kitto Flora 0a29842caf Include ChOdePlugin 2009-12-22 00:20:04 -05:00
Melanie fa0621b486 Merge branch 'master' into careminster 2009-12-22 00:41:56 +00:00
Melanie e530180c1e Glue code for a couple of new LSL function implementations 2009-12-22 00:26:12 +00:00
Kitto Flora 6483470ec5 Fix GetWorldRotation(), and a host of related Sit fixes. 2009-12-17 02:54:02 -05:00
Melanie b310efc50f Merge branch 'master' into careminster 2009-12-12 12:54:43 +00:00
Teravus Ovares (Dan Olivares) 2f8b9cbf2b * Commit some sit code that's commented out for now. 2009-12-08 11:28:13 -05:00