UbitUmarov
4e72cf9ee2
*** DANGER TESTING **** changed prims mesh generation hopefully removing
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spurius faces. CHanged several aspects. Fixed prims inertia that was too
low, still using box as model. Increased number of quickstep SOR
iterations to 15. Keep it 15 even on heavy load ( will only jump
simulation time).
2013-05-29 02:08:14 +01:00
UbitUmarov
9a253c7c04
missing files remove some warnings...
2012-12-11 04:49:14 +00:00
UbitUmarov
62244b5ea5
don't zero constant force and torque in selection
2012-11-24 22:46:24 +00:00
UbitUmarov
e36a700eb0
add debug position on bad primmesh error
2012-11-02 14:02:57 +00:00
UbitUmarov
3b51cae958
bug fix
2012-10-20 17:53:33 +01:00
UbitUmarov
91b83fd45e
fixes
2012-10-16 11:26:05 +01:00
UbitUmarov
a91be67a6e
commit the right files!
2012-10-12 00:39:58 +01:00
UbitUmarov
d5cfe1c0be
remove some more debug spam on ode
2012-10-12 00:36:01 +01:00
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
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
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cases things seem not to stop
2012-10-09 01:04:29 +01:00
UbitUmarov
3bf7201fd4
move terrain geom to own ode space. Limit range on raycast if includes
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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
78ce7a0a04
[DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculpts
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now
2012-10-07 01:20:52 +01:00
UbitUmarov
89d342b5ce
more changes and more non active code
2012-10-04 08:14:52 +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
UbitUmarov
58e55ae075
make some forgotten changes be done by simulation thread not by caller
2012-09-27 23:14:42 +01:00
Melanie
f2308c819e
Remove spammy "axislock" debug.
2012-09-17 12:58:59 +02:00
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
92d44446fa
*feature test* ubitode, let convex hull shape type work for prims other
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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
UbitUmarov
62df82b74d
messing around... Let terrain and water have nullphysicsactors, let
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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
UbitUmarov
72e2b94094
In collisions report linksets root parts to parts, and not all parts.
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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
4c2523b1c2
Use faster any contact point collision detection for Volumedetect, plus
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some clean up
2012-07-12 20:05:00 +01:00
UbitUmarov
84ab4c4462
ubitODE leaks
2012-07-11 08:13:57 +01:00
UbitUmarov
ca41ec9eb4
let rotationVelocity or AngularVelocity be setted on prims. Limited to
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12rad/s
2012-07-10 05:11:06 +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
UbitUmarov
401b97788f
fix addforce/impulse.
2012-06-04 20:35:12 +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
20baa6334c
revert making sculpts phanton if sculpt meshing option is off
2012-05-28 13:05:50 +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
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
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
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
UbitUmarov
dd745f60c2
fix llGetCenterOfMass ( checked with ubitODE only)
2012-04-28 21:36:38 +01:00
UbitUmarov
3da613adf5
fix chODE loosing some part positions when doing isPhysical false
2012-04-24 23:13:57 +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