Commit Graph

18567 Commits (4e8e3874ae19073ff9755a4483603d23c4ffec48)

Author SHA1 Message Date
Robert Adams 894bb4893b BulletSim: search the mesh and hull lists to find shapes if type is not known. This makes sure the correct accounting is done for the particular shape. 2012-11-03 21:15:54 -07:00
Robert Adams 498ea76e63 BulletSim: Move construction of compound linkset from ShapeCollection
into LinksetCompound where it should be.
Create meshes for native shapes when part of a compound linkset because
    scale is currently per object and not per collision shape.
Don't schedule a LinksetCompound refresh if just changing properties.
2012-11-03 21:15:46 -07:00
Robert Adams 1dc23b2b97 BulletSim: parameterize selection of linkset implementation 2012-11-03 21:15:39 -07:00
Robert Adams b0eccd5044 BulletSim: debugging of compound shape implementation of linksets.
Add compound shape creation and freeing in shape manager.
Add optional taint-time execution method and update code to use it.
Add API2 linkage for more compound shape methods (get num, get/remove by index, ...)
Modify perferred shape return so linkset children can have differet shapes than root.
Add Position and Orientation calls to linksets so children can be moved around by
    the linkset by its own calculation. Allows for very general linkset implementations.
2012-11-03 21:15:30 -07:00
Robert Adams f53b4e7a21 BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename MassRaw to RawMass. Fix BSShapeCollection to use Raw* for creating the body to eliminate exception from referencing the physical body before it has been created. 2012-11-03 21:15:22 -07:00
Robert Adams 39c02dcc8c BulletSim: Remove use of shapeData in ShapeCollection and rely on the available BSPhysObject varaiables. Fix line endings in BSLinksetCompound. 2012-11-03 21:15:14 -07:00
Robert Adams 364a7c3088 BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton of BSLinksetCompound. 2012-11-03 21:15:06 -07:00
Robert Adams 28e2cd3fa2 BulletSim: vehicle tweeking.
Add AddTorque() method to BSPrim. Remove some manual motor actions
in computing angular force (will eventually be replaced with motor class).
Remove some experimental changes.
2012-11-03 21:14:58 -07:00
Robert Adams 52be581f71 BulletSim: remove center-of-mass setting for linksets because it causes the constraint calculation to pull the objects together. 2012-11-03 21:14:49 -07:00
Robert Adams 93fe384cce BulletSim: Use the PostTaints operation to build the linkset once before the next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code. 2012-11-03 21:14:41 -07:00
Robert Adams 42d65840c8 BulletSim: Add gravity force to vehicle. Some debugging additions. 2012-11-03 21:14:33 -07:00
Robert Adams dae038a117 BulletSim: fix problem with multiple linksets stepping on each other if they are built at the same time. 2012-11-03 21:14:25 -07:00
Robert Adams 4cfa3be4ef BulletSim: add definitions for linkset collision mask 2012-11-03 21:14:16 -07:00
Robert Adams bc43c7007d BulletSim: code rearrangement 2012-11-03 21:14:08 -07:00
Robert Adams 8c9e4c1f7b BulletSim: Use Refresh/PostTaints to cause recomputing of constraint variables before the simulation step. Update logging and messages to properly name LinksetConstraints. Use UpdatePhysicalMassProperties to put the whole linkset mass into all the physical linkset members so they have the inertia to move the whole linkset. 2012-11-03 21:14:00 -07:00
Robert Adams 9568f24c26 BulletSim: add post taint taints and post step taints. The post taints operation is most useful and is used by linksets to build and rebuild only once before the simulation step. 2012-11-03 21:13:52 -07:00
Robert Adams 2f25f70316 BulletSim: remove unneeded parameter from Refresh(). 2012-11-03 21:13:44 -07:00
Robert Adams e20bad12cc BulletSim: centralize mass/inertia computation with UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty. 2012-11-03 21:13:35 -07:00
Robert Adams 7af28724ac BulletSim: rename constraint classes so they show up together alphabetically. 2012-11-03 21:13:27 -07:00
Robert Adams 92d3c611e5 BulletSim: many small changes for vehicles simulation. 2012-11-03 21:13:19 -07:00
Robert Adams 2b75035aef BulletSim: add ForEachMember(action) call for linkset. 2012-11-03 21:13:11 -07:00
Robert Adams 8fa83cf430 BulletSim: Add activations after vehicle properties change. Problem was the vehicle was going to sleep while waiting for commands. Make AddAngularForce work the same way as AddForce -- accumulates values and pushes them once into Bullet. 2012-11-03 21:13:03 -07:00
Robert Adams b83449ae9a BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'. 2012-11-03 21:12:54 -07:00
Robert Adams 804b332d45 BulletSim: Add banking and other new code to vechile dynamics. Add third party license and contributor in for for Aurora-Sim project for physics code. 2012-11-03 21:12:46 -07:00
Diva Canto 783443705d HG Suitcase Inventory: if RootFolder type doesn't work, look for any folder with parentID=UUID.Zero 2012-11-03 12:03:47 -07:00
Diva Canto 7412795a0b HG: flip all configs to HG2.0. PLEASE CHECK YOUR EXISTING HG CONFIGS AGAINST THESE. 2012-11-02 08:05:56 -07:00
Dan Lake 2e106cd5de Change to earlier commit for TargetVelocity to support distributed physics. 2012-11-02 03:09:04 -07:00
Justin Clark-Casey (justincc) ce7beb6f20 Add [AssetService] AllowRemoteDeleteAllTypes (default false).
This allows a closed grid to delete asset types other than maptile remotely.
Only operational if AllowRemoteDelete = true also.
Defaults to false - do not enable if anybody other than you can make asset service requests.
2012-11-02 01:41:38 +00:00
Justin Clark-Casey (justincc) 462ad336dc Move check to allow only deletion of maptiles up to AssetServerDeleteHandler from AssetService.
This allows us to use a common check for both AssetService and XAssetService.
It also allows future console commands to delete an asset.
As before, deletion of maptile assets is not allowed remotely unless this is explicitly configured.
2012-11-02 00:02:10 +00:00
Justin Clark-Casey (justincc) 8dfe59d7b8 Comment out checks not to overwrite existing IAR/OAR files for now on "save iar/oar" since this causes problems for some backup systems.
Needs more thought, maybe an explicit --force/--overwrite switch
Comments on http://opensimulator.org/mantis/view.php?id=6389
2012-11-01 03:42:15 +00:00
Justin Clark-Casey (justincc) a7d9f5598f Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-11-01 03:34:11 +00:00
Justin Clark-Casey (justincc) ccb17eab71 Replace the 64 bit macosx version of libopenjpeg-dotnet.dylib with a 32-bit version from libopenmetaverse commit 3731ee4
This is because macosx mono is 32-bit and this can't p/invoke 64-bit binaries.
However, the reverse is also true.
If OpenSimulator stops working for you then please complain!  Long term alternative is probably to build a fat binary with both architectures.
2012-11-01 03:31:30 +00:00
Dan Lake ffe4d738fb Add TargetVelocity to PhysicsActor interface to support distributed physics. No change to existing functions. 2012-10-31 17:13:18 -07:00
BlueWall 6a37f5f852 Merge branch 'master' of /home/opensim/var/repo/opensim 2012-10-31 07:13:45 -04:00
Justin Clark-Casey (justincc) 566aaef1f4 Also add the additional ScriptException constructor necessary to get [Serializable] to work. 2012-10-31 00:56:41 +00:00
Justin Clark-Casey (justincc) b3072cf343 Mark ScriptException as [Serializable] for when it has to cross AppDomains 2012-10-31 00:46:07 +00:00
Justin Clark-Casey (justincc) 4ba48151b2 Handle UUIDGroupName and ObjectGroup viewer UDP requests asynchronously rather than synchronously.
This is to avoid the entire scene loop being held up when the group service is slow to respond.
There's no obvious reason for these queries to be sync rather than async.
2012-10-31 00:39:45 +00:00
Justin Clark-Casey (justincc) 6235d16c31 Make "show object part" command correctly display script status.
Uses new IEntityInventory.TryGetScriptInstanceRunning()
Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
2012-10-31 00:31:18 +00:00
Melanie 3388534ff5 Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim 2012-10-30 23:14:06 +00:00
Melanie fd9cb3cb68 Store and send the current movement animation state to a new sim on crossing 2012-10-30 23:08:22 +00:00
Melanie 9e05067a4f Add AnimState to CADU 2012-10-30 22:11:02 +00:00
Justin Clark-Casey (justincc) 984faf24df Only create a new list to check if objects have reached targets if there actually are any targets. 2012-10-30 01:48:05 +00:00
Justin Clark-Casey (justincc) ff6c69000e Log warning if mesh/sculpt asset couldn't be found by ODEPrim.MeshAssetReceived() callback.
Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.
2012-10-30 01:40:59 +00:00
Justin Clark-Casey (justincc) 9bc4dc6c5f Add method doc to IAssetService.Get(string, object, AssetRetrieved) outlining the situations in which AssetRetrieved may be called back with a null AssetBase.
These situations include asset not found and remote service not responding.
2012-10-30 01:19:32 +00:00
Justin Clark-Casey (justincc) cccf695327 Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing exception.
In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved).
2012-10-30 01:14:48 +00:00
Justin Clark-Casey (justincc) 37de965233 Make MeshAssetReceived private.
Keep methods private unless they need to be opened up to external callers.  Reduces analysis complexity.
2012-10-30 01:08:00 +00:00
Justin Clark-Casey (justincc) aeeed29d62 correct ODEPrim.MeshAssetReveived -> MeshAssetReceived 2012-10-30 01:07:14 +00:00
SignpostMarv a09cba6da3 refactoring to use assembly:classname style of configuration 2012-10-29 23:39:01 +00:00
SignpostMarv a16ddbee41 Renaming module back to SoundModule as the hypothetical plan was to make another module using the shared region module interface, but this was pointed out by Melanie_T to be mostly pointless. 2012-10-29 23:39:01 +00:00
SignpostMarv e308841de9 SianaGearz notes stop sound flag is 1 << 5, so using that for ISoundModule.StopSound rather than setting gain to zero 2012-10-29 23:39:01 +00:00