Commit Graph

66 Commits

Author SHA1 Message Date
UbitUmarov
6e21796584 [TEST] disk cache meshs 2012-10-12 23:37:28 +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
ce497ce379 debug... 2012-10-09 19:43:06 +01:00
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
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
78ce7a0a04 [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculpts
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
51e1830f86 more changes. Most code not in use 2012-10-04 04:55:53 +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
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
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
UbitUmarov
0d3661fb5f UbitOde: remove useless water collider from active code. 2012-07-17 00:27:01 +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
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
4c2523b1c2 Use faster any contact point collision detection for Volumedetect, plus
some clean up
2012-07-12 20:05:00 +01:00
UbitUmarov
84ab4c4462 ubitODE leaks 2012-07-11 08:13:57 +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
UbitUmarov
ec7c7fe5f8 ubitode: create and use 4 off world collision spaces for offworld static prims 2012-06-30 08:49:07 +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
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
a7ece8c688 add colliders relative velocity projected in collision direction to collisions report information. 2012-05-19 00:17:37 +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
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
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
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
be176b1e49 ubitode fix inertia for same cases. Added a nasty lock on llGetCenterOfMass and simulate 2012-04-29 08:24:41 +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
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
UbitUmarov
2c7f035925 ubitODE: - Change triangles used in terrain height estimation 2012-04-20 04:49:23 +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
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
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
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