Commit Graph

914 Commits

Author SHA1 Message Date
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