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path: root/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs (unfollow)
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2016-11-03Initial update to OpenSim 0.8.2.1 source code.David Walter Seikel1-311/+0
2015-08-30Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto1-303/+0
2014-11-19If calling llStopMoveToTarget() on an in-world prim, don't send an ↵Justin Clark-Casey1-0/+1
unnecessary object update if the prim was not moving to target. This involves making PhysicsActor.PIDActive get as well as set. On physics components that don't implement this (all characters and some phys engines) we return false.
2014-04-23Eliminated many warningsOren Hurvitz1-2/+0
2013-12-14Fix TestSitAndStandWithNoSitTarget NPC and SP tests.Justin Clark-Casey (justincc)1-8/+1
These stopped working because current code calculates sit heights based on avatar physics rather than appearance data. Also changed BasicPhysics to not divide Z param of all set sizes by 2 - there's no obvious good reason for this and basicphysics is only used in tests
2012-04-22refactor: simply some properties code in BasicPhysicsPluginJustin Clark-Casey (justincc)1-36/+6
2011-12-20Remove unused SetAcceleration and add set on Acceleration parameterDan Lake1-5/+1
2011-12-20Remove unused SetAcceleration and add set on Acceleration parameterDan Lake1-5/+1
2011-12-15Stop having to call SetHeight again in ScenePresence.AddToPhysicalScene() ↵Justin Clark-Casey (justincc)1-1/+2
when we've already passed size information to the avatar at PhysicsScene.AddAvatar() Eliminate some copypasta for height setting in OdeCharacter
2010-02-14Revolution is on the roll again! :)Revolution1-0/+5
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>
2010-01-21Add glue for llSetVehicleFlags(), llRemoveVehicleFlags(). ChODE: Add ↵Kitto Flora1-0/+10
associated methods.
2010-01-04Formatting cleanup. Add copyright headers.Jeff Ames1-4/+4
2009-12-22Glue code for a couple of new LSL function implementationsMelanie1-0/+20
2009-10-26Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman1-29/+25
2009-10-26Add llRotLookat pt1.KittoFlora1-0/+20
2009-08-26Formatting cleanup, minor refactoring.Jeff Ames1-0/+1
2009-08-11Split BasicPhysics classes into separate files.Jeff Ames1-18/+16
2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames1-1/+1
LICENSE.txt.
2009-03-07Minor formatting cleanup.Jeff Ames1-4/+18
2009-03-06Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke1-0/+6
llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does, and it should recalculate the absolute height to hover at as an object moves to reflect the current ground/water height under it. Correctly implementing required adjusting the Physics interfaces and implementing at the physics plug-in level. The attached is a patch that correctly implements llSetHoverHeight() including updates to the ODE physics plug-in.
2008-12-14* Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ↵Teravus Ovares1-0/+10
ODEPlugin and pipes them to their respective LSL method. * NBody will need to be updated, this is an API change. Torque property and AddAngularForce
2008-12-09* Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.Teravus Ovares1-0/+5
* Warning! Physics API change. This means that the NBodySimulation needs to be updated! * PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
2008-12-01Remove duplicated avatar height calculation in lsl functions.idb1-2/+7
Use height calculation in Basic Physics and Physics of Simplicity so that avatars larger than the default walk with straight legs and shorter walk on the ground.
2008-09-28Implement the plumbing for llSetVehicleType from the LSLCharles Krinke1-0/+6
subroutine down through the physics modules through PhysActor and SceneObjectPart. No connection to the physics simulators.
2008-09-28Added the plumbing for llSetVehicleRotationParamCharles Krinke1-0/+5
in the classes between the LSL implementation and the underlying physics engines.
2008-09-28Plumb the connection though from llSetVehicleVectorParamCharles Krinke1-3/+7
to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
2008-09-28Plumb the connection through from llSetVehicleFloatParamCharles Krinke1-0/+6
to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
2008-09-06* This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares1-1/+1
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
2008-07-24Implements llSetForce() and llGetForce(). These are experimental and the ↵Dahlia Trimble1-0/+1
units may not match the Linden implementation.
2008-06-26Separate POS classes into mutiple files.Jeff Ames1-190/+31
2008-05-25* Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares1-0/+6
2008-05-14* Refactored IConfigSource into Physics plug-ins and Scene. We can get rid ↵Teravus Ovares1-1/+2
of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on * The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
2008-05-06* If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares1-1/+1
not the attachment.
2008-05-03* Committing some collision stuffs that I'm working on.Teravus Ovares1-0/+12
* Nothing user facing yet.
2008-04-23* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares1-0/+5
* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results. * Three axis works well enough to play with it anyway. More work is needed here. * Fixed an incorrectly named method in ODE.NET
2008-03-25* Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares1-0/+3
* It doesn't generate at_target events, because they don't exist yet in the script engine. * The Tau is different, however, compatible with scripts I tested. * Not perfect... but pretty good.
2008-03-18Formatting cleanup.Jeff Ames1-30/+30
2008-03-10ODEPluginTeravus Ovares1-0/+5
* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
2008-03-10* Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares1-0/+11
* Added WaterLevel support to the ODEPlugin. More on this later.
2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares1-0/+8
joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
2008-02-23* Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares1-0/+5
* When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
2008-02-18ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares1-1/+1
got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
2008-02-17* Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares1-0/+6
turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. * Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.
2008-02-14* Made new Framework.Constants class, added RegionSize member.Adam Frisby1-4/+4
* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
2008-02-13* Bigish ODE stability Update. Run PrebuildTeravus Ovares1-0/+4
2008-02-13* Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares1-0/+5
(though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
2008-02-11* Added PhysicsScene.Dispose()Teravus Ovares1-1/+5
* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
2008-01-29* Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares1-0/+10
gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
2007-12-27* Optimized usingslbsa711-15/+27
* shortened references * Removed redundant 'this' * Normalized EOF
2007-12-19* Re-did the mass calculations in ODE for Prim Teravus Ovares1-2/+17
* Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -) * Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle)) * Prim no longer sink into the ground.