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2013-08-02BulletSim: add implementation of 'physSetLinksetType' and 'physGetLinksetType'Robert Adams1-1/+2
and processing routines in BulletSim. Add linkset rebuild/conversion routine in BSLinkset.
2013-07-23Revert "Revert "Add experimental stubs for an extension function interface ↵Robert Adams1-0/+9
on both"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 89857378ce79f93a265bc1eb151e17742032abfa.
2013-07-22Revert "Add experimental stubs for an extension function interface on both"Robert Adams1-9/+0
The changes don't seem to be ready for prime time. This reverts commit 13a4a80b3893af13ab748c177b731fed813974ca.
2013-07-22Add experimental stubs for an extension function interface on bothRobert Adams1-0/+9
PhysicsScene and PhysicsActor.
2013-02-07Add some more code from Avination. This changes physics actor stuff aroundMelanie1-0/+6
to work with the new params. Not actually plumbed just yet.
2013-02-02Correct spelling mistake in new RayFilterFlags, LSLPhanton -> LSLPhantomJustin Clark-Casey (justincc)1-2/+2
2013-01-23Add the Avination physics raycast glue so Core Physics can implement raycastMelanie1-0/+39
2013-01-23Fix a type (Suports => Supports). Also put the normal terrain collision checkMelanie1-1/+1
into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
2013-01-11BulletSim: add osGetPhysicsEngineType() LSL function and updateRobert Adams1-2/+9
the physics engines to return the name that is specified in the INI file ("physics = XXX") as the type of engine. This os function is a little different than the others in that it does not throw an exception of one is not privilaged to use it. It merely returns an empty string.
2013-01-02*TEST* avatar unscripted sit. Some guessing/automationUbitUmarov1-2/+19
2012-12-18fixUbitUmarov1-1/+1
2012-12-17*TESTP unscripted sit: missing filesUbitUmarov1-0/+5
2012-12-11 fix let other phys plugins work.. broken when added feetOffsetUbitUmarov1-8/+2
2012-12-07 create a new ode character also with the new informationUbitUmarov1-2/+16
2012-10-18 missing changed fileUbitUmarov1-1/+1
Signed-off-by: Melanie <melanie@t-data.com>
2012-10-09move terrain geom to own ode space. Limit range on raycast if includesUbitUmarov1-0/+3
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]
2012-10-03 missing changed fileUbitUmarov1-1/+1
2012-08-01Create the ability for physics modules to request assets on demand byMelanie1-0/+5
themselves. For that, the physics module simply calls RequestAssetMethod, which in turn points to Scene.PhysicsRequestAsset. This gives physics access to the asset system without introducing unwanted knowledge of the scene class.
2012-05-31Add an optional mechanism for physics modules to collect and return ↵Justin Clark-Casey (justincc)1-0/+14
arbitrary stats. If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule (http://opensimulator.org/wiki/Monitoring_Module) This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings]. This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing. This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds. The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
2012-04-16ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov1-0/+40
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.
2012-03-21Tell physics about physics shape when creating. Added some virtual methods ↵UbitUmarov1-0/+7
to get/set density,gravmod, frition,bounce and shape type ( not in use ). UbitOde now should do convex type on creation or everytime the mesh is changed ( as in change size, shape, etc )
2012-03-11initial steps to support physical phantomsUbitUmarov1-3/+6
2012-02-17Added simple binary serializer/deserializer to chODE. 100% untested and most ↵UbitUmarov1-0/+6
like still broken
2012-02-08 changes in physics manager, needed for UbitODEUbitUmarov1-1/+9
2011-11-25remove some mono compiler warningsJustin Clark-Casey (justincc)1-1/+1
2011-11-22Comment out uncalled OdeScene.UnCombine()Justin Clark-Casey (justincc)1-8/+2
2011-10-18Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)1-0/+5
2011-10-15refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)1-1/+0
internal to aid code reading/analysis. Remove some unused method arguments
2011-10-14Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)1-88/+4
2011-10-13refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)1-1/+22
into a DestroyOdeStructures() method also adds some method doc
2011-08-01refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)1-0/+4
2011-07-20Removed unused AddPrimShape methods in PhysicsScene caused by merge conflictsDan Lake1-14/+0
2011-07-15Fix some local id issues in physics glueroot1-12/+7
2011-07-15Fox some local id issues in physics glueMelanie1-12/+7
2011-07-15Revert "Add localid support to ch0de properly"Melanie1-7/+12
This reverts commit bb402d0d95c934fbcd8b1c03e228ec1d0a14f14d.
2011-07-15Add localid support to ch0de properlyTom1-12/+7
2011-07-12Port implementation of llCastRay() from Aurora.Justin Clark-Casey (justincc)1-1/+23
I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer.
2011-07-08minor: commented out log lines for future use and very small code tidyJustin Clark-Casey (justincc)1-1/+4
2011-06-15Add localID to physical object creation functions.Mic Bowman1-0/+15
2009-12-05* Adds Normal to the fields returned by the Physics RaycasterTeravus Ovares (Dan Olivares)1-2/+2
* Fixes recognizing when a sit target is and isn't set. * * 1. Vector3.Zero. * * 2. Orientation: x:0, y:0, z:0, w:1 - ZERO_ROTATION * * (or) Orientation: x:0, y:0, z:0, w:0 - Invalid Quaternion * * (or) Orientation: x:0, y:0, z:1, w:0 - Invalid mapping, some older objects still exist with it
2009-10-27Move the calculation of time dilation from the scene to the physics engine. ↵John Hurliman1-0/+5
The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
2009-10-26Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman1-16/+16
2009-10-01Formatting cleanup.Jeff Ames1-2/+2
2009-09-02* One last attempt to get the bordercrossing/primcrossing/attachmentcrossing ↵Teravus Ovares (Dan Olivares)1-0/+5
right in the new border framework. * This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
2009-08-18* Some Physics Scene Changes to prepare for larger regionsTeravus Ovares (Dan Olivares)1-1/+1
2009-08-15* part one of adding physics combiningTeravus Ovares (Dan Olivares)1-0/+10
2009-07-23Formatting cleanup.Jeff Ames1-1/+1
2009-07-19* Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares1-0/+36
a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames1-1/+1
LICENSE.txt.
2009-02-15This started as way to correct Mantis #3158, which I believe should be fixed ↵diva1-2/+2
now. The flying status was temporarily being ignored, which caused the avie to drop sometimes -- there was a race condition. In the process it also fixes that annoying bug in basic physics where the avie would drop half-way to the ground upon region crossings (SetAppearance was missing). Additionally, a lot of child-agent-related code has been cleaned up; namely child agents are now consistently not added to physical scenes, and they also don't have appearances. All of that happens in MakeRoot, consistently.