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path: root/OpenSim/Region/Physics/Manager/PhysicsScene.cs (follow)
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* BulletSim: add implementation of 'physSetLinksetType' and 'physGetLinksetType'Robert Adams2013-08-021-1/+2
| | | | | and processing routines in BulletSim. Add linkset rebuild/conversion routine in BSLinkset.
* Revert "Revert "Add experimental stubs for an extension function interface ↵Robert Adams2013-07-231-0/+9
| | | | | | | | on both"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 89857378ce79f93a265bc1eb151e17742032abfa.
* Revert "Add experimental stubs for an extension function interface on both"Robert Adams2013-07-221-9/+0
| | | | | | The changes don't seem to be ready for prime time. This reverts commit 13a4a80b3893af13ab748c177b731fed813974ca.
* Add experimental stubs for an extension function interface on bothRobert Adams2013-07-221-0/+9
| | | | PhysicsScene and PhysicsActor.
* Add some more code from Avination. This changes physics actor stuff aroundMelanie2013-02-071-0/+6
| | | | to work with the new params. Not actually plumbed just yet.
* Correct spelling mistake in new RayFilterFlags, LSLPhanton -> LSLPhantomJustin Clark-Casey (justincc)2013-02-021-2/+2
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* Add the Avination physics raycast glue so Core Physics can implement raycastMelanie2013-01-231-0/+39
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* BulletSim: add osGetPhysicsEngineType() LSL function and updateRobert Adams2013-01-111-2/+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.
* missing changed fileUbitUmarov2012-10-181-1/+1
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* Create the ability for physics modules to request assets on demand byMelanie2012-08-011-0/+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.
* Add an optional mechanism for physics modules to collect and return ↵Justin Clark-Casey (justincc)2012-05-311-0/+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.
* remove some mono compiler warningsJustin Clark-Casey (justincc)2011-11-251-1/+1
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* Comment out uncalled OdeScene.UnCombine()Justin Clark-Casey (justincc)2011-11-221-8/+2
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* Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2011-10-181-0/+5
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* refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)2011-10-151-1/+0
| | | | internal to aid code reading/analysis. Remove some unused method arguments
* Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)2011-10-141-88/+4
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* refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)2011-10-131-1/+22
| | | | | | into a DestroyOdeStructures() method also adds some method doc
* refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)2011-08-011-0/+4
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* Removed unused AddPrimShape methods in PhysicsScene caused by merge conflictsDan Lake2011-07-201-14/+0
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* Fix some local id issues in physics glueroot2011-07-151-12/+7
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* Port implementation of llCastRay() from Aurora.Justin Clark-Casey (justincc)2011-07-121-1/+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.
* minor: commented out log lines for future use and very small code tidyJustin Clark-Casey (justincc)2011-07-081-1/+4
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* Add localID to physical object creation functions.Mic Bowman2011-06-151-0/+15
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* * Adds Normal to the fields returned by the Physics RaycasterTeravus Ovares (Dan Olivares)2009-12-051-2/+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
* Move the calculation of time dilation from the scene to the physics engine. ↵John Hurliman2009-10-271-0/+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
* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-261-16/+16
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* Formatting cleanup.Jeff Ames2009-10-011-2/+2
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* * One last attempt to get the bordercrossing/primcrossing/attachmentcrossing ↵Teravus Ovares (Dan Olivares)2009-09-021-0/+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.
* * Some Physics Scene Changes to prepare for larger regionsTeravus Ovares (Dan Olivares)2009-08-181-1/+1
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* * part one of adding physics combiningTeravus Ovares (Dan Olivares)2009-08-151-0/+10
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* Formatting cleanup.Jeff Ames2009-07-231-1/+1
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* * Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares2009-07-191-0/+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)
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* This started as way to correct Mantis #3158, which I believe should be fixed ↵diva2009-02-151-2/+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.
* Reverts patch from tuco/mikkopa/sempuki mantis #3072Teravus Ovares2009-02-081-6/+0
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* Change access levels from private to protected to facilitateMike Mazur2009-02-031-0/+6
| | | | | | subclassing; also add new method signatures. Thanks tuco and mikkopa. Fix Mantis #3072.
* * Applying Nlin's NINJA Joint patch. v2. Mantis# 2874Teravus Ovares2008-12-261-0/+64
| | | | | | | | | | * Thanks nlin! * To try it out, set ninja joints active in the ODEPhysicsSettings and use the example at: * http://forge.opensimulator.org/gf/download/frsrelease/142/304/demo-playground.tgz. * Don't forget to change the .tgz to .oar and load it with load-oar.
* * refactor: as per a recent opensim-dev thread, rename InnerScene to ↵Justin Clarke Casey2008-11-121-1/+1
| | | | SceneGraph to make it more descriptive of its intended function
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-1/+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.
* * Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares2008-05-251-0/+9
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* * Refactored IConfigSource into Physics plug-ins and Scene. We can get rid ↵Teravus Ovares2008-05-141-2/+3
| | | | | | | 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.
* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-3/+3
| | | | (this took a while to run).
* Formatting cleanup.Jeff Ames2008-03-181-28/+28
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* * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares2008-03-101-0/+6
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares2008-02-181-2/+2
| | | | 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!
* * Added PhysicsScene.Dispose()Teravus Ovares2008-02-111-0/+6
| | | | | * In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
* Clean up logging calls using String.Format explicitlyJeff Ames2008-02-101-4/+4
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* Converted logging to use log4net.Jeff Ames2008-02-051-7/+9
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Optimized usingslbsa712007-12-271-6/+9
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares2007-12-121-2/+3
| | | | | * I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.