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2010-09-26Merge MasterMelanie2-3/+4
2010-09-26adding configurable j2kDecodeCache pathBlueWall2-3/+4
allowing the decoded sculpt map cache path to be defined in the configuration files. Use DecodedSculpMapPath in the [Startup] section to set the path. The default is still ./bin/j2kDecodeCache
2010-02-14Revolution is on the roll again! :)Revolution2-2/+16
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/+12
associated methods.
2010-01-04Formatting cleanup. Add copyright headers.Jeff Ames1-1/+1
2009-12-22Glue code for a couple of new LSL function implementationsMelanie1-2/+12
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
2009-11-16Fix merge conflictsKittoFlora1-3/+3
2009-10-29* Log progress messages when loading OAR files with a lot of assetsJohn Hurliman1-8/+21
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
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 Hurliman7-82/+85
2009-10-26Add llRotLookat pt1.KittoFlora1-1/+12
2009-10-25Changing Scene.ForEachClient to use the synchronous for loop instead of ↵John Hurliman1-0/+3
Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces * Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff * Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape() * Improved the instantiation of PrimitiveBaseShape
2009-10-19Formatting cleanup.Jeff Ames1-1/+1
2009-10-05Eliminate pinned Mesh data on managed heap by using IntPtrs to memory ↵Dan Lake1-0/+2
allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions.
2009-10-01Formatting cleanup.Jeff Ames1-2/+2
2009-10-01Formatting cleanup.Jeff Ames2-2/+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.
2009-08-26Add copy constructor to PhysicsVector.Jeff Ames1-0/+5
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 Ames10-10/+10
LICENSE.txt.
2009-05-25* Upped version number to 0.6.5lbsa711-1/+1
2009-04-20* Allow passing of material type to physics engineTeravus Ovares1-0/+10
* Define low friction and medium bounce for Glass
2009-04-14* Adding some organization of vehicle type stuff in the ODEPlugin.Teravus Ovares1-0/+113
* Vehicles do NOT work. This is just organization and a bit of logical code to make doing vehicles easier
2009-04-11* Instead of referencing mesh stuff in the physics plugin.. change the IMesh ↵Teravus Ovares1-0/+2
Interface. (blame prebuild)
2009-04-07* Added a routine to check if a PhysicsVector and Quaternion is finiteTeravus Ovares1-0/+14
* Now validating input to the Physics scene and warning when something is awry. * This should help nail down that Non Finite Avatar Position Detected issue.
2009-04-01* Upped trunk version number to 0.6.4 as we just tagged 0.6.4-releaselbsa711-1/+1
2009-03-06Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke1-1/+25
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.
2009-02-20* Upped VersionInfo to 0.6.3 and in the process, changed assemblyinfo to ↵lbsa711-3/+3
0.6.3.* to better track down dll ref and overwrite problems.
2009-02-19* Changed all AssemblyInfo to explicit version 1.0.0.0 to not confuse poor ↵lbsa711-1/+1
poor Nant. We probably should take the opportunity to let the non-module bins reside in their /bin/Debug dirs later.
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.
2009-02-08Reverts patch from tuco/mikkopa/sempuki mantis #3072Teravus Ovares2-9/+0
2009-02-03Change access levels from private to protected to facilitateMike Mazur2-0/+9
subclassing; also add new method signatures. Thanks tuco and mikkopa. Fix Mantis #3072.
2008-12-30Update svn properties, minor formatting cleanup.Jeff Ames1-55/+55
2008-12-28* More NINJA Joint physics fixes from nlin.Teravus Ovares2-10/+10
fixes mantis #2874
2008-12-27* Fixes mantis #2922Teravus Ovares2-10/+10
* Converts some C# 3.0 syntax into it's 2.0 equivalent so that Visual Studio 2005 can compile it successfully.
2008-12-26* Applying Nlin's NINJA Joint patch. v2. Mantis# 2874Teravus Ovares3-0/+122
* 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.
2008-12-15* Apply http://opensimulator.org/mantis/view.php?id=2775 with small tweaksJustin Clarke Casey1-3/+3
* This pushes an identifier for the OpenSim scene to the physics scene. This allows log messages from the physics scene to identify which OpenSim scene they relate to. * Thanks Gerhard
2008-12-14* Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ↵Teravus Ovares1-0/+13
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/+7
* 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.
2008-11-20* refactor: change some method names and doc in the physics plugin managerJustin Clarke Casey1-13/+13
* move the directory choice for plugins outside into RegionApplicationBase
2008-11-20* Allow physics dlls to be loaded separately, rather than just the contents ↵Justin Clarke Casey1-12/+30
of bin/Physics * This is primarily to see if not loading ODE in the unit tests will allow them to proceed, though the option of separate loading is probably a good thing in itself
2008-11-12* refactor: as per a recent opensim-dev thread, rename InnerScene to ↵Justin Clarke Casey1-1/+1
SceneGraph to make it more descriptive of its intended function
2008-11-06* minor: Make some 'startup config failed to load' log messages more consistentJustin Clarke Casey1-1/+1
2008-09-28Implement the plumbing for llSetVehicleType from the LSLCharles Krinke1-0/+7
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/+6
in the classes between the LSL implementation and the underlying physics engines.
2008-09-28Plumb the connection though from llSetVehicleVectorParamCharles Krinke1-4/+9
to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.