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2012-12-31BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate.Robert Adams1-1/+1
Update BulletSim DLLs and SOs with simplier step function interface.
2012-12-17*TESTP unscripted sit: missing filesUbitUmarov2-0/+6
2012-12-13Return the last set targetVelocity rather than the current velocity as the ↵Robert Adams1-5/+8
default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around.
2012-12-11 fix let other phys plugins work.. broken when added feetOffsetUbitUmarov1-8/+2
2012-12-11missing fileUbitUmarov1-0/+9
2012-12-07 create a new ode character also with the new informationUbitUmarov1-2/+16
2012-12-07*TEST* Use new avatar size in ubitODE.UbitUmarov1-0/+5
2012-12-05avatar collision plane send to viewer is only relative to feet. changeUbitUmarov1-0/+2
avatar collider, just rounding the boxes, etc
2012-11-29BulletSim: add expanded call to IMesher/Meshmerizer which enables/disables ↵Robert Adams2-1/+7
mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh.
2012-11-15Revert "Merge master into teravuswork", it should have been avination, not ↵teravus1-6/+0
master. This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
2012-11-14Added AssemblyInfos to every dll in the OpenSim.Region namespace.Diva Canto1-1/+1
2012-11-13Updated all existing AssemblyVersions's to 0.7.5.*. Many DLLs still don't ↵Diva Canto1-1/+1
have an AssemblyInfo file.
2012-10-31Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵Dan Lake1-0/+6
No change to existing functions.
2012-10-18 missing changed fileUbitUmarov1-1/+1
Signed-off-by: Melanie <melanie@t-data.com>
2012-10-13 add mesh cache expire on region startup. Expires will be relative toUbitUmarov2-0/+2
previus expire (assumed done only once at startup). File 'cntr' on cache folder stores time. Deleting it will force a skip on expire. Default time is 48hours before previus startup to account for failed ones etc.
2012-10-13 retouch mesh idsUbitUmarov1-1/+1
2012-10-13longer meshs identification keys, so first part on disk cache is it's asset idUbitUmarov1-1/+3
2012-10-12missing fileUbitUmarov1-0/+6
2012-10-09 force allocation of mesh data on creation ( messy code version )UbitUmarov2-2/+2
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]
2012-10-07 bug fix + make costs visible for testingUbitUmarov1-0/+17
2012-10-04 more changes. Most code not in useUbitUmarov1-0/+1
2012-10-03 missing changed fileUbitUmarov1-1/+1
2012-10-03 introduce a ODEMeshWorker class, should be pure cosmetic changes for nowUbitUmarov2-1/+8
2012-08-07 use a bit more complex mesh key identifier, plus a bug fixUbitUmarov1-0/+12
2012-08-06** DANGER someone should stress test more ** release unused physics meshs, ↵UbitUmarov2-0/+4
including unmanaged memory allocations (allocated by managed code)
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.
2012-07-15messing around... Let terrain and water have nullphysicsactors, letUbitUmarov1-95/+48
nullphyscisactors have a type water, ground or unknown (default). having this removed geom to name mapping no longer needed. Made some more methods comum to prims and characters acessible via PhysActor allowing for a more uniform access. ...
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.
2012-05-27Let OOB information usable outside ubitodeUbitUmarov1-1/+28
2012-05-19add colliders relative velocity projected in collision direction to ↵UbitUmarov1-0/+2
collisions report information.
2012-04-16ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov2-0/+46
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 ↵UbitUmarov2-0/+14
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 )
2012-03-21let convex be a parameter to createMesh so it can be used. Was forced to add ↵UbitUmarov2-0/+6
it also to original mesher code and zeromesher
2012-03-11 more phantom physics ( chODE and a fix in manager physicsactorUbitUmarov1-1/+1
2012-03-11initial steps to support physical phantomsUbitUmarov2-3/+8
2012-03-05 update ubitOdeUbitUmarov1-1/+3
2012-03-04update UbitOdeUbitUmarov1-2/+3
2012-02-18changed how vehicle data is stored and passed to physics. use unsafe in ↵UbitUmarov2-3/+47
serializer, tried to control m_dupeInProgress
2012-02-18On Windows automatically load the correct native ODE library depending on ↵Justin Clark-Casey (justincc)1-1/+2
whether the process is 32-bit or 64-bit In theory, this means that a 64-bit Windows OS user can now run OpenSim.exe with ODE and use more than 2 (or 3) GB of memory. However, this is completely untested since I don't currently own a 64-bit Windows box. Feedback appreciated. Using OpenSim.32BitLaunch.exe should continue to work. Other platforms are unaffected. This will currently not work with sqlite - I will add that too if this works.
2012-02-17Added simple binary serializer/deserializer to chODE. 100% untested and most ↵UbitUmarov2-0/+12
like still broken
2012-02-11Use mesh to estimate real center of prims if avaiable. Let sculpt map ↵UbitUmarov1-0/+1
textures with alpha channel work. On linux J2DecodeCache folder must be deleted to remove bad entries. Corrently this can't be cached on linux (mono/ cairo/? problem)
2012-02-08 changes in physics manager, needed for UbitODEUbitUmarov2-1/+28
2011-12-20Remove unused SetAcceleration and add set on Acceleration parameterDan Lake1-1/+2
2011-12-20Remove unused SetAcceleration and add set on Acceleration parameterDan Lake1-1/+2
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
2011-11-21Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵Justin Clark-Casey (justincc)1-0/+9
maintaining their own properties
2011-11-21Actually remove PhysicsActor.SOPDescription this timeJustin Clark-Casey (justincc)1-1/+3
2011-11-16Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)1-6/+10
own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday