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* Add glue for llSetVehicleFlags(), llRemoveVehicleFlags(). ChODE: Add ↵Kitto Flora2010-01-211-0/+12
| | | | associated methods.
* Formatting cleanup. Add copyright headers.Jeff Ames2010-01-041-1/+1
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* Glue code for a couple of new LSL function implementationsMelanie2009-12-221-2/+12
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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
* * Log progress messages when loading OAR files with a lot of assetsJohn Hurliman2009-10-291-8/+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
* 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 Hurliman2009-10-267-82/+85
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* Changing Scene.ForEachClient to use the synchronous for loop instead of ↵John Hurliman2009-10-251-0/+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
* Formatting cleanup.Jeff Ames2009-10-191-1/+1
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* Eliminate pinned Mesh data on managed heap by using IntPtrs to memory ↵Dan Lake2009-10-051-0/+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.
* Formatting cleanup.Jeff Ames2009-10-011-2/+2
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* Formatting cleanup.Jeff Ames2009-10-012-2/+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.
* Merge branch 'master' of ssh://MyConnection/var/git/opensimTeravus Ovares (Dan Olivares)2009-08-261-0/+5
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| * Add copy constructor to PhysicsVector.Jeff Ames2009-08-261-0/+5
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* | * 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 Ames2009-06-0110-10/+10
| | | | LICENSE.txt.
* * Upped version number to 0.6.5lbsa712009-05-251-1/+1
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* * Allow passing of material type to physics engineTeravus Ovares2009-04-201-0/+10
| | | | | * Define low friction and medium bounce for Glass
* * Adding some organization of vehicle type stuff in the ODEPlugin.Teravus Ovares2009-04-141-0/+113
| | | | | * Vehicles do NOT work. This is just organization and a bit of logical code to make doing vehicles easier
* * Instead of referencing mesh stuff in the physics plugin.. change the IMesh ↵Teravus Ovares2009-04-111-0/+2
| | | | Interface. (blame prebuild)
* * Added a routine to check if a PhysicsVector and Quaternion is finiteTeravus Ovares2009-04-071-0/+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.
* * Upped trunk version number to 0.6.4 as we just tagged 0.6.4-releaselbsa712009-04-011-1/+1
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* Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke2009-03-061-1/+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.
* * Upped VersionInfo to 0.6.3 and in the process, changed assemblyinfo to ↵lbsa712009-02-201-3/+3
| | | | 0.6.3.* to better track down dll ref and overwrite problems.
* * Changed all AssemblyInfo to explicit version 1.0.0.0 to not confuse poor ↵lbsa712009-02-191-1/+1
| | | | poor Nant. We probably should take the opportunity to let the non-module bins reside in their /bin/Debug dirs later.
* 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 Ovares2009-02-082-9/+0
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* Change access levels from private to protected to facilitateMike Mazur2009-02-032-0/+9
| | | | | | subclassing; also add new method signatures. Thanks tuco and mikkopa. Fix Mantis #3072.
* Update svn properties, minor formatting cleanup.Jeff Ames2008-12-301-55/+55
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* * More NINJA Joint physics fixes from nlin.Teravus Ovares2008-12-282-10/+10
| | | | | fixes mantis #2874
* * Fixes mantis #2922Teravus Ovares2008-12-272-10/+10
| | | | | * Converts some C# 3.0 syntax into it's 2.0 equivalent so that Visual Studio 2005 can compile it successfully.
* * Applying Nlin's NINJA Joint patch. v2. Mantis# 2874Teravus Ovares2008-12-263-0/+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.
* * Apply http://opensimulator.org/mantis/view.php?id=2775 with small tweaksJustin Clarke Casey2008-12-151-3/+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
* * Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ↵Teravus Ovares2008-12-141-0/+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
* * Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.Teravus Ovares2008-12-091-0/+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.
* * refactor: change some method names and doc in the physics plugin managerJustin Clarke Casey2008-11-201-13/+13
| | | | | | * move the directory choice for plugins outside into RegionApplicationBase
* * Allow physics dlls to be loaded separately, rather than just the contents ↵Justin Clarke Casey2008-11-201-12/+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
* * 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
* * minor: Make some 'startup config failed to load' log messages more consistentJustin Clarke Casey2008-11-061-1/+1
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* Implement the plumbing for llSetVehicleType from the LSLCharles Krinke2008-09-281-0/+7
| | | | | | subroutine down through the physics modules through PhysActor and SceneObjectPart. No connection to the physics simulators.
* Added the plumbing for llSetVehicleRotationParamCharles Krinke2008-09-281-0/+6
| | | | | | in the classes between the LSL implementation and the underlying physics engines.
* Plumb the connection though from llSetVehicleVectorParamCharles Krinke2008-09-281-4/+9
| | | | | | | to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
* Plumb the connection through from llSetVehicleFloatParamCharles Krinke2008-09-281-2/+9
| | | | | | | to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-064-32/+62
| | | | | | | * 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 releaseSourceMeshData() method to IMesh and Mesh for freeing mesh data ↵Dahlia Trimble2008-08-271-0/+1
| | | | after conversion to pinned lists.
* Formatting cleanup.Jeff Ames2008-08-182-3/+0
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