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* messing around... Let terrain and water have nullphysicsactors, letUbitUmarov2012-07-151-95/+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. ...
* Let OOB information usable outside ubitodeUbitUmarov2012-05-271-1/+28
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* add colliders relative velocity projected in collision direction to ↵UbitUmarov2012-05-191-0/+2
| | | | collisions report information.
* ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov2012-04-162-0/+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.
* Tell physics about physics shape when creating. Added some virtual methods ↵UbitUmarov2012-03-212-0/+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 )
* let convex be a parameter to createMesh so it can be used. Was forced to add ↵UbitUmarov2012-03-212-0/+6
| | | | it also to original mesher code and zeromesher
* more phantom physics ( chODE and a fix in manager physicsactorUbitUmarov2012-03-111-1/+1
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* initial steps to support physical phantomsUbitUmarov2012-03-112-3/+8
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* update ubitOdeUbitUmarov2012-03-051-1/+3
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* update UbitOdeUbitUmarov2012-03-041-2/+3
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* Merge branch 'ubitwork'Melanie2012-02-194-2/+86
|\ | | | | | | | | | | Conflicts: OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
| * changed how vehicle data is stored and passed to physics. use unsafe in ↵UbitUmarov2012-02-182-3/+47
| | | | | | | | serializer, tried to control m_dupeInProgress
| * Added simple binary serializer/deserializer to chODE. 100% untested and most ↵UbitUmarov2012-02-172-0/+12
| | | | | | | | like still broken
| * Use mesh to estimate real center of prims if avaiable. Let sculpt map ↵UbitUmarov2012-02-111-0/+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)
| * changes in physics manager, needed for UbitODEUbitUmarov2012-02-082-1/+28
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* | Merge branch 'master' into careminsterMelanie2012-02-181-1/+2
|\ \ | |/ |/| | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.Inventory.cs OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
| * On Windows automatically load the correct native ODE library depending on ↵Justin Clark-Casey (justincc)2012-02-181-1/+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.
| * Remove unused SetAcceleration and add set on Acceleration parameterDan Lake2011-12-201-1/+2
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* | Merge branch 'master' into careminsterMelanie2011-12-221-1/+2
|\ \ | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * | Remove unused SetAcceleration and add set on Acceleration parameterDan Lake2011-12-201-1/+2
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* | Merge branch 'master' into bigmergeMelanie2011-11-281-1/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
| * remove some mono compiler warningsJustin Clark-Casey (justincc)2011-11-251-1/+1
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* | Merge branch 'master' into bigmergeMelanie2011-11-242-9/+14
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| * Comment out uncalled OdeScene.UnCombine()Justin Clark-Casey (justincc)2011-11-221-8/+2
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| * Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵Justin Clark-Casey (justincc)2011-11-211-0/+9
| | | | | | | | maintaining their own properties
| * Actually remove PhysicsActor.SOPDescription this timeJustin Clark-Casey (justincc)2011-11-211-1/+3
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* | Merge branch 'master' into bigmergeMelanie2011-11-171-6/+10
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
| * Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)2011-11-161-6/+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
* | Merge branch 'master' into bigmergeMelanie2011-10-271-0/+2
|\ \ | |/ | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵Justin Clark-Casey (justincc)2011-10-271-0/+2
| | | | | | | | only receive the very first collision.
* | Merge branch 'master' into bigmergeMelanie2011-10-261-23/+24
|\ \ | |/ | | | | | | Conflicts: OpenSim/Framework/Watchdog.cs
| * Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)2011-10-251-24/+6
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| * Get rid of the pointless null checks on collision listeners. Add warning ↵Justin Clark-Casey (justincc)2011-10-251-0/+6
| | | | | | | | about synchronicity for PhysicsActor.OnCollisionUpdate event doc
| * When sending object collision updates, don't null out and recreate the ↵Justin Clark-Casey (justincc)2011-10-251-0/+5
| | | | | | | | CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.
| * For ScenePresence collision events, instead of creating a new ↵Justin Clark-Casey (justincc)2011-10-251-0/+8
| | | | | | | | | | | | CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead. This assumes that the listener is using the data synchronously, which is currently the case.
* | Merge commit '03202ada2918c0c0837e8de50e3a0436e4407c91' into bigmergeMelanie2011-10-251-0/+5
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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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* | Merge commit 'f2132329a358db2c66c29501d35ef54eae8d6eed' into bigmergeMelanie2011-10-251-1/+0
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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
* | Merge commit '77c65951e06c1d309f2bc8f6d2451b2b9a82c9df' into bigmergeMelanie2011-10-252-88/+125
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| * Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)2011-10-142-88/+125
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* | Merge commit '20da04fd0c909a00c0cdc2585f242e95c868801a' into bigmergeMelanie2011-10-251-2/+23
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| * More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-131-2/+23
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* | Merge commit '227db07f2ff8a1ba840a0d3018bb242a34d6038f' into bigmergeMelanie2011-10-251-1/+22
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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
* | Resolve merge commits, stage 1Tom2011-09-043-12/+111
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| * Merge branch 'master' into bulletsimMic Bowman2011-08-291-0/+11
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| | * Add level of detail specification to optionally reduce the number of ↵Robert Adams2011-08-281-0/+11
| | | | | | | | | | | | | | | | | | vertices in generated prim meshes Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
| * | BulletSim: add runtime setting of physics parameters. Update default values.Robert Adams2011-08-181-0/+73
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| * refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)2011-08-011-0/+4
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