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path: root/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs (unfollow)
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2012-12-11 missing files remove some warnings...UbitUmarov1-2/+2
2012-11-24don't zero constant force and torque in selectionUbitUmarov1-6/+6
2012-11-02 add debug position on bad primmesh errorUbitUmarov1-2/+2
2012-10-20 bug fixUbitUmarov1-0/+2
2012-10-16 fixesUbitUmarov1-2/+7
2012-10-12commit the right files!UbitUmarov1-2397/+2948
2012-10-12 remove some more debug spam on odeUbitUmarov1-2951/+2395
2012-10-10 add some quaternion normalizations to keep errors under controlUbitUmarov1-0/+3
2012-10-10debugUbitUmarov1-0/+6
2012-10-09fix debug :)UbitUmarov1-1/+1
2012-10-09debug...UbitUmarov1-0/+5
2012-10-09 force allocation of mesh data on creation ( messy code version )UbitUmarov1-1/+0
2012-10-09temporary debug codeUbitUmarov1-0/+19
2012-10-09 fire a extra terseupdate when stopping (like in loosing physics). In someUbitUmarov1-0/+3
cases things seem not to stop
2012-10-09move terrain geom to own ode space. Limit range on raycast if includesUbitUmarov1-48/+80
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 a few changes/fix (?)UbitUmarov1-25/+25
2012-10-07 bug fix + make costs visible for testingUbitUmarov1-16/+40
2012-10-07[DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculptsUbitUmarov1-645/+185
now
2012-10-04 more changes and more non active codeUbitUmarov1-23/+117
2012-10-03 making meshworker have more work..UbitUmarov1-0/+3
2012-10-03 introduce a ODEMeshWorker class, should be pure cosmetic changes for nowUbitUmarov1-2/+4
2012-09-27make some forgotten changes be done by simulation thread not by callerUbitUmarov1-34/+115
2012-09-17Remove spammy "axislock" debug.Melanie1-1/+1
2012-08-06** DANGER someone should stress test more ** release unused physics meshs, ↵UbitUmarov1-21/+11
including unmanaged memory allocations (allocated by managed code)
2012-08-04*feature test* ubitode, let convex hull shape type work for prims otherUbitUmarov1-6/+15
than uploaded meshs, making it change the mesh level of detail from high to low. This will work on all prims that get a internal mesh or sculpts. Mesh size reduction will depend on particular shape. This is not as SL. There prims do also get concave areas. Uploaded meshs work as before. A normal 10x10x10 torus gets 152 vertices in place of 900, and 198 faces in place of 1198.
2012-07-15messing around... Let terrain and water have nullphysicsactors, letUbitUmarov1-7/+7
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. ...
2012-07-13In collisions report linksets root parts to parts, and not all parts.UbitUmarov1-21/+18
Temporary suspend collision checks on full stopped bodies, until a better away is found wake them, avoiding spurius collision end and start events. Until a nice way is found to avoid them, this may cause some higher cpu load. plus some clean up
2012-07-12 Use faster any contact point collision detection for Volumedetect, plusUbitUmarov1-96/+27
some clean up
2012-07-11ubitODE leaksUbitUmarov1-0/+2
2012-07-10 let rotationVelocity or AngularVelocity be setted on prims. Limited toUbitUmarov1-19/+46
12rad/s
2012-07-07ODE turn off material dependent friction while vehicle linear motor is ↵UbitUmarov1-0/+1
Effective. Increase a bit world damping of velocities
2012-06-04 fix addforce/impulse.UbitUmarov1-3/+3
2012-05-30ubitode prim: if makebody() is called already having a body, do a full ↵UbitUmarov1-3/+4
destrution so there are no 'leaks'.
2012-05-30Guard setting the building flagMelanie1-0/+4
2012-05-30Whitespace fixMelanie1-1/+1
2012-05-28revert making sculpts phanton if sculpt meshing option is offUbitUmarov1-2/+0
2012-05-27Let OOB information usable outside ubitodeUbitUmarov1-5/+5
2012-05-21 also don't collide sculps or meshs if meshing is OFFUbitUmarov1-0/+2
2012-05-21 try to let avas climb higher steps. Will only work in some cases, may have ↵UbitUmarov1-1/+1
bad effects, so needs some more testing
2012-05-20minor changesUbitUmarov1-4/+3
2012-05-19 reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov1-60/+61
similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
2012-05-15ubitODE: if stopped having collisions do report zero colisions once, so ↵UbitUmarov1-8/+38
collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate.
2012-05-05ubitODE prims: - moved outbounds checking back to ↵UbitUmarov1-4/+91
UpdatePositionAndVelocity() from move() so it's done at end of each ode step and when it reports positions to core. There should be no need to check in both places. - Addforce() and AddAngularForce now apply a force if parameter pushforce is true or apply a impulse if false as it's actually needed (the prims grab case should be a force)
2012-04-29ubitODE fix applyROtationImpulse, let vehicle hover be relative to root ↵UbitUmarov1-2/+2
prim and not center of mass ( as SL docs said) updated some flags to current ones
2012-04-29ubitode fix inertia for same cases. Added a nasty lock on llGetCenterOfMass ↵UbitUmarov1-92/+86
and simulate
2012-04-28fix llGetCenterOfMass ( checked with ubitODE only)UbitUmarov1-5/+30
2012-04-24 fix chODE loosing some part positions when doing isPhysical falseUbitUmarov1-5/+3
2012-04-23ubitODE - do own timing control (as chODE does) until heartbeat does it rightUbitUmarov1-4/+4
2012-04-23ubitODE - several changes...UbitUmarov1-352/+324
2012-04-21ubitODE: - don't try to hover underground unless volumedetector (that ↵UbitUmarov1-47/+93
doesn't colide with it)