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path: root/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs (unfollow)
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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)
2012-04-17ubitODE: prims - update managed dinamic parameters from unmanaged at ODE ↵UbitUmarov1-78/+46
rate and not heartbeat.
2012-04-16ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov1-572/+497
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.
2012-04-09chODE and ubitODE always return prim mass (they where returning object mass ↵UbitUmarov1-1/+1
on physical prims) so SOG can do the total add. (ubitODE as more code to use a simpler terrain geom on a modified ode lib but should do autodetect and work with normal lib).
2012-03-24 UbitOde let caller try to build meshs like done in chode. Changing this was ↵UbitUmarov1-3835/+3883
a bad move i made. Variable colisions softness.