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path: root/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs (follow)
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* More 'everything is a module' merging.Robert Adams2015-09-081-3901/+0
| | | | | | Have most of UbitOde converted. There are compile errors in OpenSimBase as the new modules stuff is not all there. Removed ChOdePlugin as it's connection to OdePlugin was tangled.
* seems to compile ( tests comented out)UbitUmarov2015-09-021-0/+4
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* fix slow moving physical objects moving without sending updatesUbitUmarov2015-08-311-9/+9
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* fix axis locking AmotorUbitUmarov2015-02-131-6/+6
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* fix building state logic...UbitUmarov2014-09-231-2/+2
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* retouch prim stopped condition testUbitUmarov2013-05-291-3/+3
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* correction to previus comment: all parameters but gravity modifier haveUbitUmarov2013-05-291-1/+0
| | | | efect on all prims.
* let gravity modifier, friction, restitution and density changes be appliedUbitUmarov2013-05-291-1/+51
| | | | | | | to prim. Only have efect on root prim. Density doesn't get effect imediatly, only on next change of size or shape. density change implies a full body rebuild to be done later, after reducing the number of sets sop does. Other parameters should work. **** mainly untested ***
* *** DANGER TESTING **** changed prims mesh generation hopefully removingUbitUmarov2013-05-291-24/+28
| | | | | | | spurius faces. CHanged several aspects. Fixed prims inertia that was too low, still using box as model. Increased number of quickstep SOR iterations to 15. Keep it 15 even on heavy load ( will only jump simulation time).
* missing files remove some warnings...UbitUmarov2012-12-111-2/+2
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* don't zero constant force and torque in selectionUbitUmarov2012-11-241-6/+6
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* add debug position on bad primmesh errorUbitUmarov2012-11-021-2/+2
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* bug fixUbitUmarov2012-10-201-0/+2
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* fixesUbitUmarov2012-10-161-2/+7
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* commit the right files!UbitUmarov2012-10-121-2397/+2948
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* remove some more debug spam on odeUbitUmarov2012-10-121-2951/+2395
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* add some quaternion normalizations to keep errors under controlUbitUmarov2012-10-101-0/+3
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* debugUbitUmarov2012-10-101-0/+6
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* fix debug :)UbitUmarov2012-10-091-1/+1
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* debug...UbitUmarov2012-10-091-0/+5
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* force allocation of mesh data on creation ( messy code version )UbitUmarov2012-10-091-1/+0
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* temporary debug codeUbitUmarov2012-10-091-0/+19
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* fire a extra terseupdate when stopping (like in loosing physics). In someUbitUmarov2012-10-091-0/+3
| | | | cases things seem not to stop
* move terrain geom to own ode space. Limit range on raycast if includesUbitUmarov2012-10-091-48/+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]
* a few changes/fix (?)UbitUmarov2012-10-071-25/+25
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* bug fix + make costs visible for testingUbitUmarov2012-10-071-16/+40
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* [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculptsUbitUmarov2012-10-071-645/+185
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* more changes and more non active codeUbitUmarov2012-10-041-23/+117
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* making meshworker have more work..UbitUmarov2012-10-031-0/+3
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* introduce a ODEMeshWorker class, should be pure cosmetic changes for nowUbitUmarov2012-10-031-2/+4
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* make some forgotten changes be done by simulation thread not by callerUbitUmarov2012-09-271-34/+115
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* Remove spammy "axislock" debug.Melanie2012-09-171-1/+1
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* ** DANGER someone should stress test more ** release unused physics meshs, ↵UbitUmarov2012-08-061-21/+11
| | | | including unmanaged memory allocations (allocated by managed code)
* *feature test* ubitode, let convex hull shape type work for prims otherUbitUmarov2012-08-041-6/+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.
* messing around... Let terrain and water have nullphysicsactors, letUbitUmarov2012-07-151-7/+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. ...
* In collisions report linksets root parts to parts, and not all parts.UbitUmarov2012-07-131-21/+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
* Use faster any contact point collision detection for Volumedetect, plusUbitUmarov2012-07-121-96/+27
| | | | some clean up
* ubitODE leaksUbitUmarov2012-07-111-0/+2
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* let rotationVelocity or AngularVelocity be setted on prims. Limited toUbitUmarov2012-07-101-19/+46
| | | | 12rad/s
* ODE turn off material dependent friction while vehicle linear motor is ↵UbitUmarov2012-07-071-0/+1
| | | | Effective. Increase a bit world damping of velocities
* fix addforce/impulse.UbitUmarov2012-06-041-3/+3
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* ubitode prim: if makebody() is called already having a body, do a full ↵UbitUmarov2012-05-301-3/+4
| | | | destrution so there are no 'leaks'.
* Guard setting the building flagMelanie2012-05-301-0/+4
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* Whitespace fixMelanie2012-05-301-1/+1
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* revert making sculpts phanton if sculpt meshing option is offUbitUmarov2012-05-281-2/+0
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* Let OOB information usable outside ubitodeUbitUmarov2012-05-271-5/+5
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* also don't collide sculps or meshs if meshing is OFFUbitUmarov2012-05-211-0/+2
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* try to let avas climb higher steps. Will only work in some cases, may have ↵UbitUmarov2012-05-211-1/+1
| | | | bad effects, so needs some more testing
* minor changesUbitUmarov2012-05-201-4/+3
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* reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov2012-05-191-60/+61
| | | | similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)