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path: root/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs (follow)
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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)
* ubitODE: if stopped having collisions do report zero colisions once, so ↵UbitUmarov2012-05-151-8/+38
| | | | collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate.
* ubitODE prims: - moved outbounds checking back to ↵UbitUmarov2012-05-051-4/+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)
* ubitODE fix applyROtationImpulse, let vehicle hover be relative to root ↵UbitUmarov2012-04-291-2/+2
| | | | prim and not center of mass ( as SL docs said) updated some flags to current ones
* ubitode fix inertia for same cases. Added a nasty lock on llGetCenterOfMass ↵UbitUmarov2012-04-291-92/+86
| | | | and simulate
* fix llGetCenterOfMass ( checked with ubitODE only)UbitUmarov2012-04-281-5/+30
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* fix chODE loosing some part positions when doing isPhysical falseUbitUmarov2012-04-241-5/+3
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* ubitODE - do own timing control (as chODE does) until heartbeat does it rightUbitUmarov2012-04-231-4/+4
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* ubitODE - several changes...UbitUmarov2012-04-231-352/+324
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* ubitODE: - don't try to hover underground unless volumedetector (that ↵UbitUmarov2012-04-211-47/+93
| | | | doesn't colide with it)
* ubitODE: prims - update managed dinamic parameters from unmanaged at ODE ↵UbitUmarov2012-04-171-78/+46
| | | | rate and not heartbeat.
* ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov2012-04-161-572/+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.
* chODE and ubitODE always return prim mass (they where returning object mass ↵UbitUmarov2012-04-091-1/+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).
* UbitOde let caller try to build meshs like done in chode. Changing this was ↵UbitUmarov2012-03-241-3835/+3883
| | | | a bad move i made. Variable colisions softness.
* Avatars have no bounceUbitUmarov2012-03-241-3697/+3948
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* Changes of PrimShapeType should now work with UbitOde ( almost untested )UbitUmarov2012-03-211-3710/+3724
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* Tell physics about physics shape when creating. Added some virtual methods ↵UbitUmarov2012-03-211-3/+11
| | | | 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 )
* ubitode prim select was not doing phantom caseUbitUmarov2012-03-121-6/+17
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* ubitOde also knows a bit more about physical phantomUbitUmarov2012-03-111-29/+142
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* initial steps to support physical phantomsUbitUmarov2012-03-111-1/+5
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* ubitOde bugUbitUmarov2012-03-091-2/+4
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* update ubitOdeUbitUmarov2012-03-051-72/+283
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* update UbitOdeUbitUmarov2012-03-041-20/+19
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* update UbitODEUbitUmarov2012-03-041-0/+12
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* update ubitODE to current working stateUbitUmarov2012-02-291-69/+120
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* update ubitODE to my current working stateUbitUmarov2012-02-271-169/+152
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* remove drawstuff from ubitodeUbitUmarov2012-02-111-3/+0
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* UbitODE: replace 'taints' by 'changes' for avatars also. This provides ↵UbitUmarov2012-02-111-6/+8
| | | | better time order with changes in prims.
* vehicle changes done by simulation thread and not calling oneUbitUmarov2012-02-111-131/+194
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* Use mesh to estimate real center of prims if avaiable. Let sculpt map ↵UbitUmarov2012-02-111-4/+2
| | | | 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)
* test on gitUbitUmarov2012-02-101-0/+1
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* Changes to vehicles code etc. Includes some debug aids to remove later.UbitUmarov2012-02-101-5/+1
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