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path: root/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs (follow)
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* 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
| | | | now
* 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)
* 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)