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path: root/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs (unfollow)
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2017-01-05Massive tab and trailing space cleanupMelanie Thielker1-46/+46
2015-11-21 add thread allocation calls for new ode.dll (old ode)UbitUmarov1-0/+3
2015-11-21 some cleanup, allow cast rays to collide with terrain within limited range ↵UbitUmarov1-1/+0
(old ode)
2015-11-21 remove some compile warnings increasing total number by 2UbitUmarov1-1/+1
2015-11-20 stop the Vehicle AFTER fixing position not before, bc stop code also ↵UbitUmarov1-6/+5
updates position (old ode)
2015-11-20 stop a Vehicle on a failed region cross (or empty border) (old ode)UbitUmarov1-0/+6
2015-11-20 remove the hard to maintain Ode.Net wrapper only in use by old odeUbitUmarov1-24/+24
2015-10-21 the inertia matrix inversions and body inertia changes to implement axis ↵UbitUmarov1-288/+59
locks need to be avoid, so use ubOde axis locks code. Hopefully this will not cause incompatibilities
2015-10-20 stop using a vector3 to store axis locks 3bit flags also in odeUbitUmarov1-55/+46
2015-10-18 stop a object when making it not physicalUbitUmarov1-2/+9
2015-10-17 Fix wrong active angularlock detection (it was only burning cpu), stop ↵UbitUmarov1-9/+4
trying to add a amotor to each child prim and stop using unnecessary trimeshcallbacks
2015-10-17 fix GetTerrainHeightAtXY also on master. Fix wrong active angularlock ↵UbitUmarov1-8/+3
detection (it was only burning cpu), stop trying to add a amotor to each child part and fix a typo.
2015-09-30 add get method on physics actors PIDHoverActiveUbitUmarov1-1/+1
2015-08-31All physics plugins are now region modules. Compiles but doesn't run.Diva Canto1-1/+1
2015-08-30More namespace and dll name changes. Still no functional changes.Diva Canto1-1/+1
2015-08-30Renamed the namespaces tooDiva Canto1-2/+2
2015-08-30Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto1-0/+0
2015-08-20 make it compatible with avn, no point making avn compatible with itUbitUmarov1-5/+12
2015-08-20 update old git to os core versionUbitUmarov1-21/+23
2015-02-07Somewhat naive implementation of RotationalVelocity setter for ODE. Enables ↵dahlia1-0/+9
llSetRotationalVelocity(), llTargetOmega(), llLookAt(), and probably a few more LSL features for physical objects in ODE.
2014-11-25Label all threadpool calls being made in core OpenSimulator. This is to add ↵Justin Clark-Casey (justincc)1-1/+1
problem diagnosis. "show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
2014-11-19If calling llStopMoveToTarget() on an in-world prim, don't send an ↵Justin Clark-Casey1-6/+5
unnecessary object update if the prim was not moving to target. This involves making PhysicsActor.PIDActive get as well as set. On physics components that don't implement this (all characters and some phys engines) we return false.
2013-07-08minor: remove some mono compiler warnings in OdePluginJustin Clark-Casey (justincc)1-1/+0
2012-11-28Stop logging spurious asset data for {0} is zero length error for sculpts/meshJustin Clark-Casey (justincc)1-0/+5
ODEPrim, for instance, always hits this code path twice at the moment Firstly before any sculpt data has been loaded (hence the spurious message) Secondly when any sculpt data has been loaded or failed to load (when the message would be valid). Hence comment this out and rely on the message in ODEPrim.MeshAssetReceived() instead (though this is not ideal since it requires all physics plugins to copy/paste similar code).
2012-11-15Revert "Merge master into teravuswork", it should have been avination, not ↵teravus1-19/+6
master. This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
2012-10-30Log warning if mesh/sculpt asset couldn't be found by ↵Justin Clark-Casey (justincc)1-0/+6
ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.
2012-10-30Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵Justin Clark-Casey (justincc)1-1/+1
exception. In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved).
2012-10-30Make MeshAssetReceived private.Justin Clark-Casey (justincc)1-1/+1
Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity.
2012-10-30correct ODEPrim.MeshAssetReveived -> MeshAssetReceivedJustin Clark-Casey (justincc)1-3/+2
2012-10-20minor: remove unnecessary bit of method doc from ↵Justin Clark-Casey (justincc)1-3/+0
OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically
2012-10-20Fix minor issues from commit 28483150Justin Clark-Casey (justincc)1-12/+17
Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity
2012-10-19[UNTESTED] core Ode: let broken mesh physical prims collide with land asUbitUmarov1-6/+11
the defaul basic box so they don't go off world.
2012-10-19[UNTESTED] core Ode: let broken mesh physical prims collide with land asUbitUmarov1-6/+11
the defaul basic box so they don't go off world.
2012-10-19[UNTESTED] core Ode: stop trying to load a broken asset. Make brokenUbitUmarov1-21/+97
assets behave like phantom by Nebadon request
2012-10-19[UNTESTED] core Ode: stop trying to load a broken asset. Make brokenUbitUmarov1-21/+97
assets behave like phantom by Nebadon request
2012-10-18i update core ode plugin and make it load is meshs (i hope)UbitUmarov1-1/+50
Signed-off-by: Melanie <melanie@t-data.com>
2012-10-07i update core ode plugin and make it load is meshs (i hope)UbitUmarov1-9/+81
2012-10-03Soliciting for comments on smoothness of physics objects for this build.teravus1-2/+11
This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build. Thanks!
2012-10-03I propose that 0.5m/step change for linear velocity is too big of a change ↵teravus1-1/+15
to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion.
2012-10-02Minor Modification, switch /2 to 0.5f in ODEPrim.Velocityteravus1-4/+4
2012-04-24Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed ↵Justin Clark-Casey (justincc)1-0/+1
from ODEPrim.SetGeom. This occurred in 7a574be3fd from Sat 21 Apr 2012. This should fix collision detection. Mnay thanks to tglion for the spot and the fix in http://opensimulator.org/mantis/view.php?id=5988
2012-04-21Comment out spurious Body != IntPtr.Zero code after disableBody(), since ↵Justin Clark-Casey (justincc)1-9/+18
disableBody() sets Body == IntPtr.Zero on all code paths.
2012-04-21refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate.Justin Clark-Casey (justincc)1-115/+117
2012-04-21Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim.Justin Clark-Casey (justincc)1-116/+88
prim_geom == IntPtr.Zero only before a new add prim taint is processed (which is the first taint) or in operations such as scale change which are done in taint or under lock. Therefore, we can remove these checks which were not consistently applied anyway. If there is a genuine problem, better to see it quickly in a NullReferenceException than hide the bug.
2012-04-20If a physical prim is manually moved (e.g. by a user) then set the geometry ↵Justin Clark-Casey (justincc)1-12/+10
position as well as the body position This is necessary to stop the moved prim snapping back to the original position on deselection if moved only once This resolves http://opensimulator.org/mantis/view.php?id=5966
2012-03-20Fix crash where two scene loop threads could changes m_MeshToTriMeshMap at ↵Justin Clark-Casey (justincc)1-10/+16
the same time. Have to lock m_MeshToTriMeshMap as property is static and with more than one region two scene loops could try to manipulate at the same time.
2012-02-24Stop spurious scene loop startup timeout alarms for scenes with many prims.Justin Clark-Casey (justincc)1-0/+2
On the first frame, all startup scene objects are added to the physics scene. This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame. This commit also slightly changes the behaviour of timeout reporting. Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check. Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
2011-12-20Remove unused SetAcceleration and add set on Acceleration parameterDan Lake1-0/+1
2011-12-20Remove unused SetAcceleration and add set on Acceleration parameterDan Lake1-0/+1
2011-11-22slightly simplify OdeScene.Simulate() by removing bool processtaints, since ↵Justin Clark-Casey (justincc)1-1/+0
we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together