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path: root/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs (follow)
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* Passes prim physical status to mesher from physics pluginsDahlia Trimble2008-07-121-1/+1
| | | | | | | Small prims now get a full mesh if they are physical Fixed a logic bug that was preventing many prim meshes from having excess memory cleaned up Switched to more conservative method of vertex and triangle list trimming to prevent possible crash
* dr scofield's warnings safari:Dr Scofield2008-06-271-5/+8
| | | | | | * commenting out unused variables
* * Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares2008-05-251-0/+7
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* * This finishes the ODE options section of the OpenSim.ini.example. I've ↵Teravus Ovares2008-05-161-1/+1
| | | | | | | | added 44 configurable options! * This includes if you want to mesh sculpties and the Level of detail on the sculptie meshing for non physical and a separate LOD on physical sculpties. * The options range from gravity.. to avatar movement speed, to friction management.. to object density.. to update throttling.
* Formatting cleanup.Jeff Ames2008-05-161-10/+10
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* * Refactored IConfigSource into Physics plug-ins and Scene. We can get rid ↵Teravus Ovares2008-05-141-1/+4
| | | | | | | of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on * The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
* Formatting cleanup.Jeff Ames2008-05-141-1/+1
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* * Some more bulletx physics fixes from Jed (DeepThink)Adam Frisby2008-05-131-14/+14
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* * Patch from Jed (DeepThink) - More optimisations for BulletX renderer. ↵Adam Frisby2008-05-091-20/+29
| | | | Trimesh collisions should now work relatively efficiently. BulletX plugin should now be functional - feedback would be appreciated as to how it performs vs ODE.
* * Commit from Jed Zhu (DeepThink) - Initial implementation of mesh ↵Adam Frisby2008-05-081-3/+172
| | | | collision into BulletX plugin. Additional work to come in the next few days.
* * If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares2008-05-061-5/+5
| | | | not the attachment.
* * Committing some collision stuffs that I'm working on.Teravus Ovares2008-05-031-0/+12
| | | | | * Nothing user facing yet.
* * Breaking all the code, breaking all the code..!Adam Frisby2008-05-011-4/+4
| | | | | * Made a bunch more members static, removed some dead code, general cleaning.
* * Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares2008-04-231-0/+6
| | | | | | | | * Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results. * Three axis works well enough to play with it anyway. More work is needed here. * Fixed an incorrectly named method in ODE.NET
* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-2/+0
| | | | (this took a while to run).
* Fix compiler warnings in BulletXPlugin.Jeff Ames2008-03-291-18/+18
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* Fix a few compiler warnings.Jeff Ames2008-03-251-3/+0
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* * Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares2008-03-251-0/+3
| | | | | | | * It doesn't generate at_target events, because they don't exist yet in the script engine. * The Tau is different, however, compatible with scripts I tested. * Not perfect... but pretty good.
* Formatting cleanup.Jeff Ames2008-03-181-59/+26
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* ODEPluginTeravus Ovares2008-03-101-0/+5
| | | | | | | | | * Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
* * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares2008-03-101-0/+12
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-021-0/+8
| | | | | | | | | joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-231-0/+5
| | | | | | | | * When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
* Minor cleanup.Jeff Ames2008-02-201-4/+3
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* ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares2008-02-181-1/+1
| | | | got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
* * Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares2008-02-171-0/+5
| | | | | | | | turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. * Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.
* * Made new Framework.Constants class, added RegionSize member.Adam Frisby2008-02-141-1/+1
| | | | | | * Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
* * Bigish ODE stability Update. Run PrebuildTeravus Ovares2008-02-131-0/+5
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* * Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2008-02-131-1/+4
| | | | | | | | | | (though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
* * Added PhysicsScene.Dispose()Teravus Ovares2008-02-111-0/+3
| | | | | * In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
* Converted logging to use log4net.Jeff Ames2008-02-051-1/+3
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares2008-01-291-0/+10
| | | | gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
* * Commenting out the 'collision notifications' on BulletX, as there hasn't ↵Teravus Ovares2008-01-291-2/+2
| | | | been an update on bullet in a while and the console notifications consume the entire CPU to make bullet completely unusable.
* * Mother of all commits:Adam Frisby2008-01-151-1/+1
| | | | | | | * Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
* * Optimized usingslbsa712007-12-271-82/+124
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * Re-did the mass calculations in ODE for Prim Teravus Ovares2007-12-191-3/+43
| | | | | | | * Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -) * Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle)) * Prim no longer sink into the ground.
* * Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares2007-12-121-1/+7
| | | | | * I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
* saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2007-12-101-1/+1
| | | | notice of doom
* *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares2007-11-201-0/+3
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* * Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares2007-11-121-1/+5
| | | | | * All thanks to unimplemented packet listing :D
* * Added a lot of Glue to help with reporting proper collisions.Teravus Ovares2007-11-121-2/+27
| | | | | | | | | | * ODE - Fixed the iscolliding property to report a static true when colliding. * Added reporting of collisions to call UpdateMovementAnimations * Added Jump - air animation (with arms outstretched). * Added Fall Animations * ODE - Added a small amount of X, Y motion control while jumping or Falling * ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
* * Moves the Meshmerizer to a separate pluginTeravus Ovares2007-11-101-31/+114
| | | | | | * Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....
* * Added an internal throttle on ODE physics updatesTeravus Ovares2007-11-091-0/+5
| | | | | | * Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene. * Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
* * Moved BulletX off of the 'constant terse update' method. It now only ↵Teravus Ovares2007-11-091-0/+26
| | | | | | | | sends terse updates when needed. * Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P * Updated some Masses in ODE to help large prim slow down by friction easier.
* * Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares2007-11-081-0/+6
| | | | | * Added Angular Velocity reporting for smooth-ish rotations on object collisions
* physical prims AND other changes in ODE (Teravus) -- note this is experimental!dan miller2007-11-051-0/+1
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* prim cuts in ODEdan miller2007-11-051-0/+9
| | | | | | | | Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
* Modifications for prim movement. For now only in Mod. BulletX, but i think ↵darok2007-11-031-51/+24
| | | | it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-031-41/+25
| | | | PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
* Partialy fixed a bug with collisions in BulletXPlugin.darok2007-11-011-37/+19
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