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* Fox some local id issues in physics glueMelanie2011-07-151-7/+1
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* Revert "Add localid support to ch0de properly"Melanie2011-07-151-1/+7
| | | | This reverts commit bb402d0d95c934fbcd8b1c03e228ec1d0a14f14d.
* Add localid support to ch0de properlyTom2011-07-151-7/+1
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* Resolved mergeKitto Flora2010-03-121-8/+15
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| * Merge branch '0.6.9-post-fixes' into careminsterMelanie2010-03-061-2/+18
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| * Revolution is on the roll again! :)Revolution2010-02-141-1/+18
| | | | | | | | | | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>
| * Glue code for a couple of new LSL function implementationsMelanie2009-12-221-0/+20
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* | Add glue for llSetVehicleFlags(), llRemoveVehicleFlags(). ChODE: Add ↵Kitto Flora2010-01-211-0/+10
| | | | | | | | associated methods.
* | Merge branch 'careminster' into testsKittoFlora2009-11-161-0/+2
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| * minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2009-11-091-0/+2
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* | Merge branch 'vehicles' into testsKittoFlora2009-10-271-79/+79
|\ \ | |/ | | | | | | | | | | Conflicts: OpenSim/Region/Physics/Manager/PhysicsActor.cs OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
| * Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-261-79/+79
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* | Add llRotLookat pt1.KittoFlora2009-10-261-0/+20
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* * Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares2009-07-191-0/+5
| | | | | | | | | a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-012-2/+2
| | | | LICENSE.txt.
* * Upped version number to 0.6.5lbsa712009-05-251-1/+1
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* * Upped trunk version number to 0.6.4 as we just tagged 0.6.4-releaselbsa712009-04-011-1/+1
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* Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke2009-03-061-0/+7
| | | | | | | | | | llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does, and it should recalculate the absolute height to hover at as an object moves to reflect the current ground/water height under it. Correctly implementing required adjusting the Physics interfaces and implementing at the physics plug-in level. The attached is a patch that correctly implements llSetHoverHeight() including updates to the ODE physics plug-in.
* * Upped VersionInfo to 0.6.3 and in the process, changed assemblyinfo to ↵lbsa712009-02-201-3/+3
| | | | 0.6.3.* to better track down dll ref and overwrite problems.
* This started as way to correct Mantis #3158, which I believe should be fixed ↵diva2009-02-151-1/+2
| | | | now. The flying status was temporarily being ignored, which caused the avie to drop sometimes -- there was a race condition. In the process it also fixes that annoying bug in basic physics where the avie would drop half-way to the ground upon region crossings (SetAppearance was missing). Additionally, a lot of child-agent-related code has been cleaned up; namely child agents are now consistently not added to physical scenes, and they also don't have appearances. All of that happens in MakeRoot, consistently.
* * remove mono compiler warningsJustin Clarke Casey2008-12-171-2/+2
| | | | | | * should work - the last compile failure looks like a random glitch...
* * Apply http://opensimulator.org/mantis/view.php?id=2775 with small tweaksJustin Clarke Casey2008-12-151-2/+8
| | | | | | | * This pushes an identifier for the OpenSim scene to the physics scene. This allows log messages from the physics scene to identify which OpenSim scene they relate to. * Thanks Gerhard
* * Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ↵Teravus Ovares2008-12-141-0/+8
| | | | | | | ODEPlugin and pipes them to their respective LSL method. * NBody will need to be updated, this is an API change. Torque property and AddAngularForce
* * Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.Teravus Ovares2008-12-091-0/+5
| | | | | | * Warning! Physics API change. This means that the NBodySimulation needs to be updated! * PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
* Implement the plumbing for llSetVehicleType from the LSLCharles Krinke2008-09-281-0/+6
| | | | | | subroutine down through the physics modules through PhysActor and SceneObjectPart. No connection to the physics simulators.
* Added the plumbing for llSetVehicleRotationParamCharles Krinke2008-09-281-0/+5
| | | | | | in the classes between the LSL implementation and the underlying physics engines.
* Plumb the connection though from llSetVehicleVectorParamCharles Krinke2008-09-281-4/+8
| | | | | | | to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
* Plumb the connection through from llSetVehicleFloatParamCharles Krinke2008-09-281-0/+6
| | | | | | | to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-26/+32
| | | | | | | * This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
* Implements llSetForce() and llGetForce(). These are experimental and the ↵Dahlia Trimble2008-07-241-0/+1
| | | | units may not match the Linden implementation.
* 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 Ames2008-05-162-12/+12
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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 Ames2008-03-183-103/+69
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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.