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path: root/OpenSim/Region/Physics/Manager/PhysicsActor.cs (unfollow)
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2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames1-1/+1
LICENSE.txt.
2009-04-20* Allow passing of material type to physics engineTeravus Ovares1-0/+10
* Define low friction and medium bounce for Glass
2009-03-06Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke1-1/+25
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.
2009-02-08Reverts patch from tuco/mikkopa/sempuki mantis #3072Teravus Ovares1-3/+0
2009-02-03Change access levels from private to protected to facilitateMike Mazur1-0/+3
subclassing; also add new method signatures. Thanks tuco and mikkopa. Fix Mantis #3072.
2008-12-28* More NINJA Joint physics fixes from nlin.Teravus Ovares1-2/+2
fixes mantis #2874
2008-12-27* Fixes mantis #2922Teravus Ovares1-2/+2
* Converts some C# 3.0 syntax into it's 2.0 equivalent so that Visual Studio 2005 can compile it successfully.
2008-12-26* Applying Nlin's NINJA Joint patch. v2. Mantis# 2874Teravus Ovares1-0/+3
* Thanks nlin! * To try it out, set ninja joints active in the ODEPhysicsSettings and use the example at: * http://forge.opensimulator.org/gf/download/frsrelease/142/304/demo-playground.tgz. * Don't forget to change the .tgz to .oar and load it with load-oar.
2008-12-14* Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ↵Teravus Ovares1-0/+13
ODEPlugin and pipes them to their respective LSL method. * NBody will need to be updated, this is an API change. Torque property and AddAngularForce
2008-12-09* Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.Teravus Ovares1-0/+7
* 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.
2008-09-28Implement the plumbing for llSetVehicleType from the LSLCharles Krinke1-0/+7
subroutine down through the physics modules through PhysActor and SceneObjectPart. No connection to the physics simulators.
2008-09-28Added the plumbing for llSetVehicleRotationParamCharles Krinke1-0/+6
in the classes between the LSL implementation and the underlying physics engines.
2008-09-28Plumb the connection though from llSetVehicleVectorParamCharles Krinke1-4/+9
to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
2008-09-28Plumb the connection through from llSetVehicleFloatParamCharles Krinke1-2/+9
to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
2008-09-06* This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares1-1/+1
* 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.
2008-08-18Formatting cleanup.Jeff Ames1-2/+0
2008-07-24Implements llSetForce() and llGetForce(). These are experimental and the ↵Dahlia Trimble1-1/+2
units may not match the Linden implementation.
2008-06-30properly explaining each #pragma warning disableDr Scofield1-0/+1
massaging OSHttpRequestPump to not abort on exceptions...
2008-05-25* Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares1-1/+4
2008-05-16Formatting cleanup.Jeff Ames1-11/+11
2008-05-06* If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares1-2/+2
not the attachment.
2008-05-03* Committing some collision stuffs that I'm working on.Teravus Ovares1-5/+30
* Nothing user facing yet.
2008-04-23* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares1-0/+5
* 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
2008-03-25* Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares1-0/+9
* 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.
2008-03-18Formatting cleanup. Minor refactoring.Jeff Ames1-39/+6
2008-03-18* Remove unused (and somewhat nonsensical) method in PhysicsActorJustin Clarke Casey1-7/+0
* Thanks for DrScofld for drawing attention to this
2008-03-18Formatting cleanup.Jeff Ames1-27/+27
2008-03-14* Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares1-8/+8
2008-03-10ODEPluginTeravus Ovares1-0/+8
* 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.
2008-03-10* Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares1-0/+6
* Added WaterLevel support to the ODEPlugin. More on this later.
2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares1-0/+14
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.
2008-02-23* Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares1-0/+7
* 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.
2008-02-21* A few additional null checks in the Physics Scene and PhysicsActor so we ↵Teravus Ovares1-9/+2
don't try to enumerate dead null ODECharacter objects when things get *really* slow.
2008-02-20* Found the land bug, yayTeravus Ovares1-4/+16
2008-02-20* Fixed a long standing race condition in physics events. Could this be ↵Teravus Ovares1-3/+3
the source of the null on multicast_void: error?
2008-02-17* Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares1-0/+7
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.
2008-02-13* Bigish ODE stability Update. Run PrebuildTeravus Ovares1-0/+7
2008-02-13* Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares1-0/+8
(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.
2008-01-29* Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares1-0/+17
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.
2007-12-27* Optimized usingslbsa711-45/+56
* shortened references * Removed redundant 'this' * Normalized EOF
2007-12-19* Re-did the mass calculations in ODE for Prim Teravus Ovares1-1/+24
* 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.
2007-12-10saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames1-2/+2
notice of doom
2007-11-16* ODE step two on the way to separate dynamic space allocation ( One more to ↵Teravus Ovares1-0/+14
go )
2007-11-12* Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares1-1/+6
* All thanks to unimplemented packet listing :D
2007-11-12* Added a lot of Glue to help with reporting proper collisions.Teravus Ovares1-2/+85
* 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.
2007-11-09* Added an internal throttle on ODE physics updatesTeravus Ovares1-0/+7
* 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.
2007-11-08* Fixed occasional character drift caused by sim not sending the avatar's ↵Teravus Ovares1-1/+19
final resting velocity. * Added Smooth moving prim * Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
2007-11-08* Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares1-1/+8
* Added Angular Velocity reporting for smooth-ish rotations on object collisions
2007-11-05prim cuts in ODEdan miller1-0/+14
Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
2007-11-03Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok1-0/+8
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.