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path: root/OpenSim/Region/Physics/Manager/PhysicsActor.cs (follow)
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* messing around... Let terrain and water have nullphysicsactors, letUbitUmarov2012-07-151-95/+48
| | | | | | | 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. ...
* Let OOB information usable outside ubitodeUbitUmarov2012-05-271-1/+28
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* add colliders relative velocity projected in collision direction to ↵UbitUmarov2012-05-191-0/+2
| | | | collisions report information.
* ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov2012-04-161-0/+6
| | | | bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
* Tell physics about physics shape when creating. Added some virtual methods ↵UbitUmarov2012-03-211-0/+7
| | | | to get/set density,gravmod, frition,bounce and shape type ( not in use ). UbitOde now should do convex type on creation or everytime the mesh is changed ( as in change size, shape, etc )
* more phantom physics ( chODE and a fix in manager physicsactorUbitUmarov2012-03-111-1/+1
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* initial steps to support physical phantomsUbitUmarov2012-03-111-0/+2
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* update ubitOdeUbitUmarov2012-03-051-1/+3
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* update UbitOdeUbitUmarov2012-03-041-2/+3
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* changed how vehicle data is stored and passed to physics. use unsafe in ↵UbitUmarov2012-02-181-2/+3
| | | | serializer, tried to control m_dupeInProgress
* Added simple binary serializer/deserializer to chODE. 100% untested and most ↵UbitUmarov2012-02-171-0/+6
| | | | like still broken
* changes in physics manager, needed for UbitODEUbitUmarov2012-02-081-0/+19
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* Remove unused SetAcceleration and add set on Acceleration parameterDan Lake2011-12-201-1/+2
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* Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵Justin Clark-Casey (justincc)2011-11-211-0/+9
| | | | maintaining their own properties
* Actually remove PhysicsActor.SOPDescription this timeJustin Clark-Casey (justincc)2011-11-211-1/+3
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* Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)2011-11-161-6/+10
| | | | | | | own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday
* Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵Justin Clark-Casey (justincc)2011-10-271-0/+2
| | | | only receive the very first collision.
* Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)2011-10-251-24/+6
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* Get rid of the pointless null checks on collision listeners. Add warning ↵Justin Clark-Casey (justincc)2011-10-251-0/+6
| | | | about synchronicity for PhysicsActor.OnCollisionUpdate event doc
* When sending object collision updates, don't null out and recreate the ↵Justin Clark-Casey (justincc)2011-10-251-0/+5
| | | | CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.
* For ScenePresence collision events, instead of creating a new ↵Justin Clark-Casey (justincc)2011-10-251-0/+8
| | | | | | CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead. This assumes that the listener is using the data synchronously, which is currently the case.
* More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-131-2/+23
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* Add localID to physical object creation functions.Mic Bowman2011-06-151-1/+6
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* Revolution is on the roll again! :)Revolution2010-02-141-0/+6
| | | | | | | | 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>
* Formatting cleanup. Add copyright headers.Jeff Ames2010-01-041-1/+1
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* Glue code for a couple of new LSL function implementationsMelanie2009-12-221-2/+12
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* * Log progress messages when loading OAR files with a lot of assetsJohn Hurliman2009-10-291-8/+21
| | | | | * Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-261-43/+43
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* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* * Allow passing of material type to physics engineTeravus Ovares2009-04-201-0/+10
| | | | | * Define low friction and medium bounce for Glass
* Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke2009-03-061-1/+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.
* Reverts patch from tuco/mikkopa/sempuki mantis #3072Teravus Ovares2009-02-081-3/+0
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* Change access levels from private to protected to facilitateMike Mazur2009-02-031-0/+3
| | | | | | subclassing; also add new method signatures. Thanks tuco and mikkopa. Fix Mantis #3072.
* * More NINJA Joint physics fixes from nlin.Teravus Ovares2008-12-281-2/+2
| | | | | fixes mantis #2874
* * Fixes mantis #2922Teravus Ovares2008-12-271-2/+2
| | | | | * Converts some C# 3.0 syntax into it's 2.0 equivalent so that Visual Studio 2005 can compile it successfully.
* * Applying Nlin's NINJA Joint patch. v2. Mantis# 2874Teravus Ovares2008-12-261-0/+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.
* * Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ↵Teravus Ovares2008-12-141-0/+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
* * Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.Teravus Ovares2008-12-091-0/+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.
* Implement the plumbing for llSetVehicleType from the LSLCharles Krinke2008-09-281-0/+7
| | | | | | 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/+6
| | | | | | in the classes between the LSL implementation and the underlying physics engines.
* Plumb the connection though from llSetVehicleVectorParamCharles Krinke2008-09-281-4/+9
| | | | | | | 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 Krinke2008-09-281-2/+9
| | | | | | | 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 Ovares2008-09-061-1/+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.
* Formatting cleanup.Jeff Ames2008-08-181-2/+0
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* Implements llSetForce() and llGetForce(). These are experimental and the ↵Dahlia Trimble2008-07-241-1/+2
| | | | units may not match the Linden implementation.
* properly explaining each #pragma warning disableDr Scofield2008-06-301-0/+1
| | | | | | massaging OSHttpRequestPump to not abort on exceptions...
* * Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares2008-05-251-1/+4
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* Formatting cleanup.Jeff Ames2008-05-161-11/+11
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* * If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares2008-05-061-2/+2
| | | | not the attachment.
* * Committing some collision stuffs that I'm working on.Teravus Ovares2008-05-031-5/+30
| | | | | * Nothing user facing yet.