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path: root/OpenSim/Region/Physics/Manager/PhysicsScene.cs (follow)
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* Merge branch 'avination' into careminsterMelanie2013-01-241-1/+1
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| * Fix a type (Suports => Supports). Also put the normal terrain collision checkMelanie2013-01-231-1/+1
| | | | | | | | into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
* | Merge commit '8bf0a9f85dda4b1831630b65620d5c6868196c11' into careminsterMelanie2013-01-161-2/+9
|\ \ | |/ |/| | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
| * BulletSim: add osGetPhysicsEngineType() LSL function and updateRobert Adams2013-01-111-2/+9
| | | | | | | | | | | | | | | | the physics engines to return the name that is specified in the INI file ("physics = XXX") as the type of engine. This os function is a little different than the others in that it does not throw an exception of one is not privilaged to use it. It merely returns an empty string.
| * missing changed fileUbitUmarov2012-10-181-1/+1
| | | | | | | | Signed-off-by: Melanie <melanie@t-data.com>
* | *TEST* avatar unscripted sit. Some guessing/automationUbitUmarov2013-01-021-2/+19
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* | fixUbitUmarov2012-12-181-1/+1
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* | *TESTP unscripted sit: missing filesUbitUmarov2012-12-171-0/+5
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* | fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2012-12-111-8/+2
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* | create a new ode character also with the new informationUbitUmarov2012-12-071-2/+16
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* | move terrain geom to own ode space. Limit range on raycast if includesUbitUmarov2012-10-091-0/+3
| | | | | | | | | | | | terrain until ode doesn't eat all stack. Add a pre-simulation method to do pending actors changes (except mesh assets still not ready to use), to be optionaly called before firing heartbeat. [UNTESTED]
* | missing changed fileUbitUmarov2012-10-031-1/+1
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* | Merge branch 'master' into careminsterMelanie2012-08-011-0/+5
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Physics/Manager/PhysicsScene.cs
| * Create the ability for physics modules to request assets on demand byMelanie2012-08-011-0/+5
| | | | | | | | | | | | themselves. For that, the physics module simply calls RequestAssetMethod, which in turn points to Scene.PhysicsRequestAsset. This gives physics access to the asset system without introducing unwanted knowledge of the scene class.
* | Merge branch 'master' into careminsterMelanie2012-05-311-0/+14
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| * Add an optional mechanism for physics modules to collect and return ↵Justin Clark-Casey (justincc)2012-05-311-0/+14
| | | | | | | | | | | | | | | | | | | | | | arbitrary stats. If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule (http://opensimulator.org/wiki/Monitoring_Module) This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings]. This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing. This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds. The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
* | ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov2012-04-161-0/+40
| | | | | | | | 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 )
* | initial steps to support physical phantomsUbitUmarov2012-03-111-3/+6
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* | 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 UbitODEUbitUmarov2012-02-081-1/+9
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* | Merge branch 'master' into bigmergeMelanie2011-11-281-1/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
| * remove some mono compiler warningsJustin Clark-Casey (justincc)2011-11-251-1/+1
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* | Merge branch 'master' into bigmergeMelanie2011-11-241-8/+2
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| * Comment out uncalled OdeScene.UnCombine()Justin Clark-Casey (justincc)2011-11-221-8/+2
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* | Merge commit '03202ada2918c0c0837e8de50e3a0436e4407c91' into bigmergeMelanie2011-10-251-0/+5
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| * Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2011-10-181-0/+5
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* | Merge commit 'f2132329a358db2c66c29501d35ef54eae8d6eed' into bigmergeMelanie2011-10-251-1/+0
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| * refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)2011-10-151-1/+0
| | | | | | | | internal to aid code reading/analysis. Remove some unused method arguments
* | Merge commit '77c65951e06c1d309f2bc8f6d2451b2b9a82c9df' into bigmergeMelanie2011-10-251-88/+4
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| * Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)2011-10-141-88/+4
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* | Merge commit '227db07f2ff8a1ba840a0d3018bb242a34d6038f' into bigmergeMelanie2011-10-251-1/+22
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| * refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)2011-10-131-1/+22
| | | | | | | | | | | | into a DestroyOdeStructures() method also adds some method doc
* | Resolve merge commits, stage 1Tom2011-09-041-12/+27
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| * refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)2011-08-011-0/+4
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| * Removed unused AddPrimShape methods in PhysicsScene caused by merge conflictsDan Lake2011-07-201-14/+0
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| * Fix some local id issues in physics glueroot2011-07-151-12/+7
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| * Port implementation of llCastRay() from Aurora.Justin Clark-Casey (justincc)2011-07-121-1/+23
| | | | | | | | I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer.
* | Fox some local id issues in physics glueMelanie2011-07-151-12/+7
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* | Revert "Add localid support to ch0de properly"Melanie2011-07-151-7/+12
| | | | | | | | This reverts commit bb402d0d95c934fbcd8b1c03e228ec1d0a14f14d.
* | Add localid support to ch0de properlyTom2011-07-151-12/+7
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* minor: commented out log lines for future use and very small code tidyJustin Clark-Casey (justincc)2011-07-081-1/+4
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* Add localID to physical object creation functions.Mic Bowman2011-06-151-0/+15
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* * Adds Normal to the fields returned by the Physics RaycasterTeravus Ovares (Dan Olivares)2009-12-051-2/+2
| | | | | | | | * Fixes recognizing when a sit target is and isn't set. * * 1. Vector3.Zero. * * 2. Orientation: x:0, y:0, z:0, w:1 - ZERO_ROTATION * * (or) Orientation: x:0, y:0, z:0, w:0 - Invalid Quaternion * * (or) Orientation: x:0, y:0, z:1, w:0 - Invalid mapping, some older objects still exist with it
* Move the calculation of time dilation from the scene to the physics engine. ↵John Hurliman2009-10-271-0/+5
| | | | The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-261-16/+16
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* Formatting cleanup.Jeff Ames2009-10-011-2/+2
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* * One last attempt to get the bordercrossing/primcrossing/attachmentcrossing ↵Teravus Ovares (Dan Olivares)2009-09-021-0/+5
| | | | | | right in the new border framework. * This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
* * Some Physics Scene Changes to prepare for larger regionsTeravus Ovares (Dan Olivares)2009-08-181-1/+1
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* * part one of adding physics combiningTeravus Ovares (Dan Olivares)2009-08-151-0/+10
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