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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.
2009-02-20* Upped VersionInfo to 0.6.3 and in the process, changed assemblyinfo to ↵lbsa711-3/+3
0.6.3.* to better track down dll ref and overwrite problems.
2009-02-19* Changed all AssemblyInfo to explicit version 1.0.0.0 to not confuse poor ↵lbsa711-1/+1
poor Nant. We probably should take the opportunity to let the non-module bins reside in their /bin/Debug dirs later.
2009-02-15This started as way to correct Mantis #3158, which I believe should be fixed ↵diva1-2/+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.
2009-02-08Reverts patch from tuco/mikkopa/sempuki mantis #3072Teravus Ovares2-9/+0
2009-02-03Change access levels from private to protected to facilitateMike Mazur2-0/+9
subclassing; also add new method signatures. Thanks tuco and mikkopa. Fix Mantis #3072.
2008-12-30Update svn properties, minor formatting cleanup.Jeff Ames1-55/+55
2008-12-28* More NINJA Joint physics fixes from nlin.Teravus Ovares2-10/+10
fixes mantis #2874
2008-12-27* Fixes mantis #2922Teravus Ovares2-10/+10
* 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 Ovares3-0/+122
* 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.
2008-12-15* Apply http://opensimulator.org/mantis/view.php?id=2775 with small tweaksJustin Clarke Casey1-3/+3
* 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
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.
2008-11-20* refactor: change some method names and doc in the physics plugin managerJustin Clarke Casey1-13/+13
* move the directory choice for plugins outside into RegionApplicationBase
2008-11-20* Allow physics dlls to be loaded separately, rather than just the contents ↵Justin Clarke Casey1-12/+30
of bin/Physics * This is primarily to see if not loading ODE in the unit tests will allow them to proceed, though the option of separate loading is probably a good thing in itself
2008-11-12* refactor: as per a recent opensim-dev thread, rename InnerScene to ↵Justin Clarke Casey1-1/+1
SceneGraph to make it more descriptive of its intended function
2008-11-06* minor: Make some 'startup config failed to load' log messages more consistentJustin Clarke Casey1-1/+1
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 Ovares4-32/+62
* 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.
2008-08-27adds releaseSourceMeshData() method to IMesh and Mesh for freeing mesh data ↵Dahlia Trimble1-0/+1
after conversion to pinned lists.
2008-08-18Formatting cleanup.Jeff Ames2-3/+0
2008-07-24Implements llSetForce() and llGetForce(). These are experimental and the ↵Dahlia Trimble1-1/+2
units may not match the Linden implementation.
2008-07-12Overloads CreateMesh method of interface IMesher to pass prim physical ↵Dahlia Trimble2-0/+6
status to mesher
2008-06-30properly explaining each #pragma warning disableDr Scofield1-0/+1
massaging OSHttpRequestPump to not abort on exceptions...
2008-06-10Update svn properties. Formatting cleanup.Jeff Ames1-10/+10
2008-06-09*Fixed bug that caused failure when System.Console.Readline returns null (no ↵mingchen1-4/+10
stdin) *Fixed bug that would crash the simulator if there were two physics/meshing engines loaded with the same name.
2008-05-25* Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares2-1/+13
2008-05-25* Releases Pinned vertex/index list in ODE on next mesh request.Teravus Ovares1-0/+2
2008-05-16* This finishes the ODE options section of the OpenSim.ini.example. I've ↵Teravus Ovares2-2/+2
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.
2008-05-16Formatting cleanup.Jeff Ames4-18/+18
2008-05-14* Refactored IConfigSource into Physics plug-ins and Scene. We can get rid ↵Teravus Ovares2-4/+6
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.
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.
2008-04-24* Tuned the llMove2Target PID controller to be more reasonable and not ↵Teravus Ovares1-0/+9
overshoot the target.
2008-04-23* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares2-1/+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
2008-04-21* Optimised using statements and namespace references across entire project ↵Adam Frisby4-9/+5
(this took a while to run).
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 Ames9-252/+244
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 Ovares2-0/+12
* 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