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* Add some more code from Avination. This changes physics actor stuff aroundMelanie2013-02-072-3/+13
| | | | to work with the new params. Not actually plumbed just yet.
* Revert "Add plumbing for physics properties to get to the physics engine."Melanie2013-02-071-5/+0
| | | | This reverts commit c658fa1c0dd83f23c66ccfedb12e8ab02ff01d0a.
* Add plumbing for physics properties to get to the physics engine.Robert Adams2013-02-071-0/+5
| | | | Addition of entries to PhysicsActor and setting code in SceneObjectPart.
* Change passed PhysicsParameter value from float to the more general string valueRobert Adams2013-02-071-3/+3
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* BulletSim: remove degenerate triangles from meshes. This fixes theRobert Adams2013-02-051-0/+1
| | | | | | | | | invisible barriers in sculptie doorways (Mantis 6529). Bump up level-of-detail for physical meshes to 32 (the max). This fixes the invisible barriers that showed up in prim cut arches. NOTE: the default LOD values are removed from OpenSimDefaults.ini. If you don't change your OpenSimDefaults.ini, you will continue to see the arch problem.
* Bump version and assembly version numbers from 0.7.5 to 0.7.6Justin Clark-Casey (justincc)2013-02-051-1/+1
| | | | | | | | This is mostly Bluewall's work but I am also bumping the general version number OpenSimulator 0.7.5 remains in the release candidate stage. I'm doing this because master is significantly adding things that will not be in 0.7.5 This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names and so the exact version match requirement is not in force.
* Correct spelling mistake in new RayFilterFlags, LSLPhanton -> LSLPhantomJustin Clark-Casey (justincc)2013-02-021-2/+2
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* Add the Avination physics raycast glue so Core Physics can implement raycastMelanie2013-01-231-0/+39
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* 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.
* BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate.Robert Adams2012-12-311-1/+1
| | | | Update BulletSim DLLs and SOs with simplier step function interface.
* Return the last set targetVelocity rather than the current velocity as the ↵Robert Adams2012-12-131-5/+8
| | | | default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around.
* BulletSim: add expanded call to IMesher/Meshmerizer which enables/disables ↵Robert Adams2012-11-292-1/+7
| | | | mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh.
* Added AssemblyInfos to every dll in the OpenSim.Region namespace.Diva Canto2012-11-141-1/+1
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* Updated all existing AssemblyVersions's to 0.7.5.*. Many DLLs still don't ↵Diva Canto2012-11-131-1/+1
| | | | have an AssemblyInfo file.
* Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵Dan Lake2012-10-311-0/+6
| | | | No change to existing functions.
* missing changed fileUbitUmarov2012-10-181-1/+1
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* 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.
* 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.
* On Windows automatically load the correct native ODE library depending on ↵Justin Clark-Casey (justincc)2012-02-181-1/+2
| | | | | | | | | whether the process is 32-bit or 64-bit In theory, this means that a 64-bit Windows OS user can now run OpenSim.exe with ODE and use more than 2 (or 3) GB of memory. However, this is completely untested since I don't currently own a 64-bit Windows box. Feedback appreciated. Using OpenSim.32BitLaunch.exe should continue to work. Other platforms are unaffected. This will currently not work with sqlite - I will add that too if this works.
* Remove unused SetAcceleration and add set on Acceleration parameterDan Lake2011-12-201-1/+2
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* remove some mono compiler warningsJustin Clark-Casey (justincc)2011-11-251-1/+1
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* Comment out uncalled OdeScene.UnCombine()Justin Clark-Casey (justincc)2011-11-221-8/+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.
* Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2011-10-181-0/+5
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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
* Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)2011-10-142-88/+125
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* More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-131-2/+23
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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
* Merge branch 'master' into bulletsimMic Bowman2011-08-291-0/+11
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| * Add level of detail specification to optionally reduce the number of ↵Robert Adams2011-08-281-0/+11
| | | | | | | | | | | | vertices in generated prim meshes Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* | BulletSim: add runtime setting of physics parameters. Update default values.Robert Adams2011-08-181-0/+73
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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.
* 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 Bowman2011-06-152-1/+21
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* adding configurable j2kDecodeCache pathBlueWall2010-09-262-3/+4
| | | | | | | | allowing the decoded sculpt map cache path to be defined in the configuration files. Use DecodedSculpMapPath in the [Startup] section to set the path. The default is still ./bin/j2kDecodeCache
* Revolution is on the roll again! :)Revolution2010-02-142-2/+16
| | | | | | | | 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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* * 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
* * 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