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* * Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares2008-03-251-0/+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.
* Formatting cleanup. Minor refactoring.Jeff Ames2008-03-181-39/+6
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* * Remove unused (and somewhat nonsensical) method in PhysicsActorJustin Clarke Casey2008-03-181-7/+0
| | | | | | * Thanks for DrScofld for drawing attention to this
* Formatting cleanup.Jeff Ames2008-03-189-252/+244
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-8/+8
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* ODEPluginTeravus Ovares2008-03-101-0/+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.
* * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares2008-03-102-0/+12
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-021-0/+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.
* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-231-0/+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.
* * A few additional null checks in the Physics Scene and PhysicsActor so we ↵Teravus Ovares2008-02-211-9/+2
| | | | don't try to enumerate dead null ODECharacter objects when things get *really* slow.
* * Found the land bug, yayTeravus Ovares2008-02-201-4/+16
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* Minor cleanup.Jeff Ames2008-02-201-1/+1
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* * Fixed a long standing race condition in physics events. Could this be ↵Teravus Ovares2008-02-201-3/+3
| | | | the source of the null on multicast_void: error?
* More exception checks and crash hintsTedd Hansen2008-02-181-0/+8
| | | | | If no scriptengine is specified then don't try to load any.
* ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares2008-02-181-2/+2
| | | | got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
* * Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares2008-02-172-1/+8
| | | | | | | | 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.
* Added copyright notices.Jeff Ames2008-02-171-0/+28
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* * Bigish ODE stability Update. Run PrebuildTeravus Ovares2008-02-132-0/+53
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* * Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2008-02-131-0/+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.
* Clean up more unnecessary String.Format callsJeff Ames2008-02-131-1/+1
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* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-1/+56
| | | | | | | | | | | ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
* * Added PhysicsScene.Dispose()Teravus Ovares2008-02-111-0/+6
| | | | | * In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
* Clean up logging calls using String.Format explicitlyJeff Ames2008-02-102-5/+5
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* Converted logging to use log4net.Jeff Ames2008-02-052-17/+21
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Committing random physics stuff to the SVN for use laterTeravus Ovares2008-02-011-0/+86
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* * Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares2008-01-291-0/+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.
* * Optimized usingslbsa712007-12-277-77/+82
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * Re-did the mass calculations in ODE for Prim Teravus Ovares2007-12-191-1/+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.
* Enabled the sit_ground animation. The sit state is not properly set, but it ↵Jeff Ames2007-12-131-7/+0
| | | | looks okay, and doesn't seem to break anything. Just move around to stand up.
* * Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares2007-12-121-2/+3
| | | | | * I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
* added copyright noticesJeff Ames2007-12-111-0/+28
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* saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2007-12-105-8/+8
| | | | notice of doom
* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-041-1/+1
| | | | explicit
* * Fixed a whole bunch of console messages.Adam Frisby2007-12-041-4/+4
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* * Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares2007-11-281-0/+17
| | | | | | | to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up. * Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
* *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares2007-11-201-0/+4
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* * ODE step two on the way to separate dynamic space allocation ( One more to ↵Teravus Ovares2007-11-161-0/+14
| | | | go )
* * Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares2007-11-121-1/+6
| | | | | * All thanks to unimplemented packet listing :D
* * Added a lot of Glue to help with reporting proper collisions.Teravus Ovares2007-11-121-2/+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.
* set svn:eol-style, reset default configJeff Ames2007-11-121-74/+74
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* * Applied Gerhard's Meshing patch (Thanks! Gerhard)Teravus Ovares2007-11-122-0/+84
| | | | | | | | * Addition of Gerhard's ZeroMesher. * Addition of meshing OpenSim.ini parameter * Some modifications to the Meshmerizer * Meshmerizer set to default meshing plugin because ZeroMesher needs a memory locking fix. We'll switch it back after the memory locking issue is resolved.
* set svn:eol-styleJeff Ames2007-11-111-26/+26
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* * Moves the Meshmerizer to a separate pluginTeravus Ovares2007-11-103-14/+90
| | | | | | * Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....
* * Added an internal throttle on ODE physics updatesTeravus Ovares2007-11-091-0/+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.
* * Fixed occasional character drift caused by sim not sending the avatar's ↵Teravus Ovares2007-11-081-1/+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.
* * Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares2007-11-081-1/+8
| | | | | * Added Angular Velocity reporting for smooth-ish rotations on object collisions
* prim cuts in ODEdan miller2007-11-052-0/+64
| | | | | | | | Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-032-3/+17
| | | | 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.
* * Diuerse beavtificatemslbsa712007-11-011-2/+3
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* Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke2007-10-311-1/+8
| | | | all three physics plugins.