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* 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
* 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 Hurliman2009-10-267-82/+85
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* Changing Scene.ForEachClient to use the synchronous for loop instead of ↵John Hurliman2009-10-251-0/+3
| | | | | | | | | | Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces * Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff * Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape() * Improved the instantiation of PrimitiveBaseShape
* Formatting cleanup.Jeff Ames2009-10-191-1/+1
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* Eliminate pinned Mesh data on managed heap by using IntPtrs to memory ↵Dan Lake2009-10-051-0/+2
| | | | allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions.
* Formatting cleanup.Jeff Ames2009-10-011-2/+2
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* Formatting cleanup.Jeff Ames2009-10-012-2/+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.
* Merge branch 'master' of ssh://MyConnection/var/git/opensimTeravus Ovares (Dan Olivares)2009-08-261-0/+5
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| * Add copy constructor to PhysicsVector.Jeff Ames2009-08-261-0/+5
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* | * 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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* Formatting cleanup.Jeff Ames2009-07-231-1/+1
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* * Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares2009-07-191-0/+36
| | | | | | | | | a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-0110-10/+10
| | | | LICENSE.txt.
* * Upped version number to 0.6.5lbsa712009-05-251-1/+1
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* * Allow passing of material type to physics engineTeravus Ovares2009-04-201-0/+10
| | | | | * Define low friction and medium bounce for Glass
* * Adding some organization of vehicle type stuff in the ODEPlugin.Teravus Ovares2009-04-141-0/+113
| | | | | * Vehicles do NOT work. This is just organization and a bit of logical code to make doing vehicles easier
* * Instead of referencing mesh stuff in the physics plugin.. change the IMesh ↵Teravus Ovares2009-04-111-0/+2
| | | | Interface. (blame prebuild)