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* * 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)
* * Added a routine to check if a PhysicsVector and Quaternion is finiteTeravus Ovares2009-04-071-0/+14
| | | | | | * Now validating input to the Physics scene and warning when something is awry. * This should help nail down that Non Finite Avatar Position Detected issue.
* * Upped trunk version number to 0.6.4 as we just tagged 0.6.4-releaselbsa712009-04-011-1/+1
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* Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke2009-03-061-1/+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.
* * Upped VersionInfo to 0.6.3 and in the process, changed assemblyinfo to ↵lbsa712009-02-201-3/+3
| | | | 0.6.3.* to better track down dll ref and overwrite problems.
* * Changed all AssemblyInfo to explicit version 1.0.0.0 to not confuse poor ↵lbsa712009-02-191-1/+1
| | | | poor Nant. We probably should take the opportunity to let the non-module bins reside in their /bin/Debug dirs later.
* This started as way to correct Mantis #3158, which I believe should be fixed ↵diva2009-02-151-2/+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.
* Reverts patch from tuco/mikkopa/sempuki mantis #3072Teravus Ovares2009-02-082-9/+0
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* Change access levels from private to protected to facilitateMike Mazur2009-02-032-0/+9
| | | | | | subclassing; also add new method signatures. Thanks tuco and mikkopa. Fix Mantis #3072.
* Update svn properties, minor formatting cleanup.Jeff Ames2008-12-301-55/+55
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* * More NINJA Joint physics fixes from nlin.Teravus Ovares2008-12-282-10/+10
| | | | | fixes mantis #2874
* * Fixes mantis #2922Teravus Ovares2008-12-272-10/+10
| | | | | * Converts some C# 3.0 syntax into it's 2.0 equivalent so that Visual Studio 2005 can compile it successfully.
* * Applying Nlin's NINJA Joint patch. v2. Mantis# 2874Teravus Ovares2008-12-263-0/+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.
* * Apply http://opensimulator.org/mantis/view.php?id=2775 with small tweaksJustin Clarke Casey2008-12-151-3/+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
* * Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ↵Teravus Ovares2008-12-141-0/+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
* * Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.Teravus Ovares2008-12-091-0/+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.
* * refactor: change some method names and doc in the physics plugin managerJustin Clarke Casey2008-11-201-13/+13
| | | | | | * move the directory choice for plugins outside into RegionApplicationBase
* * Allow physics dlls to be loaded separately, rather than just the contents ↵Justin Clarke Casey2008-11-201-12/+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
* * refactor: as per a recent opensim-dev thread, rename InnerScene to ↵Justin Clarke Casey2008-11-121-1/+1
| | | | SceneGraph to make it more descriptive of its intended function
* * minor: Make some 'startup config failed to load' log messages more consistentJustin Clarke Casey2008-11-061-1/+1
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* Implement the plumbing for llSetVehicleType from the LSLCharles Krinke2008-09-281-0/+7
| | | | | | subroutine down through the physics modules through PhysActor and SceneObjectPart. No connection to the physics simulators.
* Added the plumbing for llSetVehicleRotationParamCharles Krinke2008-09-281-0/+6
| | | | | | in the classes between the LSL implementation and the underlying physics engines.
* Plumb the connection though from llSetVehicleVectorParamCharles Krinke2008-09-281-4/+9
| | | | | | | to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
* Plumb the connection through from llSetVehicleFloatParamCharles Krinke2008-09-281-2/+9
| | | | | | | to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-064-32/+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.
* adds releaseSourceMeshData() method to IMesh and Mesh for freeing mesh data ↵Dahlia Trimble2008-08-271-0/+1
| | | | after conversion to pinned lists.
* Formatting cleanup.Jeff Ames2008-08-182-3/+0
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* Implements llSetForce() and llGetForce(). These are experimental and the ↵Dahlia Trimble2008-07-241-1/+2
| | | | units may not match the Linden implementation.
* Overloads CreateMesh method of interface IMesher to pass prim physical ↵Dahlia Trimble2008-07-122-0/+6
| | | | status to mesher
* properly explaining each #pragma warning disableDr Scofield2008-06-301-0/+1
| | | | | | massaging OSHttpRequestPump to not abort on exceptions...
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-101-10/+10
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* *Fixed bug that caused failure when System.Console.Readline returns null (no ↵mingchen2008-06-091-4/+10
| | | | | | | stdin) *Fixed bug that would crash the simulator if there were two physics/meshing engines loaded with the same name.
* * Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares2008-05-252-1/+13
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* * Releases Pinned vertex/index list in ODE on next mesh request.Teravus Ovares2008-05-251-0/+2
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* * This finishes the ODE options section of the OpenSim.ini.example. I've ↵Teravus Ovares2008-05-162-2/+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.
* Formatting cleanup.Jeff Ames2008-05-164-18/+18
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* * Refactored IConfigSource into Physics plug-ins and Scene. We can get rid ↵Teravus Ovares2008-05-142-4/+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.
* * If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares2008-05-061-2/+2
| | | | not the attachment.
* * Committing some collision stuffs that I'm working on.Teravus Ovares2008-05-031-5/+30
| | | | | * Nothing user facing yet.
* * Tuned the llMove2Target PID controller to be more reasonable and not ↵Teravus Ovares2008-04-241-0/+9
| | | | overshoot the target.
* * Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares2008-04-232-1/+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
* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-214-9/+5
| | | | (this took a while to run).
* * 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.