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path: root/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs (unfollow)
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2009-04-07* Added finite testing to the character and object constructorTeravus Ovares1-4/+17
2009-04-07* Added a routine to check if a PhysicsVector and Quaternion is finiteTeravus Ovares1-25/+65
* 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.
2009-03-30* Fixing thread safety of avatar adding and removing from the Physics Scene ↵Teravus Ovares1-1/+3
in the ODEPlugin * This may help one of the symptoms or mantis 3363 , however it probably won't solve the occasional NonFinite Avatar Position detected.. issues that some people see. That is probably an entirely different issue(NaN).
2009-03-07* Making the minimum ground offset for flying a configurable offset in the ↵Teravus Ovares1-5/+8
OpenSim.ini. This is the code that causes you to rise off the ground when you press the fly button and attempts to keep you above ground automatically when flying in a simulator. * minimum_ground_flight_offset, by default is 3 meters, as per Kitto Flora See OpenSim.ini.example for an example.
2009-03-06Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke1-0/+7
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.
2009-02-22Mantis#3218. Thank you kindly, TLaukkan (Tommil) for a patch that:Charles Krinke1-1/+1
* Added log4net dependency to physxplugin in prebuild.xml. * Added missing m_log fields to classes. * Replaced Console.WriteLine with appropriate m_log.Xxxx * Tested that nant test target runs succesfully. * Tested that local opensim sandbox starts up without errors.
2009-02-13Add copyright headers. Minor formatting cleanup. Fix some compiler ↵Jeff Ames1-1/+1
warnings. Fix some m_log declarations.
2009-02-12Thanks Kitto Flora for a patch that adds automatic min fly height to ODE - ↵Dahlia Trimble1-1/+11
Mantis #3134
2009-02-08Reverts patch from tuco/mikkopa/sempuki mantis #3072Teravus Ovares1-37/+37
2009-02-03Change access levels from private to protected to facilitateMike Mazur1-37/+37
subclassing; also add new method signatures. Thanks tuco and mikkopa. Fix Mantis #3072.
2009-01-31* Tweaks some locks when modifying an ODECharacter. This actually allows a ↵Teravus Ovares1-17/+42
user to log-in while the physics scene and the scripts are starting up. This also seems to smooth out the jerks on teleport/connect/disconnect a little bit. * If you log-in while the simulator is starting up, you won't be able to move and the sim stats will say 0 FPS, and 0 Physics Frames and you may see only terrain. Once the sim finishes starting up, it'll all resume as normal.
2008-12-14* Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ↵Teravus Ovares1-0/+11
ODEPlugin and pipes them to their respective LSL method. * NBody will need to be updated, this is an API change. Torque property and AddAngularForce
2008-12-14* Added Avatar minimum size in the ODEPlugin and a stern warning about ↵Teravus Ovares1-0/+15
setting the capsule size too low in OpenSim.ini
2008-12-10* Committing a slightly distilled version of nlin's ODECharacter race ↵Teravus Ovares1-38/+96
condition eliminator. * The modifications that I made were only so that it didn't require changes to the public physics api.
2008-12-09* Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.Teravus Ovares1-0/+4
* 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.
2008-11-14* minor: remove mono compiler warningsJustin Clarke Casey1-1/+1
2008-11-10Thank you, idb, for a patch that fixes avatar height calculationMelanie Thielker1-3/+4
Our feet will now be above ground
2008-10-17* Fix an over compensation for bounciness on flat PrimitiveTeravus Ovares1-1/+2
* Implement the linear impulse portion of llPushObject. We should have a lsl compatible implementation of that portion of the push. Angular.. well. still have yet to implement a torque accumulator. * llPushObject respects the region and parcel settings for Restrict Push, it also respects GodMode as is defined in the LSL spec.
2008-10-16* Apply http://opensimulator.org/mantis/view.php?id=2401Justin Clarke Casey1-0/+1
* Removes spacers that are also separators in llParseString2List * Thanks idb
2008-10-16* Releases the inter-region thread synchronization between physics in ODE on ↵Teravus Ovares1-4/+4
the same instance. * If you are hosting many regions on a single instance, you will probably notice a decrease in region startup time and maybe a slight increase in performance. * Single regions won't notice anything different
2008-09-28Implement the plumbing for llSetVehicleType from the LSLCharles Krinke1-0/+6
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 Krinke1-3/+7
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 Krinke1-0/+6
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 Ovares1-2/+1
* 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.
2008-07-24Implements llSetForce() and llGetForce(). These are experimental and the ↵Dahlia Trimble1-0/+1
units may not match the Linden implementation.
2008-06-27dr scofield's warnings safari:Dr Scofield1-8/+9
* commenting out unused variables
2008-05-25* Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares1-0/+1
2008-05-16Formatting cleanup.Jeff Ames1-31/+31
2008-05-15* Adds various tweakable avatar control options to the OpenSim.ini.example.Teravus Ovares1-40/+24
2008-05-15* Added about half of the planned ODE physics options to OpenSim.ini.example.Teravus Ovares1-1/+1
* Some will do cool things, some will make your scene explode dramatically if you're not careful.
2008-05-06* If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares1-5/+16
not the attachment.
2008-05-03* For your fragging desire, damage enabled land works, but watch out!, life ↵Teravus Ovares1-1/+3
does not regenerate until you're dead!
2008-05-03* Committing some collision stuffs that I'm working on.Teravus Ovares1-0/+31
* Nothing user facing yet.
2008-04-23* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares1-1/+8
* 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 Frisby1-3/+3
(this took a while to run).
2008-04-06* Fixed up some documentationTeravus Ovares1-2/+2
* Should help the sinking feeling when new avatar arrive in the scene.
2008-03-30* Minor cleanupTeravus Ovares1-1/+1
2008-03-25Comment out unused private methods.Jeff Ames1-20/+21
2008-03-25* Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares1-0/+3
* 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.Jeff Ames1-27/+26
2008-03-14* Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares1-0/+1
2008-03-10ODEPluginTeravus Ovares1-0/+5
* 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 Ovares1-0/+7
* Added WaterLevel support to the ODEPlugin. More on this later.
2008-03-05* Four more warnings, etc etc.Adam Frisby1-7/+0
2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares1-0/+8
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/+20
* 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.
2008-02-20Minor cleanup.Jeff Ames1-1/+1
2008-02-18ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares1-1/+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!
2008-02-17* Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares1-2/+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.