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path: root/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs (follow)
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* * Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.Teravus Ovares2008-12-091-0/+5
| | | | | | * 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.
* * Tweaks physics so that linked prim are a single body. This will make ↵Teravus Ovares2008-12-071-77/+412
| | | | | | | | linked prim more stable and probably the last obstacle to vehicles physics wise. * Fixed a bug that caused physics proxies to be scattered when you link an object. * Single physical prim work exactly the same as before, just linked physical prim will have changed.
* Clean up the mass < 0 logic a tiny bit whenCharles Krinke2008-11-091-2/+1
| | | | | calculating mass.
* * Releases the inter-region thread synchronization between physics in ODE on ↵Teravus Ovares2008-10-161-1/+1
| | | | | | | | 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
* * Cleaned up tons of code duplication in ODEPrim Teravus Ovares2008-10-141-265/+133
| | | | | | | | | * Re-enabled the native ODE prim types when possible * Fixed several invalid assumptions in the prim recycle process. * Added better message for 'reused a disposed physicsactor' * Added a way to recover from errors during collision_optimized * Added a way to recover from an error condition where prim_geom wasn't reset properly
* Implement the plumbing for llSetVehicleType from the LSLCharles Krinke2008-09-281-0/+6
| | | | | | 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/+5
| | | | | | in the classes between the LSL implementation and the underlying physics engines.
* Plumb the connection though from llSetVehicleVectorParamCharles Krinke2008-09-281-3/+7
| | | | | | | 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 Krinke2008-09-281-0/+6
| | | | | | | to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
* Update svn properties, minor formatting cleanup.Jeff Ames2008-09-211-2/+2
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* re-enabled some ODE internal proxies for some simple prim types to try to ↵Dahlia Trimble2008-09-191-50/+57
| | | | save some more memory
* XEngine: fix collisions, add event coalescing for collision events.Melanie Thielker2008-09-181-6/+4
| | | | | | | Fix a nasty concurrency issue that could cause a high event frequency to start more than one thread pool job for a single script.
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-48/+48
| | | | | | | * 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.
* ODEPlugin now frees source mesh data after conversion to pinned lists to ↵Dahlia Trimble2008-08-271-0/+2
| | | | save memory
* Re-enables testing for config option mesh_sculpted_prim which was ↵Dahlia Trimble2008-07-251-14/+14
| | | | inadvertently disabled in a prior modification (oops) :)
* Changed application of constant forces to after PID force is applied. ↵Dahlia Trimble2008-07-241-3/+7
| | | | llSetForce() should behave identical to the Linden implementation now.
* Implements llSetForce() and llGetForce(). These are experimental and the ↵Dahlia Trimble2008-07-241-3/+7
| | | | units may not match the Linden implementation.
* refactor - commenting out needsMeshing() and all references as createMesh() ↵Dahlia Trimble2008-07-181-125/+241
| | | | has the same logic and obsoletes the need for it.
* Passes prim physical status to mesher from physics pluginsDahlia Trimble2008-07-121-2/+2
| | | | | | | Small prims now get a full mesh if they are physical Fixed a logic bug that was preventing many prim meshes from having excess memory cleaned up Switched to more conservative method of vertex and triangle list trimming to prevent possible crash
* Overloads CreateMesh method of interface IMesher to pass prim physical ↵Dahlia Trimble2008-07-121-1/+1
| | | | status to mesher
* dr scofield's warnings safari:Dr Scofield2008-06-271-5/+5
| | | | | | * commenting out unused variables
* * While I couldn't reproduce it, I was able to see how it *might* happen, so ↵Teravus Ovares2008-06-021-2/+5
| | | | therefore; fix to: 0001058: Physics crash when changing Type of Prim intersecting with ground.
* * Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares2008-05-251-2/+3
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* * Releases Pinned vertex/index list in ODE on next mesh request.Teravus Ovares2008-05-251-2/+15
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* Formatting cleanup.Jeff Ames2008-05-171-133/+21
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* * This finishes the ODE options section of the OpenSim.ini.example. I've ↵Teravus Ovares2008-05-161-37/+53
| | | | | | | | 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 Ames2008-05-161-113/+113
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* * Added about half of the planned ODE physics options to OpenSim.ini.example.Teravus Ovares2008-05-151-4/+4
| | | | | * Some will do cool things, some will make your scene explode dramatically if you're not careful.
* Formatting cleanup.Jeff Ames2008-05-141-3/+2
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* * If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares2008-05-061-1/+1
| | | | not the attachment.
* * Committing some collision stuffs that I'm working on.Teravus Ovares2008-05-031-6/+41
| | | | | * Nothing user facing yet.
* Update svn properties. Minor formatting cleanup.Jeff Ames2008-05-011-21/+9
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* * Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares2008-04-271-16/+16
| | | | | | | | | | | | | | | and detach from inventory. * Detaching from right clicking in world, detaches to your inventory. * If you go up to a prim and attach it from in world, it appears in your inventory. * Attachment placement is saved when you detach them. * Choosing wear remembers your last attachment point from inventory. * Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client * Wrote a recursive method to find the folder of a known existing inventory item. * Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error. * Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
* * Tuned the llMove2Target PID controller to be more reasonable and not ↵Teravus Ovares2008-04-241-8/+24
| | | | overshoot the target.
* * Adds much better support for attachments that you right click on in world.Teravus Ovares2008-04-241-10/+22
| | | | | | | | | * Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments. * You can position & rotate your attachments now. Positions do *not* save. * You can detach attachments now the regular way. * Attachments do not cross into other regions with you..(this isn't too far off) * Updated ODE to not request terse updates on child prim.
* * Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares2008-04-231-3/+138
| | | | | | | | * 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 Frisby2008-04-211-9/+12
| | | | (this took a while to run).
* * ODEPlugin: put a limit on the minimum size a prim can be ( scale <=0 ).Teravus Ovares2008-04-031-5/+12
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* * Minor cleanupTeravus Ovares2008-03-301-4/+4
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* * Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares2008-03-251-4/+120
| | | | | | | * 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.Jeff Ames2008-03-181-27/+26
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-1/+4
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* * Added Linear Acceleration reporting to the ODEPlugin.Teravus Ovares2008-03-101-1/+21
| | | | | * Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
* ODEPluginTeravus Ovares2008-03-101-0/+32
| | | | | | | | | * 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 Ovares2008-03-101-3/+46
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* * Fixed a few things and enabling Physical Prim border crossings again.Teravus Ovares2008-03-091-9/+13
| | | | | * Everyone try to push a physical prim across a region border now.
* ODE PluginTeravus Ovares2008-03-091-1/+1
| | | | | | * More cleanup * Less noise
* * Fixed the Link + Duplicate + Unlink both = 'ODE Invalid Argument in ↵Teravus Ovares2008-03-091-26/+32
| | | | | | | | | Collision Space Crash' * Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
* * Cleaned up some locking on the ODEPlugin to make it more developer friendlyTeravus Ovares2008-03-091-90/+47
| | | | | * Expect the occasional deadlock?
* * Killed 4 more warnings (at 16 now)Teravus Ovares2008-03-061-1/+1
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