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path: root/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs (follow)
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* Mantis#2796. Thank you kindly, Gerhard for a patch that addresses:Charles Krinke2008-12-201-1/+6
| | | | | | | | | | | | | | On a call of llVolumeDetect(1) (or any other number !=0) volume detection is enabled. Together with VD, the phantom flag is set to the GUI. On a call of llVolumeDetect(0), vd detection is switched of again, also the phantom state is removed. On a call to llSetState(STATE_PHANTOM, false) while VD is active, also VD is switched off. The same is true for unchecking the phantom flag via GUI. This allows to take back VD without the need to script just by removing the phantom flag. Things missing in this patch: persistance of the volume-detection flag. This needs more discussion and will be included in another patch soon.
* * Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ↵Teravus Ovares2008-12-141-3/+80
| | | | | | | ODEPlugin and pipes them to their respective LSL method. * NBody will need to be updated, this is an API change. Torque property and AddAngularForce
* * A Few physical prim + linkset fixes. Prevent some crashesTeravus Ovares2008-12-141-19/+51
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* * Fixes a few instances of llSetStatus with Axis lock gone wrong. Teravus Ovares2008-12-091-4/+46
| | | | | * Sums up the masses of the objects within a physical linkset
* * 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.