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path: root/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs (follow)
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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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* * Four more warnings, etc etc.Adam Frisby2008-03-051-2/+0
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* * Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares2008-03-031-11/+14
| | | | | | * ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-021-120/+201
| | | | | | | | | 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.
* * Fixed Cylinder mass formula using diameter instead of radius.Teravus Ovares2008-02-291-2/+2
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* * killed a 'new mass' debug line.Teravus Ovares2008-02-291-1/+1
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* * ODEPlugin Teravus Ovares2008-02-291-1/+207
| | | | | ** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
* * Made Physics updates a teensy bit more responsive. A previous CPU ↵Teravus Ovares2008-02-231-1/+5
| | | | optimization of mine slowed the speed of updates using the 'poll' method in certain circumstances.
* * One more fix to the selected featureTeravus Ovares2008-02-231-1/+1
| | | | | | * Don't act immediately on a physical prim unless it's moving. * This helps when you're trying to make a box stack and you select the bottom most box.
* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-231-34/+209
| | | | | | | | * 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.
* * Last bit of cleanup now. As long as you keep physical prim off, you ↵Teravus Ovares2008-02-171-11/+13
| | | | | | | should have a reasonably stable experience with ODE again. * Physical prim at the simulator edge still seems to have the occasional issue.
* * Various ODE CleanupsTeravus Ovares2008-02-171-22/+31
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* * Disabling physical prim crossings until they get a bit more stable.Teravus Ovares2008-02-171-7/+7
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* * Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares2008-02-171-7/+13
| | | | | | | | 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.
* * ODE Stability update 4 :D Teravus Ovares2008-02-151-19/+141
| | | | | | * Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
* * Removed the noise from the console. The last commit seems to have ↵Teravus Ovares2008-02-141-5/+2
| | | | resolved the recent reports of 'argument not a space' on linux. Though, there were about 50 changes :D
* * Another ODE Stability update. This might fix the recent Linux issues ↵Teravus Ovares2008-02-141-36/+135
| | | | with the ODEPlugin.
* * ODE - This fixes a few things and breaks a few more.Teravus Ovares2008-02-141-7/+15
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* Cleaned up some typos.Jeff Ames2008-02-141-1/+1
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* * Bigisn ODE Stability update 2Teravus Ovares2008-02-141-6/+37
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* * Bigish ODE stability Update. Run PrebuildTeravus Ovares2008-02-131-88/+150
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* * This fixes mantis 553 (It appears that the exception is thrown when there ↵Teravus Ovares2008-02-131-1/+1
| | | | is a collision with a cylinder that is both hollowed and either tapered or cut. The sequence of actions that reproduce the problem for me are: create a cylinder, hollow to 95%, taper X/Y, then collide it with another object or avatar. Note that the cylinder itself is not marked physical. )
* * Removed a debug line that got called every frame.Teravus Ovares2008-02-131-1/+1
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* * Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2008-02-131-8/+40
| | | | | | | | | | (though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
* * Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares2008-02-121-6/+38
| | | | other side now, assuming the region on the other side has physical prim enabled.
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-8/+32
| | | | | | | | | | | ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
* * This resolves the null exceptions when a script is manipulating a physical ↵Teravus Ovares2008-02-121-0/+2
| | | | object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
* * um, Prim crossings? Experimental.Teravus Ovares2008-02-111-0/+1
| | | | | * Backup your database just in case.
* * Adds Top Shear support to the Meshmerizer for the Cube prim and the ↵Teravus Ovares2008-02-091-0/+5
| | | | Cylinder prim.
* * Tweaked timing of rapid mesh requests. Helps a race condition.Teravus Ovares2008-02-091-2/+13
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