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* Somewhat improve avatar region crossings by properly preserving velocity ↵Justin Clark-Casey (justincc)2014-11-291-1/+2
| | | | | | | | | when avatar enters the new region. This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular * Full avatar updates contained no velocity information, which does appear to have some effect in testing. * BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this. This patch applies to both Bullet and ODE.
* If calling llStopMoveToTarget() on an in-world prim, don't send an ↵Justin Clark-Casey2014-11-192-3/+5
| | | | | | | unnecessary object update if the prim was not moving to target. This involves making PhysicsActor.PIDActive get as well as set. On physics components that don't implement this (all characters and some phys engines) we return false.
* Change assembly versions to 0.8.1Justin Clark-Casey (justincc)2014-06-171-1/+1
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* Bump OPenSimulator version and assembly versions up to 0.8.0 DevJustin Clark-Casey (justincc)2013-10-041-1/+1
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* Bump version and assembly version numbers from 0.7.5 to 0.7.6Justin Clark-Casey (justincc)2013-02-051-1/+1
| | | | | | | | This is mostly Bluewall's work but I am also bumping the general version number OpenSimulator 0.7.5 remains in the release candidate stage. I'm doing this because master is significantly adding things that will not be in 0.7.5 This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names and so the exact version match requirement is not in force.
* BulletSim: add osGetPhysicsEngineType() LSL function and updateRobert Adams2013-01-112-2/+4
| | | | | | | | the physics engines to return the name that is specified in the INI file ("physics = XXX") as the type of engine. This os function is a little different than the others in that it does not throw an exception of one is not privilaged to use it. It merely returns an empty string.
* Added AssemblyInfos to every dll in the OpenSim.Region namespace.Diva Canto2012-11-141-1/+1
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* Updated all existing AssemblyVersions's to 0.7.5.*. Many DLLs still don't ↵Diva Canto2012-11-131-1/+1
| | | | have an AssemblyInfo file.
* Remove unused SetAcceleration and add set on Acceleration parameterDan Lake2011-12-202-10/+2
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* Fix some local id issues in physics glueroot2011-07-151-7/+1
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* Revolution is on the roll again! :)Revolution2010-02-142-0/+4
| | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>
* Glue code for a couple of new LSL function implementationsMelanie2009-12-222-0/+42
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* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-263-81/+79
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* Formatting cleanup, minor refactoring.Jeff Ames2009-08-262-12/+8
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* Minor: formatting cleanup.Jeff Ames2009-08-111-6/+4
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* * Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares2009-07-191-0/+2
| | | | | | | | | a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-015-5/+5
| | | | LICENSE.txt.
* * Upped version number to 0.6.5lbsa712009-05-251-1/+1
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* * Upped trunk version number to 0.6.4 as we just tagged 0.6.4-releaselbsa712009-04-011-1/+1
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* Minor formatting cleanup.Jeff Ames2009-03-072-8/+36
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* Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke2009-03-062-0/+12
| | | | | | | | | | 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 ↵diva2009-02-151-1/+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.
* * remove mono compiler warningsJustin Clarke Casey2008-12-171-2/+2
| | | | | | * should work - the last compile failure looks like a random glitch...
* * Apply http://opensimulator.org/mantis/view.php?id=2775 with small tweaksJustin Clarke Casey2008-12-152-3/+6
| | | | | | | * 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 Ovares2008-12-142-0/+20
| | | | | | | 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 Ovares2008-12-092-0/+10
| | | | | | * 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.
* Remove duplicated avatar height calculation in lsl functions.idb2008-12-012-13/+26
| | | | | Use height calculation in Basic Physics and Physics of Simplicity so that avatars larger than the default walk with straight legs and shorter walk on the ground.
* Implement the plumbing for llSetVehicleType from the LSLCharles Krinke2008-09-282-0/+12
| | | | | | subroutine down through the physics modules through PhysActor and SceneObjectPart. No connection to the physics simulators.
* Added the plumbing for llSetVehicleRotationParamCharles Krinke2008-09-282-0/+10
| | | | | | in the classes between the LSL implementation and the underlying physics engines.
* Plumb the connection though from llSetVehicleVectorParamCharles Krinke2008-09-282-6/+14
| | | | | | | 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 Krinke2008-09-282-0/+12
| | | | | | | 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 Ovares2008-09-064-12/+10
| | | | | | | * 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.
* Implements llSetForce() and llGetForce(). These are experimental and the ↵Dahlia Trimble2008-07-242-0/+2
| | | | units may not match the Linden implementation.
* Minor refactoring of POS. Adds a Util.Clamp(x, min, max) function.Jeff Ames2008-06-261-52/+19
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* Separate POS classes into mutiple files.Jeff Ames2008-06-264-715/+822
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* More svn properties. Minor cleanup in POS.Jeff Ames2008-06-251-32/+47
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* * Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares2008-05-251-0/+8
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* Formatting cleanup.Jeff Ames2008-05-161-3/+3
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* * Refactored IConfigSource into Physics plug-ins and Scene. We can get rid ↵Teravus Ovares2008-05-141-1/+2
| | | | | | | 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 Ovares2008-05-031-0/+24
| | | | | * Nothing user facing yet.
* * Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares2008-04-231-0/+11
| | | | | | | | * 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
* * Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares2008-03-251-0/+6
| | | | | | | * 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 Ames2008-03-182-57/+56
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* ODEPluginTeravus Ovares2008-03-101-0/+10
| | | | | | | | | * 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 Ovares2008-03-101-0/+17
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-021-0/+16
| | | | | | | | | 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.
* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-231-0/+10
| | | | | | | | * 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.