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* ubitODE: - fix remove characters from default raycasts filters as older code ↵UbitUmarov2012-04-162-8/+16
| | | | (or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE
* chODE: if character velocity > 50m/s apply breaks. In free fall this will ↵UbitUmarov2012-04-161-1/+10
| | | | give a terminal velocity +- 60m/s
* chODE bug fixUbitUmarov2012-04-161-7/+9
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* ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov2012-04-167-729/+983
| | | | bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
* Use chode character actor.SetMomentum() to force full restore Velocity in ↵UbitUmarov2012-04-141-1/+19
| | | | scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall.
* chODE and ubitODE always return prim mass (they where returning object mass ↵UbitUmarov2012-04-094-69/+315
| | | | on physical prims) so SOG can do the total add. (ubitODE as more code to use a simpler terrain geom on a modified ode lib but should do autodetect and work with normal lib).
* reduced instability in vertical atractor with eficiency of 1 and bankingUbitUmarov2012-03-311-9/+13
| | | | this will need a nicer solution sometime...
* Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitworkUbitUmarov2012-03-273-9/+48
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| * Merge branch 'master' into careminsterMelanie2012-03-273-9/+48
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| | * BulletSim: make avatar animations update properly.Robert Adams2012-03-263-9/+48
| | | | | | | | | | | | | | | | | | | | | It seems that ODE calls the avatar collision handling routine even if there are no collisions. This causes the animation to be updated. So, for instance, going from HOVER to FLY is caused by the physics engine calling the collision routine each frame with 0 collisions.
* | | Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitworkUbitUmarov2012-03-265-40/+135
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| * | Merge branch 'master' into careminsterMelanie2012-03-265-40/+135
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| | * BulletSim: fix typo introducted by previous checkins (git merge sometimes ↵Robert Adams2012-03-261-3/+0
| | | | | | | | | | | | makes mistakes)
| | * Merge branch 'bulletsim1' of ↵Robert Adams2012-03-231-1/+6
| | |\ | | | | | | | | | | | | | | | | | | | | | | | | ssh://island.sciencesim.com/home/sceneapi/radams1/bs-opensim into bulletsim1 Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
| | | * BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵Robert Adams2012-03-223-15/+11
| | | | | | | | | | | | | | | | (there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
| | | * BulletSim: update TODO list. Rearrange code for readability. Add per object ↵Robert Adams2012-03-212-17/+17
| | | | | | | | | | | | | | | | friction and restitution runtime settable parameters.
| | | * BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵Robert Adams2012-03-212-3/+9
| | | | | | | | | | | | | | | | buoyancy for flying. Tweek avatar default friction and resititution
| | | * BulletSim: set buoyancy in only one placeRobert Adams2012-03-211-5/+3
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| | | * BulletSim: add some new runtime setable parameters to match the dll.Robert Adams2012-03-212-7/+16
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| | | * BulletSim: Update list of TODO tasksRobert Adams2012-03-211-0/+13
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| | * | BulletSim: change default of shouldDisableContactPoolDynamicAllocation from ↵Robert Adams2012-03-231-2/+2
| | | | | | | | | | | | | | | | False to True. It seems that collisions don't happen well when it is False (things fall through terrain).
| | * | BulletSim: Add new configuration parameters to get and set console commandsRobert Adams2012-03-231-4/+32
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| | * | BulletSim: add a bunch of internal Bullet configuration parameters to ↵Robert Adams2012-03-232-0/+43
| | | | | | | | | | | | | | | | OpenSimDefaults.ini and the code.
| | * | BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵Robert Adams2012-03-233-15/+11
| | | | | | | | | | | | | | | | (there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
| | * | BulletSim: update TODO list. Rearrange code for readability. Add per object ↵Robert Adams2012-03-232-17/+17
| | | | | | | | | | | | | | | | friction and restitution runtime settable parameters.
| | * | BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵Robert Adams2012-03-232-3/+9
| | | | | | | | | | | | | | | | buoyancy for flying. Tweek avatar default friction and resititution
| | * | BulletSim: set buoyancy in only one placeRobert Adams2012-03-231-5/+3
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| | * | BulletSim: add some new runtime setable parameters to match the dll.Robert Adams2012-03-232-7/+16
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| | * | BulletSim: Update list of TODO tasksRobert Adams2012-03-231-0/+13
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* | | UbitOde let caller try to build meshs like done in chode. Changing this was ↵UbitUmarov2012-03-242-3885/+3959
| | | | | | | | | | | | a bad move i made. Variable colisions softness.
* | | Avatars have no bounceUbitUmarov2012-03-243-3705/+3955
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* | minor cleanUbitUmarov2012-03-211-27/+24
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* | missed a creatMesh in chODE. temporary removed m_meshfailed test since it ↵UbitUmarov2012-03-211-4/+9
| | | | | | | | may colide with how meshs and sculpts are loaded. This needs a good revision..
* | shapetype support on chOde so it can also request a simple convex hull 'mesh'UbitUmarov2012-03-212-34/+46
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* | Changes of PrimShapeType should now work with UbitOde ( almost untested )UbitUmarov2012-03-211-3710/+3724
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* | Tell physics about physics shape when creating. Added some virtual methods ↵UbitUmarov2012-03-214-5/+55
| | | | | | | | to get/set density,gravmod, frition,bounce and shape type ( not in use ). UbitOde now should do convex type on creation or everytime the mesh is changed ( as in change size, shape, etc )
* | add convex state to mesh key, so a change is detected.UbitUmarov2012-03-211-1/+1
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* | Merge branch 'ubitwork'Melanie2012-03-205-129/+311
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| * | let convex be a parameter to createMesh so it can be used. Was forced to add ↵UbitUmarov2012-03-214-7/+21
| | | | | | | | | | | | it also to original mesher code and zeromesher
| * | added convex decomposition hulls support. Hardcoded to use mesh or this. ↵UbitUmarov2012-03-201-18/+146
| | | | | | | | | | | | (so no simple hull of convex prims for now).
| * | WORK in progress!! Now it reads the simple hull shape to use if convex shape ↵UbitUmarov2012-03-202-124/+164
| | | | | | | | | | | | is selected for a prim. Due to ODE limitations on convex hulls colisions, it creates a mesh. Being work in progress it is hardcoded to only read that simple convex hull for now. It writes a file named "lixo_lixo.raw" that can be imported into blender for examination of the created mesh (the last one loaded and also hardcoded). To play with put in opensim.ini "meshing = UbitMeshmerizer"
* | | Merge branch 'master' into careminsterMelanie2012-03-201-1/+1
|\ \ \ | | |/ | |/| | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
| * | Add prim name to "[MESH]: No recognized physics mesh..." log messageJustin Clark-Casey (justincc)2012-03-201-1/+1
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* | | Merge branch 'master' into careminsterMelanie2012-03-202-11/+23
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| * refactor: precalculate the fixed movement factor for avatar tilting ↵Justin Clark-Casey (justincc)2012-03-202-8/+16
| | | | | | | | (sqrt(2)) rather than doing it multiple times on every move.
| * refactor: Eliminate unnecessary duplicate avCapsuleTiltedJustin Clark-Casey (justincc)2012-03-201-3/+7
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* | Merge branch 'master' into careminsterMelanie2012-03-201-10/+16
|\ \ | |/ | | | | | | Conflicts: OpenSim/Data/MySQL/MySQLXAssetData.cs
| * Fix crash where two scene loop threads could changes m_MeshToTriMeshMap at ↵Justin Clark-Casey (justincc)2012-03-201-10/+16
| | | | | | | | | | | | the same time. Have to lock m_MeshToTriMeshMap as property is static and with more than one region two scene loops could try to manipulate at the same time.
* | added a new UbitMeshing module so i can mess it...UbitUmarov2012-03-176-0/+4726
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* | ubitode prim select was not doing phantom caseUbitUmarov2012-03-121-6/+17
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