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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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* | missing file in ubitODEUbitUmarov2012-03-121-0/+1
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* | ubitOde also knows a bit more about physical phantomUbitUmarov2012-03-111-29/+142
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* | more phantom physics ( chODE and a fix in manager physicsactorUbitUmarov2012-03-112-62/+121
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* | initial steps to support physical phantomsUbitUmarov2012-03-116-13/+73
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* | ubitOde bugUbitUmarov2012-03-091-2/+4
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* | let chode and ubitode find ode.dll on windowsUbitUmarov2012-03-092-0/+7
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* | Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into ↵Melanie2012-03-077-787/+792
|\ \ | | | | | | | | | careminster
| * | update ubitOdeUbitUmarov2012-03-054-78/+297
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| * | update UbitOdeUbitUmarov2012-03-045-65/+69
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| * | update UbitODEUbitUmarov2012-03-043-36/+55
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| * | Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitworkUbitUmarov2012-03-031-5/+3
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| * | | update ubitODEUbitUmarov2012-03-021-15/+45
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| * | | ubitODE bug fixUbitUmarov2012-02-291-1/+1
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| * | | update ubitODE to current working stateUbitUmarov2012-02-292-113/+199
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| * | | fixUbitUmarov2012-02-291-1/+3
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| * | | chODE: bad meshs get a a basic box or sphere geom with setted prim size. ↵UbitUmarov2012-02-292-503/+148
| | | | | | | | | | | | | | | | They will not colide if non-physical and Will collide with land if physical. assume UNTESTED
* | | | Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into ↵Melanie2012-03-046-641/+496
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| * | | This still causes terrain artefactsMelanie2012-03-021-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | Revert " fix my bug on ChODE terrain heightmap build" This reverts commit aa77d1d486f11da7dc841190f1ca85e085d0d648.
| * | | This still causes terrain artefactsMelanie2012-03-021-3/+1
| |/ / | | | | | | | | | | | | | | | Revert " fix the last fix. Regions are square but... Also remove the 0.5 offset in map position. It was apparently needed to fix we having nsamples = size and not size + 1." This reverts commit 15bc539bd49e7a09c1ec6e539871cde5eee6032e.
| * | made box a little largerUbitUmarov2012-02-281-6/+6
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| * | A few blind changes to go try to go around bad mesh little box replacement failUbitUmarov2012-02-281-67/+50
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| * | Really dirty hack to make sims start. Causes errors but the ting runs. RemoveMelanie2012-02-281-1/+5
| | | | | | | | | | | | when fixed right.
| * | Let inworld meshs colide as such and not as basic prim all the time. ↵UbitUmarov2012-02-272-5/+10
| | | | | | | | | | | | Removed also LOD, and outerskin on colision meshs.
| * | update ubitODE to my current working stateUbitUmarov2012-02-274-568/+378
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| * | added in chODE GeomTriMeshDataDestroy to explicity release internal trimesh ↵UbitUmarov2012-02-262-3/+41
| | | | | | | | | | | | data.
| * | replace bad meshs by a small cube and log it.UbitUmarov2012-02-241-5/+21
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| * | stop using useless geom tricallback.UbitUmarov2012-02-241-1/+2
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* | | Merge branch 'master' into careminsterMelanie2012-02-241-0/+2
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| * Stop spurious scene loop startup timeout alarms for scenes with many prims.Justin Clark-Casey (justincc)2012-02-241-0/+2
| | | | | | | | | | | | | | | | On the first frame, all startup scene objects are added to the physics scene. This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame. This commit also slightly changes the behaviour of timeout reporting. Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check. Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
* | fix the last fix. Regions are square but... Also remove the 0.5 offset in ↵UbitUmarov2012-02-231-1/+3
| | | | | | | | map position. It was apparently needed to fix we having nsamples = size and not size + 1.
* | fix my bug on ChODE terrain heightmap buildUbitUmarov2012-02-231-3/+3
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* | Reverse the changed to ODE heightmap. It results in SERIOUS issues like anMelanie2012-02-211-4/+4
| | | | | | | | irreversible y-flip and holes in the map.
* | Merge branch 'master' into careminsterMelanie2012-02-216-939/+4
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| * Load 32-bit or 64-bit BulletSim Windows library automatically as appropriate.Justin Clark-Casey (justincc)2012-02-211-0/+3
| | | | | | | | | | This uses the same approach as ODE. radams, if this doesn't work for you please feel free to revert.