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* Port implementation of llCastRay() from Aurora.Justin Clark-Casey (justincc)2011-07-123-18/+126
| | | | I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer.
* temporarily fix the build break with building the OdePlugin tests assembly.Justin Clark-Casey (justincc)2011-07-121-2/+3
| | | | This needs to be fixed properly.
* minor: remove whitespace to trigger another buildJustin Clark-Casey (justincc)2011-07-121-1/+0
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* When a mesh object is added to a scene, delay adding the physics actor until ↵Justin Clark-Casey (justincc)2011-07-122-25/+29
| | | | | | the sculpt data has been added to the shape (possibly via an async asset service request) This prevents spurious 'no asset data' for meshes added on startup.
* minor Tack the prim name on the end of the "experimental mesh proxy ↵Justin Clark-Casey (justincc)2011-07-111-1/+1
| | | | | | generation" message. Can probably comment out this message soon, once a few other issues are tidied up.
* When a sculpt/mesh texture is received by a part on a callback request, ↵Justin Clark-Casey (justincc)2011-07-112-2/+3
| | | | | | | don't do the unnecessary work of copying the base shape. Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages.
* comment out accidential ProcessTaints physics debug line left in codeJustin Clark-Casey (justincc)2011-07-111-1/+1
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* minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-093-24/+38
| | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
* refactor: eliminate redundant return statementJustin Clark-Casey (justincc)2011-07-081-3/+1
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* refactor: Factor out AddSubMesh() method from long ↵Justin Clark-Casey (justincc)2011-07-082-49/+58
| | | | | | CraeteMeshFromPrimMesher() method Also remove some of the logging spam left in from the last commit.
* Fix interpretation of physics mesh proxies from mesh dataJustin Clark-Casey (justincc)2011-07-081-0/+10
| | | | | | | | As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some submesh blocks may just have the flag "NoGeometry" to signal that they provide no mesh data. If a block contains this, ignore it for meshing purposes rather than suffer a ClassCastException This fixes physics proxy meshing, so you can now walk through mesh doorways, properly stand on the trailer of mesh trucks, etc. To get mesh physics proxy, the UseMeshiesPhysicsMesh must be true in a [Mesh] config section in OpenSim.ini (example in OpenSimDefaults.ini). Convex hull physics not currently supported.
* minor: code tidy up - remove a couple of Console.WriteLine() accidentally ↵Justin Clark-Casey (justincc)2011-07-082-53/+23
| | | | added in the last commit
* refactor: Separate the OdeScene class into its own file from OdePlugin.cs, ↵Justin Clark-Casey (justincc)2011-07-082-3825/+3873
| | | | to improve code readability
* minor: commented out log lines for future use and very small code tidyJustin Clark-Casey (justincc)2011-07-084-5/+14
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* Allow physics proxy generation for meshes using new asset format.dahlia2011-06-292-5/+21
| | | | Fix an invalid cast exception while decoding new mesh asset format.
* Add localID to physical object creation functions.Mic Bowman2011-06-152-1/+21
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* partial update for new mesh asset format - handle both old and new formats ↵dahlia2011-06-101-1/+5
| | | | for physics mesh
* Fix crash when [Mesh] section is missing from configuration filesDan Lake2011-04-291-1/+2
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimBlueWall2011-04-211-3/+10
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| * fix meshing failure on sculpt maps smaller than 64x64dahlia2011-04-191-3/+10
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* | Group collada meshies settings under [Mesh] in OpensimDefaults.iniBlueWall2011-04-211-1/+2
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* force mesh proxy for simple box prims with path cutdahlia2011-04-122-0/+6
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* This fixes mantis #5198 and related. Physics is not my expertise, so I'm not ↵Diva Canto2010-12-241-0/+5
| | | | 100% sure of what all the consequences of this change are. Pushing up, so others can take a look.
* * Re-Adding Scene TimeDilation to Object Update Packets.Teravus Ovares (Dan Olivares)2010-12-231-0/+19
| | | | | | * Added Calculating Time Dilation in the OdePlubin * When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise. * Time Dilation on the update is calculated when the EntityUpdate object is created. The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire. Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent.
* minor: remove some compiler warningsJustin Clark-Casey (justincc)2010-12-102-2/+2
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* catch an exception when a mesh asset header cant be decodeddahlia2010-11-241-2/+9
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* * Updated libomv to r3461Latif Khalifa2010-10-241-2/+2
| | | | Main reason for upgrade is to revert API change that was introduced in order to support headerless binary LLSD decoding needed for deserialization of the mesh assets, which turned out to be unnecessary as we can transparently decode both kinds.
* fix combining of multiple physics submeshesdahlia2010-10-201-3/+4
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* remove some cruft from last commitdahlia2010-10-181-8/+0
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* initial support for meshies physics. Must set ini option ↵dahlia2010-10-181-43/+94
| | | | UseMeshiesPhysicsMesh = true to enable. See file OpenSimDefaults.ini for example.
* one more silly line ending thing.... *If you have problems, fetch the tree ↵Teravus Ovares (Dan Olivares)2010-10-151-71/+71
| | | | | | and rebase. Signed-off-by: Teravus Ovares (Dan Olivares) <teravus@gmail.com>
* more work in progress on mesh physics - still non-functionaldahlia2010-10-141-2/+67
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* laying some groundwork for mesh physicsdahlia2010-10-141-70/+80
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* * Make line endings consistant in Meshmerizer.csTeravus Ovares (Dan Olivares)2010-10-091-1/+1
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* add a flag in OpenSim.ini.example for enabling/disabling decoded sculpt map ↵dahlia2010-10-071-1/+2
| | | | caching for meshing
* Formatting cleanup.Jeff Ames2010-10-041-4/+4
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* Replace CalculateMass with a more accurate version, contributed by Ubit.Melanie2010-10-021-234/+219
| | | | Thank you.
* Typo fixesMelanie2010-09-262-7/+7
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* adding configurable j2kDecodeCache pathBlueWall2010-09-264-8/+18
| | | | | | | | allowing the decoded sculpt map cache path to be defined in the configuration files. Use DecodedSculpMapPath in the [Startup] section to set the path. The default is still ./bin/j2kDecodeCache
* Add prim name to OdePrim Error and Warning messages.Justin Clark-Casey (justincc)2010-09-251-42/+45
| | | | This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over.
* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2010-06-252-14/+14
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* Hunting for the problem in #4777Diva Canto2010-06-191-0/+1
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* Reverting my last two commits, putting back Melanie's exception handler. ↵Diva Canto2010-06-191-1/+10
| | | | Doesn't solve #4777.
* Reinstated the behavior of AddPrimShape *exactly* as it was as of December. ↵Diva Canto2010-06-191-10/+1
| | | | Trying to fix mantis #4777
* Remove an error in meshing error reporting. Now doesn't double-bombMelanie2010-06-181-1/+1
| | | | anymore on a bad sculpt
* Log and eat sculpt meshing exceptions caused by bad jp2 data.Melanie2010-06-121-1/+12
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* fix sculpt normal direction for mirrored plane sculptsdahlia2010-05-241-2/+1
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* GridUserService in place. Replaces the contrived concept of storing user's ↵Diva Canto2010-05-073-3101/+3101
| | | | | | home and position info in the presence service. WARNING: I violated a taboo by deleting 2 migration files and simplifying the original table creation for Presence. This should not cause any problems to anyone, though. Things will work with the new simplified table, as well as with the previous contrived one. If there are any problems, solving them is as easy as dropping the presence table and deleting its row in the migrations table. The presence info only exists during a user's session anyway. BTW, the Meshing files want to be committed too -- EOFs.
* improve handling of undersize sculpt texturesdahlia2010-05-061-4/+11
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* corrections for face numbering and uv mapping, mostly for spheres - sync ↵dahlia2010-05-061-2201/+2284
| | | | with PrimMesher r56