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| * refactor: Rename ODEPrim.ParentPrim() to AddChildPrim() for code readabilityJustin Clark-Casey (justincc)2011-07-301-11/+14
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| * minor: remove mono compiler warnings, some code spacing adjustmentsJustin Clark-Casey (justincc)2011-07-303-7/+8
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| * minor: Add method doc to collision subscription methods. Change method case ↵Justin Clark-Casey (justincc)2011-07-303-7/+26
| | | | | | | | to reflect OpenSim standards.
| * refactor: extract method that generates a physics mesh from prim shape dataJustin Clark-Casey (justincc)2011-07-301-117/+141
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| * refactor: extract code which generate points and faces from sculpt data into ↵Justin Clark-Casey (justincc)2011-07-301-220/+240
| | | | | | | | | | | | it's own method. fix build break.
| * fix bug in previous commitJustin Clark-Casey (justincc)2011-07-301-1/+2
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| * refactor: move the code that generates physics meshs from prim mesh data ↵Justin Clark-Casey (justincc)2011-07-301-99/+123
| | | | | | | | into a separate method, in order to make the code more readable.
| * Return null from CreateMeshFromPrimMesher if OpenJPEG decoding of the sculpt ↵Justin Clark-Casey (justincc)2011-07-291-1/+11
| | | | | | | | | | | | data fails. This is to address http://opensimulator.org/mantis/view.php?id=5612
| * fix extremely minor Ode bug where the _taintedPrimL list would always be ↵Justin Clark-Casey (justincc)2011-07-291-3/+14
| | | | | | | | cleared on every OdeScene.Simulate() even if it was already empty.
| * refactor: Move another chunk of ninja code out of the OdeScene.Simulate() ↵Justin Clark-Casey (justincc)2011-07-291-28/+36
| | | | | | | | loop for consistency and readability.
| * refactor: Simplify reading OdeScene.Simulate() loop by shunting all the ↵Justin Clark-Casey (justincc)2011-07-291-182/+191
| | | | | | | | | | | | NINJA joints stuff into its own method. Now if ninja joints isn't active (which is the default) don't have to wade through a lot of massively indented irrelevant code.
| * refactor: unindent the OdeScene.Simulate() loop to ignore the long commented ↵Justin Clark-Casey (justincc)2011-07-291-270/+274
| | | | | | | | | | | | out ifs and locks This is to make it more readable.
* | BulletSim: Parameters settable from ini file. Linksets. Physical property ↵Robert Adams2011-08-054-213/+316
| | | | | | | | value tuning
* | BulletSim: fix buoyancy for prims. Start of configurable physics parameters.Robert Adams2011-07-222-17/+92
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* | Pass collisions and updates in pinned memory (saves marshaling).Robert.Adams2011-07-224-98/+151
| | | | | | | | | | Fix folding feet by using collision normals. Add constraint specification.
* | Merge branch 'master' into bulletsimDan Lake2011-07-2011-114/+176
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| * Removed unused AddPrimShape methods in PhysicsScene caused by merge conflictsDan Lake2011-07-201-14/+0
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| * Apply the localID to the Physics actor to prevent null calls laterCareminster Team2011-07-191-3/+3
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| * Fix physics proxy regeneration when a mesh with more than one submesh is resizedJustin Clark-Casey (justincc)2011-07-162-1/+5
| | | | | | | | Addresses http://opensimulator.org/mantis/view.php?id=5584
| * Fix some local id issues in physics glueroot2011-07-158-54/+14
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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.
* | Merge branch 'master' into bulletsimDan Lake2011-07-115-3923/+3998
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| * 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.
* | BulletSim initial checkinRobert Adams2011-06-2029-0/+9055
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* 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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