From d773ca514726d67d7f8092440484f27440459745 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Wed, 13 Feb 2008 07:50:15 +0000 Subject: * Made physical prim stable enough for the general population to turn on. (though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc. --- OpenSim/Region/Physics/Manager/PhysicsActor.cs | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'OpenSim/Region/Physics/Manager') diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs index f97b279..7741687 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs @@ -172,6 +172,8 @@ namespace OpenSim.Region.Physics.Manager public abstract PhysicsVector Velocity { get; set; } + public abstract float CollisionScore { get;} + public abstract PhysicsVector Acceleration { get; } public abstract Quaternion Orientation { get; set; } @@ -272,6 +274,12 @@ namespace OpenSim.Region.Physics.Manager set { return; } } + public override float CollisionScore + { + get { return 0f; } + } + + public override Quaternion Orientation { get { return Quaternion.Identity; } -- cgit v1.1