Dahlia Trimble
fa5fef33a9
fixed propagation of normalized sculpt mesh vertex normals
2009-03-15 09:05:35 +00:00
Justin Clarke Casey
acad0328b2
* Make all coded defaults match settings in OpenSim.ini.example
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* In most cases, the setting in OpenSim.ini.example is taken as the canonical one since this is the file virtually everyone ends up using
* OpenSim will start up with a blank OpenSim.ini, in which case sqlite is the default database (as before)
2009-03-11 18:02:22 +00:00
Teravus Ovares
f9ebdee1d2
* Tweak llMoveToTarget per mantis 3265
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* Add some comments to the Wind Module
* Add the BinBVH decoder/encoder as a scene object (to encode/decode animations programmatically).
* Add m_sitState for upcoming code to improve sit results.
2009-03-09 04:33:53 +00:00
Jeff Ames
385d3a467c
Minor formatting cleanup.
2009-03-07 16:16:00 +00:00
idb
93a697b24d
Correct a typo, purely cosmetic.
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FixesMantis #3263
2009-03-07 14:39:42 +00:00
Teravus Ovares
5a49c772ca
* Making the minimum ground offset for flying a configurable offset in the OpenSim.ini. This is the code that causes you to rise off the ground when you press the fly button and attempts to keep you above ground automatically when flying in a simulator.
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* minimum_ground_flight_offset, by default is 3 meters, as per Kitto Flora See OpenSim.ini.example for an example.
2009-03-07 07:17:43 +00:00
Teravus Ovares
6c7151109b
* fixes mantis 3259
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* I'm concerned however that the 'minimum fly height' should really be implemented in ScenePresence and not in the specific physics plugin so that all of the physics plugins can take advantage of it and if desired, a person could swap out the 'minimum fly height' functionality with other functionality.
2009-03-07 06:51:27 +00:00
Teravus Ovares
3a93bb992f
* Added some limits to the maximum force applied per second by llMoveToTarget. Currently, it's 350 times the mass in newtons applied per second, maximum.
2009-03-07 00:27:56 +00:00
Charles Krinke
b637a11b58
Fixes Mantis #3260 . Thank you kindly, MCortez for a patch that:
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llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does,
and it should recalculate the absolute height to hover at as an object moves to reflect
the current ground/water height under it.
Correctly implementing required adjusting the Physics interfaces and implementing at
the physics plug-in level. The attached is a patch that correctly implements
llSetHoverHeight() including updates to the ODE physics plug-in.
2009-03-06 23:01:35 +00:00
Teravus Ovares
ac84d3d26b
* Fixing a few mass calculation errors suggested by jhurliman
2009-03-05 21:59:27 +00:00
Justin Clarke Casey
36e648a37a
* minor: Remove most mono compiler warnings
2009-02-25 20:53:02 +00:00
Dahlia Trimble
8afad46d10
remove log4net dependency and from PrimMesher.cs
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sync PrimMesher.cs with PrimMesher.dll version 29 on forge
2009-02-24 06:02:44 +00:00
Charles Krinke
8f55b9d735
Mantis#3218. Thank you kindly, TLaukkan (Tommil) for a patch that:
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* Added log4net dependency to physxplugin in prebuild.xml.
* Added missing m_log fields to classes.
* Replaced Console.WriteLine with appropriate m_log.Xxxx
* Tested that nant test target runs succesfully.
* Tested that local opensim sandbox starts up without errors.
2009-02-22 20:52:55 +00:00
lbsa71
2e095f5727
* Upped VersionInfo to 0.6.3 and in the process, changed assemblyinfo to 0.6.3.* to better track down dll ref and overwrite problems.
2009-02-20 16:47:31 +00:00
lbsa71
5af465a364
* Changed all AssemblyInfo to explicit version 1.0.0.0 to not confuse poor poor Nant. We probably should take the opportunity to let the non-module bins reside in their /bin/Debug dirs later.
2009-02-19 14:51:33 +00:00
diva
3d5a9e6748
This started as way to correct Mantis #3158 , which I believe should be fixed now. The flying status was temporarily being ignored, which caused the avie to drop sometimes -- there was a race condition. In the process it also fixes that annoying bug in basic physics where the avie would drop half-way to the ground upon region crossings (SetAppearance was missing). Additionally, a lot of child-agent-related code has been cleaned up; namely child agents are now consistently not added to physical scenes, and they also don't have appearances. All of that happens in MakeRoot, consistently.
2009-02-15 05:00:58 +00:00
Dahlia Trimble
7731c055e4
Set sculpt map alpha to 255 prior to scaling and meshing. Addresses Mantis #3150
2009-02-15 04:00:00 +00:00
Jeff Ames
95d53d48d4
Add copyright headers. Minor formatting cleanup. Fix some compiler warnings. Fix some m_log declarations.
2009-02-13 02:06:28 +00:00
Dahlia Trimble
d21601d497
Thanks Kitto Flora for a patch that adds automatic min fly height to ODE - Mantis #3134
2009-02-12 07:58:10 +00:00
Teravus Ovares
c0c330988f
* Some minor cleanup
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* sealed OdeScene
2009-02-08 17:41:15 +00:00
Teravus Ovares
26ca3e26bf
Reverts patch from tuco/mikkopa/sempuki mantis #3072
2009-02-08 17:25:02 +00:00
Teravus Ovares
b60931b686
* Limit the total number of joints created per frame to the maximum possible without causing a stack collision.
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* This fixes crashing on large sets of physical prims because of stack collisions (assuming you follow the directions on linux for starting ode with ulimit). After the maximum joints are created, objects will start to fall through the ground and be disabled. Not the best solution, but it's better then a crash caused by a stack collision with the process exceeding the maximum available memory/recursions per thread.
* Make a clean region, make a stack of 5000 prim, 20 layers high. Make them physical, *SLOW*, but no crash.
2009-02-08 03:02:43 +00:00
Teravus Ovares
08a9a85376
* Fixes colliding with the terrain lower then 0 and higher then 256m
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* The actual AABB of the heightfield on the Z is now determined by the minimum and maximum heightfield value in the terrain array (assuming it's a reasonable number). This might optimize collisions in simulators that have a small difference between minimum and maximum heightfield values.
2009-02-08 01:05:09 +00:00
Mike Mazur
949ae6136e
Change access levels from private to protected to facilitate
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subclassing; also add new method signatures. Thanks tuco and mikkopa.
Fix Mantis #3072 .
2009-02-03 08:31:08 +00:00
Teravus Ovares
85c0c0557e
* Tweaks some locks when modifying an ODECharacter. This actually allows a user to log-in while the physics scene and the scripts are starting up. This also seems to smooth out the jerks on teleport/connect/disconnect a little bit.
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* If you log-in while the simulator is starting up, you won't be able to move and the sim stats will say 0 FPS, and 0 Physics Frames and you may see only terrain. Once the sim finishes starting up, it'll all resume as normal.
2009-01-31 16:49:32 +00:00
Teravus Ovares
1a55dd11f1
* More friendly OpenJpeg error handling.
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* Often times now the only reason OpenJpeg doesn't work is because it requires Glibc 2.4 The error messages reflect that.
* In J2kDecoder module, It stops trying to decode modules if it encounters a dllnotfound exception and instead sends a full resolution layer that causes the texture sender to only send the full resolution image. (big decrease in texture download speed, but it's better then nasty repeating error messages)
2009-01-21 11:16:33 +00:00
Dahlia Trimble
032b30ffdb
Fix an error in sculpt LOD calculation
2009-01-21 02:40:09 +00:00
nlin
bfdf2479fb
Improve parsing of joint parameters for NINJA physics (Mantis #2966 ).
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Multiple spaces or leading/trailing spaces when specifying the prims
to connect should no longer cause problems.
2009-01-14 04:59:57 +00:00
Dahlia Trimble
20670ff0c8
sync with primmesher r26 on forge
2009-01-04 19:09:31 +00:00
Dahlia Trimble
f836e36c49
Improve LOD scaling for anisotropic sculpted prim meshes
2009-01-04 18:36:13 +00:00
Homer Horwitz
a72d3522ff
Slight optimisation: Don't check for duplication if we won't use the result anyway.
2008-12-31 20:09:17 +00:00
Homer Horwitz
4b760bba79
- Added the fixed Ode.NET.dll
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- Adapted code to match the corrected signatures
- Fixes Mantis #2934 . Hopefully.
Note: Physics on linked objects still don't work correctly:
It doesn't crash the region anymore, but the example object in
the mentioned mantis now falls through the ground.
2008-12-31 19:35:46 +00:00
Homer Horwitz
067a9f3d5f
Added a missing setMass for initializing the mass of prims
2008-12-31 19:35:33 +00:00
Justin Clarke Casey
e4c7bdc730
* Remove mono compiler warnings
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* Leaving the 23 warnings in ChildAgentDataUpdate.cs for Diva to look at
2008-12-30 20:48:31 +00:00
Jeff Ames
2be0f7a6f0
Update svn properties, minor formatting cleanup.
2008-12-30 01:08:07 +00:00
Teravus Ovares
6eed7fcd1e
* More NINJA Joint physics fixes from nlin.
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fixes mantis #2874
2008-12-28 16:30:00 +00:00
Teravus Ovares
b378bd33ad
* Fixes mantis #2922
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* Converts some C# 3.0 syntax into it's 2.0 equivalent so that Visual Studio 2005 can compile it successfully.
2008-12-27 00:17:08 +00:00
Teravus Ovares
ec2dc354b4
* Applying Nlin's NINJA Joint patch. v2. Mantis# 2874
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* Thanks nlin!
* To try it out, set ninja joints active in the ODEPhysicsSettings
and use the example at:
* http://forge.opensimulator.org/gf/download/frsrelease/142/304/demo-playground.tgz .
* Don't forget to change the .tgz to .oar and load it with load-oar.
2008-12-26 12:58:02 +00:00
Dahlia Trimble
8a86439985
Removed some debugging code that was inadvertently left in in my last commit :/
2008-12-22 07:25:41 +00:00
Dahlia Trimble
c66cfb51f7
Fix a floating point comparison that was causing some misshaped triangles on some prim faces
2008-12-22 06:07:51 +00:00
Charles Krinke
62dd67b8b8
Mantis#2796. Thank you kindly, Gerhard for a patch that addresses:
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On a call of llVolumeDetect(1) (or any other number !=0) volume
detection is enabled. Together with VD, the phantom flag is set to the GUI.
On a call of llVolumeDetect(0), vd detection is switched of again,
also the phantom state is removed. On a call to llSetState(STATE_PHANTOM,
false) while VD is active, also VD is switched off. The same is true for
unchecking the phantom flag via GUI. This allows to take back VD without
the need to script just by removing the phantom flag.
Things missing in this patch: persistance of the volume-detection flag.
This needs more discussion and will be included in another patch soon.
2008-12-20 21:36:42 +00:00
Dahlia Trimble
2537a4098a
Enabled complex meshing for simple box prims with non-zero shear
2008-12-18 17:53:38 +00:00
Justin Clarke Casey
ff7c8551ba
* remove mono compiler warnings
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* should work - the last compile failure looks like a random glitch...
2008-12-17 18:42:23 +00:00
Justin Clarke Casey
3b0db66b92
* Apply http://opensimulator.org/mantis/view.php?id=2775 with small tweaks
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* This pushes an identifier for the OpenSim scene to the physics scene. This allows log messages from the physics scene to identify which OpenSim scene they relate to.
* Thanks Gerhard
2008-12-15 18:39:54 +00:00
Teravus Ovares
8ad6f575eb
* Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ODEPlugin and pipes them to their respective LSL method.
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* NBody will need to be updated, this is an API change. Torque property and AddAngularForce
2008-12-14 14:30:28 +00:00
Teravus Ovares
b5dec9a37f
* Added Avatar minimum size in the ODEPlugin and a stern warning about setting the capsule size too low in OpenSim.ini
2008-12-14 07:29:40 +00:00
Teravus Ovares
6f7a560c04
* A Few physical prim + linkset fixes. Prevent some crashes
2008-12-14 06:34:05 +00:00
Teravus Ovares
7f80eff067
* Committing a slightly distilled version of nlin's ODECharacter race condition eliminator.
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* The modifications that I made were only so that it didn't require changes to the public physics api.
2008-12-10 23:46:20 +00:00
Teravus Ovares
cb73cf1a92
* Fixes a few instances of llSetStatus with Axis lock gone wrong.
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* Sums up the masses of the objects within a physical linkset
2008-12-09 16:27:07 +00:00
Jeff Ames
3ba0bc8f44
Minor formatting cleanup.
2008-12-09 12:15:02 +00:00
Teravus Ovares
3844e73d27
* Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.
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* Warning! Physics API change. This means that the NBodySimulation needs to be updated!
* PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
2008-12-09 11:11:16 +00:00
Dahlia Trimble
44d133da66
clean up some old debugging code
2008-12-09 08:17:31 +00:00
Teravus Ovares
e61dacb928
* Adds some rudimentary error handling to the physics debug drawstuff tool.
2008-12-08 07:19:26 +00:00
Teravus Ovares
76e1462dff
* Tweaks physics so that linked prim are a single body. This will make linked prim more stable and probably the last obstacle to vehicles physics wise.
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* Fixed a bug that caused physics proxies to be scattered when you link an object.
* Single physical prim work exactly the same as before, just linked physical prim will have changed.
2008-12-07 04:03:09 +00:00
Dr Scofield
bdffd56a45
killing warnings, reformatting RemoteAdminPlugin
2008-12-05 15:28:03 +00:00
Justin Clarke Casey
b4db3a550a
* Apply http://opensimulator.org/mantis/view.php?id=2750 with a small tweak.
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* Initializes ODE only when a scene is grabbed rather than on plugin load. This means we don't initialize ode if that physics engine is not used, and it allows other ode use
plugins to be used instead.
2008-12-04 20:29:34 +00:00
Jeff Ames
d324389dd9
Update svn properties.
2008-12-03 04:41:31 +00:00
idb
098f16fe31
Remove duplicated avatar height calculation in lsl functions.
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Use height calculation in Basic Physics and Physics of Simplicity so that avatars larger than the default walk with straight legs and shorter walk on the ground.
2008-12-01 00:49:36 +00:00
Dahlia Trimble
07ee2c3504
Revert r7548 and r7549 until someone with prebuild-fu can help structure the dependencies
2008-11-30 03:52:18 +00:00
Dahlia Trimble
37afd69feb
Removed remaining meshing code
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Add PrimMesher.dll r21
All meshing tasks are now passed through Meshmerizer and handled by PrimMesher.dll
2008-11-30 03:13:02 +00:00
Dahlia Trimble
fdd2388331
Update meshing code to sync with current PrimMesher.cs on forge.
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Migrate sculpt meshing code to primMesher version. This should result in more accurate physical sculpted prim proxies.
Remove much obsolete code from Region/Physics/Meshing
2008-11-29 11:02:14 +00:00
Justin Clarke Casey
b9c07730f5
* refactor: change some method names and doc in the physics plugin manager
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* move the directory choice for plugins outside into RegionApplicationBase
2008-11-20 19:52:55 +00:00
Justin Clarke Casey
d625095959
* Allow physics dlls to be loaded separately, rather than just the contents of bin/Physics
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* This is primarily to see if not loading ODE in the unit tests will allow them to proceed, though the option of separate loading is probably a good thing in itself
2008-11-20 18:28:30 +00:00
Justin Clarke Casey
81dcf223bf
* Add enough infrastructure code to run an extremely basic and flaky add root agent scene test
2008-11-20 16:58:40 +00:00
Melanie Thielker
6f0e068cf1
Guard against a strange nullref in ODE
2008-11-19 20:04:41 +00:00
Dahlia Trimble
a3f785e978
Changed sculpted prim texture scaling method to bilinear to reduce scaling artifacts
2008-11-16 00:24:10 +00:00
Justin Clarke Casey
a760586f26
* minor: remove mono compiler warnings
2008-11-14 20:15:22 +00:00
Justin Clarke Casey
cec112c87a
* refactor: as per a recent opensim-dev thread, rename InnerScene to SceneGraph to make it more descriptive of its intended function
2008-11-12 20:16:46 +00:00
Melanie Thielker
ce37b80c68
Thank you, idb, for a patch that fixes avatar height calculation
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Our feet will now be above ground
2008-11-10 01:28:37 +00:00
Charles Krinke
087d2f9147
Enabled SoftERP for the contact structure but not SoftCFM.
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A tube on a pole is a bit less "flubbery" so maybe this is
the right direction.
2008-11-09 20:20:20 +00:00
Charles Krinke
c6ed72b4fa
Clean up a few comments.
2008-11-09 18:43:46 +00:00
Charles Krinke
8ed4821c47
Clean up the mass < 0 logic a tiny bit when
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calculating mass.
2008-11-09 18:22:36 +00:00
Justin Clarke Casey
c6dad833f5
* minor: remove some mono compiler warnings
2008-11-06 21:01:16 +00:00
Justin Clarke Casey
9770cf778e
* minor: Make some 'startup config failed to load' log messages more consistent
2008-11-06 20:38:04 +00:00
Dahlia Trimble
5fffc04ae6
Add more vertex normals and UV coordinates. Sync with primmesher.dll forge project.
2008-11-05 10:22:41 +00:00
Charles Krinke
9299be0080
Revert last checkin. Avatars fall through non-physical prims now.
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There is more to the solution then just enabling soft_erp and
soft_cfm for all d.Contact cases.
2008-11-01 17:58:34 +00:00
Charles Krinke
1e376deedd
Added soft_cfm and soft_erp to the general "contact" initialization
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for physical prim interactions. They were not previously enabled
for prim-prim interactions.
2008-11-01 17:30:06 +00:00
Dahlia Trimble
5cf6a7f118
Viewer side normals and UV fixes on profile cuts. Sync with primmesher.dll forge project.
2008-10-29 09:47:45 +00:00
Justin Clarke Casey
7beeaf51f8
* minor: remove mono compiler warnings
2008-10-28 21:47:43 +00:00
Dahlia Trimble
ae5d92a167
some sorely needed extruder code simplification and refactoring, also some fixes to cut face UV coordinates
2008-10-28 08:57:15 +00:00
Justin Clarke Casey
754f6ba2a2
* minor: remove mono compiler warnings
2008-10-27 20:16:42 +00:00
Dahlia Trimble
3447bed8be
Add end faces when radius setting is non-zero
2008-10-24 23:37:09 +00:00
Justin Clarke Casey
c519b80680
* minor: eliminate some mono compiler warnings
2008-10-24 21:40:05 +00:00
Dahlia Trimble
71660003de
un-double-flipped some double-flipped normals in circular path prim end caps
2008-10-24 20:04:34 +00:00
Dahlia Trimble
a11fa9055a
Fixed a floating point error accumulation that was causing missing end faces on some twisted prims
2008-10-24 05:31:43 +00:00
Teravus Ovares
dfc12d591c
* Add a config option for filtering collisions. Sometimes, under load, this seems to cause bouncing on really thin flat prim.
2008-10-22 01:52:12 +00:00
Dahlia Trimble
931b04485d
More work in vertex normals and texture UVs. Syncing code with pyov.
2008-10-21 01:35:05 +00:00
Justin Clarke Casey
923f9fb749
* minor: remove mono warnings
2008-10-19 18:45:41 +00:00
Dahlia Trimble
b6396bc9a7
More progress towards implementing vertex normals - not complete yet.
2008-10-19 09:04:25 +00:00
Teravus Ovares
11fd935038
* Changed the dupe collision depth limiter to be slightly more restrictive. (less chance for a dupe)
2008-10-18 16:20:02 +00:00
Teravus Ovares
0916b38b83
* Fix an over compensation for bounciness on flat Primitive
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* Implement the linear impulse portion of llPushObject. We should have a lsl compatible implementation of that portion of the push. Angular.. well. still have yet to implement a torque accumulator.
* llPushObject respects the region and parcel settings for Restrict Push, it also respects GodMode as is defined in the LSL spec.
2008-10-17 23:19:00 +00:00
Teravus Ovares
a6df2011f7
* Adds a lot of stability and performance to the physics engine. The avatar bounces less and things are a bit less explosive.
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* Additionally, you can probably get more physical prim now together.. though, I think this puts us back on par with where we were in the beginning of the year on number of physical objects. Experiment. Make videos. Send Feedback. Enjoy.
2008-10-17 05:09:23 +00:00
Justin Clarke Casey
82b7374ed2
* minor: get rid of pointless ipeSender
2008-10-16 19:50:12 +00:00
Justin Clarke Casey
4df08aed30
* Apply http://opensimulator.org/mantis/view.php?id=2401
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* Removes spacers that are also separators in llParseString2List
* Thanks idb
2008-10-16 17:14:02 +00:00
Teravus Ovares
68d85497ad
* Releases the inter-region thread synchronization between physics in ODE on the same instance.
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* If you are hosting many regions on a single instance, you will probably notice a decrease in region startup time and maybe a slight increase in performance.
* Single regions won't notice anything different
2008-10-16 12:57:29 +00:00
Justin Clarke Casey
98245e4bfa
* minor: Oh go on, one more warning. Oooh, you are naughty
2008-10-15 20:46:39 +00:00
Justin Clarke Casey
b1248004f0
* minor: remove some warnings
2008-10-15 17:19:02 +00:00
Teravus Ovares
180e3de50f
* Cleaned up tons of code duplication in ODEPrim
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* Re-enabled the native ODE prim types when possible
* Fixed several invalid assumptions in the prim recycle process.
* Added better message for 'reused a disposed physicsactor'
* Added a way to recover from errors during collision_optimized
* Added a way to recover from an error condition where prim_geom wasn't reset properly
2008-10-14 02:48:30 +00:00
Dahlia Trimble
138a3924e0
Committing more work towards implementing vertex normals. Also added some (hopefully) helpful messages for identifying corrupt prims and some fixup code for corrupt profile cut data.
2008-10-13 22:52:39 +00:00
Teravus Ovares
f344f26bd8
* Based on user reports, it looks like the OS specific settings have been unified as far as tuning (thank heavens).
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* If you're experiencing knee bendiness try the windows settings, as the *nix settings seem to now be incorrect. (this update does that, but you may have your own opensim.ini settings active.
2008-10-13 01:54:13 +00:00
Teravus Ovares
2ede1a3ce7
* This updates ODE to the most up-to-date version as of today. 1558
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* Mac users, pray to chi11ken to make you a .dylib version
* This is semi-tuned and post teravus hack. (Though I didn't apply the terrain pitting fix hack. I'm still deciding if it's necessary as there was a lot of work over the past several months on the heightfield collider.
* Please use '--enable-shared --disable-demos --disable-asserts' if you are building your own libode in the configure step. Asserts are pretty much useless for use with .NET
* This also updates ODE.NET as, there were some API changes in May that were just added to ODE.NET today.
2008-10-12 23:47:39 +00:00
Dahlia Trimble
f2700590d7
removed some more extraneous hidden faces
2008-10-12 09:36:01 +00:00
Dahlia Trimble
116a08f42e
Fixed a missing face on a profile cut
2008-10-12 08:52:42 +00:00
Dahlia Trimble
216787ee1d
Optimization: calculation of profile vertex normals is now disabled as default.
2008-10-12 07:04:52 +00:00
Dahlia Trimble
09c8713801
Eliminate some unnecessary polygons
2008-10-11 00:30:27 +00:00
Justin Clarke Casey
dd886a035b
* minor: remove warnings
2008-10-10 21:05:44 +00:00
Dahlia Trimble
62f3e11b4e
Some more decrufting
2008-10-10 09:16:36 +00:00
Dahlia Trimble
726e0045d9
Some decrufting
2008-10-10 09:00:52 +00:00
Dahlia Trimble
7fbe942792
refactoring PrimMesher to add viewer compatable features and some code cleanup
2008-10-10 08:22:13 +00:00
Dahlia Trimble
979a354ba0
Cap proxy mesh scale minimum to 0.01 meter for X, Y, and Z terms.
2008-10-04 17:39:03 +00:00
Dahlia Trimble
cf9835130a
Square hollow size in cylinder meshes were a little too small - fixed.
2008-10-02 02:33:45 +00:00
Charles Krinke
6758ecc403
Implement the plumbing for llSetVehicleType from the LSL
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subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
2008-09-28 22:38:59 +00:00
Charles Krinke
ebbbd37605
Added the plumbing for llSetVehicleRotationParam
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in the classes between the LSL implementation and the
underlying physics engines.
2008-09-28 21:53:56 +00:00
Charles Krinke
3747862999
Plumb the connection though from llSetVehicleVectorParam
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
2008-09-28 20:20:32 +00:00
Charles Krinke
3397236c6c
Plumb the connection through from llSetVehicleFloatParam
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
2008-09-28 18:36:30 +00:00
Dahlia Trimble
232aa783ad
Disabled use of ODE internal geometry to see if it affects the "waves finger" error
2008-09-22 02:33:48 +00:00
Dahlia Trimble
52af9b3fd7
ODE was using a box collision shape for some spheres - changed those cases to now use a mesh instead.
2008-09-21 08:12:52 +00:00
Jeff Ames
c8349e21c4
Update svn properties, minor formatting cleanup.
2008-09-21 02:41:22 +00:00
Dahlia Trimble
e6afb28355
re-enabled some ODE internal proxies for some simple prim types to try to save some more memory
2008-09-19 09:13:27 +00:00
Justin Clarke Casey
8ff1bc5b03
* Make the ode simulation update loop print out the stack if an exception occurs (at least, this is what will happen on linux)
2008-09-18 18:54:42 +00:00
Melanie Thielker
903fbd1f06
XEngine: fix collisions, add event coalescing for collision events.
...
Fix a nasty concurrency issue that could cause a high event frequency
to start more than one thread pool job for a single script.
2008-09-18 18:50:39 +00:00
Jeff Ames
b4141f9e56
Formatting cleanup.
2008-09-13 22:07:07 +00:00
Dahlia Trimble
8a8b01d1b8
Circular path prim meshes are now joined where the path ends meet if they match. This may have a minor improvement in memory and speed performance, but it's mainly for viewer applications and it also syncs the c# version of PrimMesher with my python sandbox version.
2008-09-13 10:22:17 +00:00
Justin Clarke Casey
0dc1018ca1
* minor: Remove warnings
...
* leaving in the ones to do with ScriptBase since these actually indicate coding bugs that I don't have the time/brainpower to fix at the moment
2008-09-12 21:20:24 +00:00
Dahlia Trimble
febb781779
remove hidden faces inside prim meshes to improve memory use and startup time
2008-09-12 19:42:26 +00:00
Jeff Ames
fae34bb10c
Update svn properties, formatting cleanup.
2008-09-09 01:26:48 +00:00
Teravus Ovares
7d89e12293
* This is the fabled LibOMV update with all of the libOMV types from JHurliman
...
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
2008-09-06 07:52:41 +00:00
Dahlia Trimble
0fc618e7b2
Replaced a lot of trig calls with lookup tables for common prim types in an attempt to improve meshing speed.
...
Added a new between points interpolation method to improve accuracy of profile cuts in triangle and square profile prims.
2008-09-05 16:38:51 +00:00
Dr Scofield
109aa00150
fix: PostInitialise() not being called on script engines (nasty one that)
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cleanup: warnings, readability
2008-09-02 12:07:23 +00:00
Dahlia Trimble
a5e7807612
Y top shear accuracy improvements in circular path prim meshes
2008-09-02 01:54:08 +00:00
Dahlia Trimble
f4035840d2
compensates profile placement effects of Y hole size on X top shear for circular path prim meshes
2008-09-01 08:19:47 +00:00
Dahlia Trimble
9cf9c08696
Improvement in mesh accuracy in X Top Shear parameter for circular path prims
2008-09-01 06:00:07 +00:00
Justin Clarke Casey
49ec6dd882
* squash some obvious warnings
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* a couple more remain that preferably the original coders should look at in more detail (obsolete warnings in the ogp module and not overriding warnings in the script
engine)
2008-08-30 18:09:38 +00:00
Dahlia Trimble
35ad484b6b
fixed some ugliness in the conversion from the new mesher format to the old that should speed up region startup a little and maybe even use less memory if the GC decides to play friendly with the other kids.
2008-08-29 08:19:47 +00:00
Jeff Ames
3bf8858727
Update svn properties, formatting cleanup.
2008-08-28 14:41:54 +00:00
Dahlia Trimble
49f9bd8b68
Added some exceptions for bad profile cut parameters
2008-08-28 06:41:32 +00:00
Dahlia Trimble
1a83384f90
re-enable new PrimMesher module for mesh creation for standard (non-flexy) prims.
2008-08-27 23:43:53 +00:00
Dahlia Trimble
2c842652c1
ODEPlugin now frees source mesh data after conversion to pinned lists to save memory
2008-08-27 23:39:50 +00:00
Dahlia Trimble
e593a333c7
adds releaseSourceMeshData() method to IMesh and Mesh for freeing mesh data after conversion to pinned lists.
2008-08-27 23:37:14 +00:00
Dahlia Trimble
36d1720fde
reverting to prior meshing methods until some physics timing issues can be resolved
2008-08-27 09:49:13 +00:00
Dahlia Trimble
65c82c2494
Added some exception trapping to PrimMesher
2008-08-27 08:03:52 +00:00
Dahlia Trimble
cf951d4d04
Added some exception handling to help catch some possibly corrupt prims
2008-08-27 07:30:14 +00:00
Dahlia Trimble
3481a977f0
Meshmerizer now uses new PrimMesher class for meshing all standard (non-sculpty) prims. This should result in more accurate meshes, lower memory consumption, and eliminate several lockup modes.
2008-08-27 06:53:09 +00:00
Dahlia Trimble
8be249bc68
Completion of new PrimMesher class
2008-08-27 06:39:39 +00:00
Dahlia Trimble
fce83731ad
Modified Mesh object to allow alternative mesher interfacing
2008-08-27 06:29:34 +00:00
Dahlia Trimble
29407a43f5
more progress on new meshing routines
2008-08-24 01:23:04 +00:00
Dahlia Trimble
72f74acdbf
more work on new meshing routines...
2008-08-23 10:28:35 +00:00
Dahlia Trimble
df14889635
some initial work on new prim meshing routines (incomplete)
2008-08-23 08:33:00 +00:00
Dahlia Trimble
0f6b899ec7
Cleaned up some warnings
2008-08-22 07:25:53 +00:00
Dahlia Trimble
261876fd47
Commented out the float array "normals" in the Mesh object and all references to save memory as it was unused
2008-08-22 07:06:33 +00:00
Jeff Ames
6ef9d4da90
Formatting cleanup.
2008-08-18 00:39:10 +00:00
Dahlia Trimble
1bf60fa1ac
updated some prim parameters to project maintained versions
2008-08-14 08:59:13 +00:00
Dahlia Trimble
88fba448a1
reinstates torus profile zflip which was mistakenly removed in patch 1870
2008-08-01 05:48:24 +00:00
Dahlia Trimble
1d3677eb9b
Thank you jhurliman for a meshmerizer patch that replaces the quaternion->matrix->vertex*matrix->vertex code with a direct transformation.
2008-08-01 05:45:58 +00:00
Dahlia Trimble
3035f5cb64
Re-enables testing for config option mesh_sculpted_prim which was inadvertently disabled in a prior modification (oops) :)
2008-07-25 20:29:37 +00:00
Teravus Ovares
1e7c9e4810
* Fix the ODEPlugin unit test
2008-07-25 05:23:10 +00:00
Dahlia Trimble
c67198299e
Changed application of constant forces to after PID force is applied. llSetForce() should behave identical to the Linden implementation now.
2008-07-24 21:05:30 +00:00
Dahlia Trimble
f74a9bcdc7
Implements llSetForce() and llGetForce(). These are experimental and the units may not match the Linden implementation.
2008-07-24 07:45:58 +00:00
Dahlia Trimble
492b25362c
Clean up Meshmerizer.cs a bit to make it more readable
2008-07-21 23:08:23 +00:00
Dahlia Trimble
49adb6e09f
refactor - commenting out needsMeshing() and all references as createMesh() has the same logic and obsoletes the need for it.
2008-07-18 00:03:28 +00:00
Dahlia Trimble
13399ff439
Passes prim physical status to mesher from physics plugins
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Small prims now get a full mesh if they are physical
Fixed a logic bug that was preventing many prim meshes from having excess memory cleaned up
Switched to more conservative method of vertex and triangle list trimming to prevent possible crash
2008-07-12 01:58:20 +00:00
Dahlia Trimble
f6c7f167b9
Overloads CreateMesh method of interface IMesher to pass prim physical status to mesher
2008-07-12 01:02:41 +00:00
Dahlia Trimble
b42770bf7a
Trim out nulls from mesh vertex and triangle lists to try and save more memory
2008-07-11 20:32:58 +00:00
Dahlia Trimble
3646cc32c4
Experimental physics optimization: prims with all 3 dimensions less than 0.2 meters will be meshed as a simple box
2008-07-11 17:22:37 +00:00
Dahlia Trimble
c5333af7a2
added a hollow size constraint to box, cylinder, and prism prim meshes to prevent a possible sim lockup
2008-07-07 10:09:35 +00:00
Dahlia Trimble
56c6bdcb26
Addresses more problem box cut angles
2008-07-07 05:42:37 +00:00
Dahlia Trimble
063365c0dc
fix some Meshmerizer problem angles for sphere dimple and box path cut
2008-07-07 04:32:05 +00:00
Dahlia Trimble
6914fb6f13
disables changes in r5356 until I have more time to do further characterization
2008-07-06 19:44:59 +00:00
Dahlia Trimble
ae468bfc9b
Corrects errors in sphere mesh with dimple start angle > 0 and hollow == 0
2008-07-06 17:18:59 +00:00
Dahlia Trimble
fd69251bcd
alters a problem path cut angle for the cylinder prim profile
2008-07-06 02:04:24 +00:00
Dahlia Trimble
13d6615263
Adds experimental Meshmerizer support for "prim torture" effects of sphere dimple on prim types box, cylinder, and prism
2008-07-02 17:08:52 +00:00
Dr Scofield
313f7f60fd
properly explaining each #pragma warning disable
...
massaging OSHttpRequestPump to not abort on exceptions...
2008-06-30 11:57:47 +00:00
Dahlia Trimble
b0287a43bd
disables spam-like debugging messages inadvertently left on in last commit (oops)
2008-06-30 06:11:43 +00:00
Dahlia Trimble
7077cffe52
Corrects Meshmerizer orientation of profile cut angles for ring type prim
2008-06-30 06:08:43 +00:00
Dahlia Trimble
a944ef4947
Corrects meshmerizer profile cut angle orientation for tube type prims
2008-06-30 02:08:27 +00:00
Dahlia Trimble
0260b33517
Altered prim description/debugging message code to be more warning friendly
2008-06-28 18:04:04 +00:00
Charles Krinke
c06dbf4fe5
Mantis#1620. Applied Melanie's patch
2008-06-28 16:13:11 +00:00
Dahlia Trimble
8b8b45267e
altered prior warning fix to Meshmerizer.cs to allow mesh debugging code to function
2008-06-28 00:16:41 +00:00
Dr Scofield
748f72326d
last round of warning squashing. calling it a day now.
2008-06-27 23:03:39 +00:00
Dr Scofield
7d55dfba8a
dr scofield's warnings safari:
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* commenting out unused variables
2008-06-27 17:25:03 +00:00
Jeff Ames
76e24d02ad
Minor refactoring of POS. Adds a Util.Clamp(x, min, max) function.
2008-06-26 02:03:40 +00:00
Jeff Ames
e75dc1bd23
Separate POS classes into mutiple files.
2008-06-26 00:30:33 +00:00
Jeff Ames
a2b1a1787d
Minor formatting cleanup.
2008-06-25 14:30:28 +00:00
Jeff Ames
80f5eb21ea
More svn properties. Minor cleanup in POS.
2008-06-25 13:32:27 +00:00
Dahlia Trimble
bc66a851d6
Modifies box prim profile cut parameters to avoid angles which cause spurious triangles in mesh
2008-06-25 07:17:36 +00:00
Dahlia Trimble
7b4991430b
Changes selection criteria to allow meshing of more sphere prim configurations.
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Adds comments to some functions in Meshmerizer.cs.
2008-06-21 08:50:56 +00:00
Teravus Ovares
e02a2e31e0
* Patch from nlin to enable DIF state file writing from the ODEPlugin
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* Rebuilt libode.so, ode.dll
* If you roll your own ODE library, make sure to update your opensim-libs.
2008-06-20 04:57:32 +00:00
Teravus Ovares
1d91613679
* Patch from Dahlia - 0001576: Exception of type 'System.OutOfMemoryException' was thrown .Void set_Capacity(Int32), with regards to sphere mesh. Thanks Dahlia!
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* Also allows a sphere to be hollow with no cuts or dimples. (walking around inside the sphere).
2008-06-19 17:21:17 +00:00
Teravus Ovares
e6ce30d4f1
* 0001571: (PATCH) patch to implement editable sphere meshes for meshmerizer/ode (Initial Implementation) from Dahlia! Thanks Dahlia!!!
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* The included patch implements the editor parameters twist, dimple, path cut, and profile cut to the sphere mesh for meshmerizer. The mesh will default back to the geodesic sphere if the parameters are adjusted to beyond a reasonable arbitrarily chosen threshold that would expose too many inverted normals on the mesh.
2008-06-19 04:17:04 +00:00
Teravus Ovares
11d68ce0f5
* 0001558: [PATCH] Add support for full collision geometry feature set for linear path prims (patch attached) By Dahlia. Thanks Dahlia!
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* This update re-does the cube/cylinder/prism prims to dynamically add faces as twist is used.
2008-06-15 19:34:48 +00:00
Jeff Ames
5910a49da6
Update svn properties. Formatting cleanup.
2008-06-10 08:35:46 +00:00
mingchen
db151bcec7
*Fixed bug that caused failure when System.Console.Readline returns null (no stdin)
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*Fixed bug that would crash the simulator if there were two physics/meshing engines loaded with the same name.
2008-06-09 15:20:08 +00:00
Teravus Ovares
11246c284f
* Added a check for a non-finite heightfield array value passed to the ODEPlugin. This may, or may not fix anything.
2008-06-04 16:27:35 +00:00
Teravus Ovares
99e7a2a380
* From Dahlia
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* Committing : 0001449: Patch implements X and Y Top Shear parameters for torus prim physical mesh generation (PATCH attached)
* The included patch implements the X and Y Top Shear parameter adjustments to the mesh generator for the torus prim physical mesh. These are approximations as I was unable to determine their exact function but they appear to generate meshes which quite closely duplicate their counterparts in the viewer.
* Thanks Dahlia!!!!
2008-06-04 10:57:05 +00:00
Jeff Ames
4ec4e16c80
Formatting cleanup, minor refactoring, svn properties.
2008-06-04 09:59:27 +00:00
Teravus Ovares
832d609b44
PATCH : 0001431: corrections to torus physical mesh for default hollow shape and taper orientation along path.
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--------- From Dahlia! Thanks Dahlia!!!
the attached patch reinstates the default hollow shape of the physics mesh of the torus prim type and corrects the orientation of the effects of taper on the profile along the path.
2008-06-02 08:31:34 +00:00
Teravus Ovares
c0f631dbdb
* While I couldn't reproduce it, I was able to see how it *might* happen, so therefore; fix to: 0001058: Physics crash when changing Type of Prim intersecting with ground.
2008-06-02 08:13:13 +00:00
Teravus Ovares
52c55c8c23
* Applying Dahlia's patch : 0001429: Patch to fix prism physical mesh and add path start and end to skew z offset of circular path prim meshes (PATCH attached)
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* Apparently this fixed a bug in my code that caused PushX to appear to work and pushX didn't appear to work after the patch.. so I fixed that after applying this patch and PushX actually works now.
2008-06-01 04:33:07 +00:00
Jeff Ames
0462510956
Update svn properties. Formatting cleanup.
2008-05-30 08:35:57 +00:00
Teravus Ovares
45c6523904
* Fixes a few taper/top-sheer situations that were previously having issues.
2008-05-29 20:50:38 +00:00
Teravus Ovares
918f887c0c
* Applying Dahlia's interim path curve patch. it adds initial support for some tori/ring parameters. Thanks Dahlia!
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* Some situations do not match the client's render of the tori, we know and are working on it. This is an initial support patch, so expect it to not be exact.
* Some tapers are acting slightly odd. Will fix.
2008-05-29 20:20:50 +00:00
Teravus Ovares
042c9ed4d8
* Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.
2008-05-25 11:22:05 +00:00
Teravus Ovares
c29409dc24
* Yet another way to optimize the sculpt mesh generator
2008-05-25 02:56:00 +00:00
Teravus Ovares
f57cb17494
* kill a potentially large float array.
2008-05-25 02:50:17 +00:00
Teravus Ovares
d3b013be1c
* Releases Pinned vertex/index list in ODE on next mesh request.
2008-05-25 02:39:58 +00:00
Teravus Ovares
bdcfc2e322
* Prevent an error from stopping startup when decoding the sculpt mesh j2k fails.
2008-05-22 02:40:19 +00:00
Jeff Ames
6ec680918b
Formatting cleanup, minor refactoring. Fixed some comparisons of value types and null.
2008-05-18 23:06:50 +00:00
Jeff Ames
a5f08b430d
Formatting cleanup.
2008-05-17 00:06:35 +00:00
Teravus Ovares
00a1f0bab0
* This finishes the ODE options section of the OpenSim.ini.example. I've added 44 configurable options!
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* This includes if you want to mesh sculpties and the Level of detail on the sculptie meshing for non physical and a separate LOD on physical sculpties.
* The options range from gravity.. to avatar movement speed, to friction management.. to object density.. to update throttling.
2008-05-16 20:16:33 +00:00
Jeff Ames
65c5efe43b
Formatting cleanup.
2008-05-16 01:22:11 +00:00
Teravus Ovares
afd5da6851
* Adds various tweakable avatar control options to the OpenSim.ini.example.
2008-05-15 23:11:31 +00:00
Teravus Ovares
173d13b0a4
* Added about half of the planned ODE physics options to OpenSim.ini.example.
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* Some will do cool things, some will make your scene explode dramatically if you're not careful.
2008-05-15 06:35:01 +00:00
Teravus Ovares
66e6711f3e
* Got rid of an old crufty sleep that was being called. Thanks for your support in load testing Adam's simulator was what pointed this old crufty sleep out.
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* Please, we need more load tests with profilers running. :D
2008-05-15 02:48:32 +00:00
Teravus Ovares
2a988f187e
* Refactored IConfigSource into Physics plug-ins and Scene. We can get rid of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on
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* The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
2008-05-14 23:15:25 +00:00
Jeff Ames
6a1b787436
More formatting cleanup.
2008-05-14 05:33:32 +00:00
Jeff Ames
c995d60d37
Formatting cleanup.
2008-05-14 05:11:23 +00:00
Adam Frisby
5548dd6b06
* Some more bulletx physics fixes from Jed (DeepThink)
2008-05-13 17:05:52 +00:00
Teravus Ovares
fcc23be577
* Fixed directory not found when saving Mesh previews (my bad, I was testing)
2008-05-13 05:06:58 +00:00
Teravus Ovares
e70da2e174
* Committing meshmerizer patch from Dahlia. Thanks Dahlia!
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* 0001241: physics cylinder proxy distorted and square hollow misaligned (patch attached)
* The included patch corrects the outer shell of the meshmerizer proxy for the cylinder prim to eliminate spurious vertices and shape distortion, and corrects the orientation of the square hollow.
* The size and orientation of the square hollow for the prism prim has been corrected also.
2008-05-13 04:16:16 +00:00
Adam Frisby
93ec7f0c3c
* Patch from Jed (DeepThink) - More optimisations for BulletX renderer. Trimesh collisions should now work relatively efficiently. BulletX plugin should now be functional - feedback would be appreciated as to how it performs vs ODE.
2008-05-09 17:17:54 +00:00
Teravus Ovares
b7baa3cd2a
* Valid Sculpted prim now collide properly.
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* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
2008-05-09 07:50:00 +00:00
Teravus Ovares
6bb4ab0563
* Applying Dahlia's Triangular hole in a cube peg patch. Fixes the hollow orientation in a cube in the meshmerizer. Thanks Dahlia!
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* See mantis 0001203 for more details!
2008-05-09 02:00:55 +00:00
Teravus Ovares
7e275bfa37
* Wrote a method to get the OpenJpeg data of a sculpt texture asset and save it to the prim shape.
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* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
2008-05-09 01:28:54 +00:00
Teravus Ovares
08ec34e4d3
* Removed ODELock message since it wasn't telling us anything important and people seemed to think it was the cause of their issues rather then a message to help locate a situation where physics stalls for a second and then kicks.
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* This was simply a message added when an avatar was added/removed from the scene.
2008-05-08 16:07:41 +00:00
Adam Frisby
cf7560d1aa
* Commit from Jed Zhu (DeepThink) - Initial implementation of mesh collision into BulletX plugin. Additional work to come in the next few days.
2008-05-08 13:32:15 +00:00
Adam Frisby
ba8ff761c0
* Reduced sleep durations in a number of files.
2008-05-08 04:47:38 +00:00
Teravus Ovares
240e8646da
* If you llApplyImpulse on an attachment, it applies impulse on the avatar, not the attachment.
2008-05-06 00:23:19 +00:00
Teravus Ovares
e8acb49fef
* For your fragging desire, damage enabled land works, but watch out!, life does not regenerate until you're dead!
2008-05-03 15:39:40 +00:00
Teravus Ovares
07167c9a3f
* Committing some collision stuffs that I'm working on.
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* Nothing user facing yet.
2008-05-03 04:33:17 +00:00
Adam Frisby
01f31fd933
* Breaking all the code, breaking all the code..!
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* Made a bunch more members static, removed some dead code, general cleaning.
2008-05-01 16:23:53 +00:00
Jeff Ames
d51ce47b2d
Update svn properties. Minor formatting cleanup.
2008-05-01 14:31:30 +00:00
Teravus Ovares
1d9c68969e
* ODE Tweak. See if this helps.
2008-05-01 00:54:21 +00:00
Teravus Ovares
911e63765c
* Single Attachments now work from inventory. You can attach from inventory and detach from inventory.
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* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
2008-04-27 20:10:28 +00:00
Teravus Ovares
d023c331f8
* Tuned the llMove2Target PID controller to be more reasonable and not overshoot the target.
2008-04-24 22:26:26 +00:00
Teravus Ovares
aa8aee90a3
* Adds much better support for attachments that you right click on in world.
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* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments.
* You can position & rotate your attachments now. Positions do *not* save.
* You can detach attachments now the regular way.
* Attachments do not cross into other regions with you..(this isn't too far off)
* Updated ODE to not request terse updates on child prim.
2008-04-24 11:32:41 +00:00
Teravus Ovares
2a3bdde0fa
* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)
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* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results.
* Three axis works well enough to play with it anyway. More work is needed here.
* Fixed an incorrectly named method in ODE.NET
2008-04-23 15:32:19 +00:00
Adam Frisby
fef3b36894
* Optimised using statements and namespace references across entire project (this took a while to run).
2008-04-21 07:09:17 +00:00
Teravus Ovares
9fec575b3e
* Made it safe again to use the restart button from the estate tools and the restart console command.
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* It looks ugly on the console.. but it's really safe.. and restores some memory.
2008-04-10 10:27:03 +00:00
Teravus Ovares
b85624db18
* Adds twist support for Cubes, Cylinders, and Prisms in the Meshmerizer
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* A tweak of the SimStatsReporter so it would report the prim capacity to be 45000.
2008-04-10 00:31:44 +00:00
Teravus Ovares
95e31c9f02
* Added stretchable ellipsoid support with configurable LOD. It's actually a split facet icosahedral geodesic sphere that's scaled.
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* In other words, you can stretch spheres into oblong shapes now and watch them roll around like a football would.
* Still can't cut, twist or profile cut spheres yet.
2008-04-08 05:03:43 +00:00
Teravus Ovares
d0f7784101
* Adds poor support for ellipsis in the Meshmerizer. This will get better.. notice the huge nasty facets! Regular spheres still work as they did.
2008-04-08 01:29:45 +00:00
Teravus Ovares
e409892a9c
* Updated ODE.NET bindings to the ODE library.
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* Fixed some Tapers with Cylinders in the Meshmerizer
2008-04-07 22:11:41 +00:00
Teravus Ovares
899f00b83d
* Fixed up some documentation
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* Should help the sinking feeling when new avatar arrive in the scene.
2008-04-06 06:42:54 +00:00
Teravus Ovares
2d33bf854f
* ODEPlugin: put a limit on the minimum size a prim can be ( scale <=0 ).
2008-04-03 04:02:46 +00:00
Teravus Ovares
b790a16e98
* Updating the version of the ODE library. (big update). The Mac library needs to be updated still.
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* Adding some XMPP stuff that's incomplete.
2008-04-02 01:03:31 +00:00
Teravus Ovares
8aa4308097
* Minor cleanup
2008-03-30 19:58:14 +00:00
Jeff Ames
86128ba4d4
Fix compiler warnings in BulletXPlugin.
2008-03-29 04:30:19 +00:00
Jeff Ames
9d1b42c39a
Comment out unused private methods.
2008-03-25 03:49:08 +00:00
Jeff Ames
a7556af7de
Fix a few compiler warnings.
2008-03-25 03:37:48 +00:00
Teravus Ovares
a21112ccee
* Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.
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* It doesn't generate at_target events, because they don't exist yet in the script engine.
* The Tau is different, however, compatible with scripts I tested.
* Not perfect... but pretty good.
2008-03-25 03:36:31 +00:00
Charles Krinke
21e5e65bb7
Comment out "m_randomizeWater" and "ms" until we use them later.
2008-03-21 16:52:55 +00:00
Jeff Ames
bf8b5844f2
Formatting cleanup. Minor refactoring.
2008-03-18 14:51:42 +00:00
Justin Clarke Casey
0b7626b630
* Remove unused (and somewhat nonsensical) method in PhysicsActor
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* Thanks for DrScofld for drawing attention to this
2008-03-18 11:37:34 +00:00
Jeff Ames
47180080f0
Formatting cleanup.
2008-03-18 05:16:43 +00:00
Teravus Ovares
abacfba287
* Preliminary work with the ODEPlugin to collect collision data.
2008-03-14 05:22:52 +00:00
Teravus Ovares
f46fcbb9d2
* Added Linear Acceleration reporting to the ODEPlugin.
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* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
2008-03-10 14:14:44 +00:00
Teravus Ovares
d0123a796b
ODEPlugin
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* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level.
* osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE);
* By default, prim do not float at the water level.
* More work is needed on the floating, but it's a start.
2008-03-10 05:56:58 +00:00
Teravus Ovares
8bea3dbdb9
* Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.
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* Added WaterLevel support to the ODEPlugin. More on this later.
2008-03-10 05:23:43 +00:00
Teravus Ovares
8bba8e232c
* Fixed a few things and enabling Physical Prim border crossings again.
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* Everyone try to push a physical prim across a region border now.
2008-03-09 20:29:59 +00:00
Teravus Ovares
7cae577094
ODE Plugin
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* More cleanup
* Less noise
2008-03-09 17:50:24 +00:00
Teravus Ovares
5b6eba968b
* Fixed the Link + Duplicate + Unlink both = 'ODE Invalid Argument in Collision Space Crash'
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* Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
2008-03-09 16:32:44 +00:00
Teravus Ovares
081b2ac34e
* Cleaned up some locking on the ODEPlugin to make it more developer friendly
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* Expect the occasional deadlock?
2008-03-09 15:43:01 +00:00
Teravus Ovares
0cb4e401ad
* Killed 4 more warnings (at 16 now)
2008-03-06 09:41:34 +00:00
Adam Frisby
1410210b84
* Four more warnings, etc etc.
2008-03-05 22:00:41 +00:00
Adam Frisby
810d2126ea
* Three more warnings are a-gone.
2008-03-05 21:56:14 +00:00
Jeff Ames
cd6f4a57e7
Added copyright heaaders. Minor cleanup.
2008-03-04 04:11:37 +00:00
Teravus Ovares
d015356902
* Applied patch 708 from devalnor. Thanks devalnor!
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* ODE: Added support for larger box stacks. (they're slow, but they work)
* ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
2008-03-03 16:52:25 +00:00
Teravus Ovares
0a5c48b1c8
* This is a very icky implementation of physical linkset prim using fixed joints. This will change quite drastically, however it's fun to play with.
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* To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed.
* Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go.
* This implementation is better then it crashing your sim, so I'm commiting it for now.
2008-03-02 09:31:39 +00:00
Teravus Ovares
fa7322eac9
* Fixed Cylinder mass formula using diameter instead of radius.
2008-02-29 06:55:31 +00:00
Teravus Ovares
fe1f15f4ec
* killed a 'new mass' debug line.
2008-02-29 05:50:40 +00:00
Teravus Ovares
e333eaf4b6
* ODEPlugin
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** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
2008-02-29 05:46:24 +00:00
Teravus Ovares
95def8c636
* Adds unit test glue to the OdePlugin.
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* Adds one unit test. CreateAndDropPhysicalCube.
* More unit tests will be done
* Let me know if this breaks Linux build..
2008-02-24 04:06:01 +00:00
Teravus Ovares
bbb8b66908
* Made Physics updates a teensy bit more responsive. A previous CPU optimization of mine slowed the speed of updates using the 'poll' method in certain circumstances.
2008-02-23 12:46:23 +00:00
Teravus Ovares
db264013d4
* One more fix to the selected feature
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* Don't act immediately on a physical prim unless it's moving.
* This helps when you're trying to make a box stack and you select the bottom most box.
2008-02-23 12:26:37 +00:00
Teravus Ovares
27508c1ad8
* Added Support within the ODEPlugin for Selected. Which means that;
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* When you select a physical prim, it stops while you've got it selected.
* When you move or alter a prim in some manner, it doesn't become collidable until you de-select it
* When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall))
* There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
2008-02-23 11:42:55 +00:00
Teravus Ovares
640ad259d4
* A few additional null checks in the Physics Scene and PhysicsActor so we don't try to enumerate dead null ODECharacter objects when things get *really* slow.
2008-02-21 14:51:39 +00:00
Teravus Ovares
740ce20d9d
* Found the land bug, yay
2008-02-20 20:07:12 +00:00
Jeff Ames
a8cfbbe963
Minor cleanup.
2008-02-20 18:38:20 +00:00
Teravus Ovares
07774473af
* Fixed a long standing race condition in physics events. Could this be the source of the null on multicast_void: error?
2008-02-20 17:50:19 +00:00
Teravus Ovares
cfc9ee4265
* Adds limited support for each hollow type for the supported prim., Cube with a triangle hollow, Cube with a cylinder hollow, cylinder with a triangle hollow, etc.
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* More work needs to be done here as several of the profileshape/hollow combinations are rotationally offset from where they render in the client.
2008-02-19 16:01:14 +00:00
Teravus Ovares
62f608b152
*rawfile fix.
2008-02-19 08:57:43 +00:00
Teravus Ovares
e789a6bc9b
* This patch adds Prism support to the Meshmerizer. Prism is one of the object types in the drop down on the object tab. Positive tapers are slightly incorrect(prim sinks into ground a tiny bit). Everything else that's supported works as expected. Hollow, cut, negative tapers, top shear.
2008-02-19 08:49:38 +00:00
Tedd Hansen
c62328950a
More exception checks and crash hints
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If no scriptengine is specified then don't try to load any.
2008-02-18 14:21:51 +00:00
Teravus Ovares
8edaada1d3
ODE: Tired of floating above the ground after crossing a border? Boy have I got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
2008-02-18 01:52:25 +00:00
Teravus Ovares
c2d7beb617
* Last bit of cleanup now. As long as you keep physical prim off, you should have a reasonably stable experience with ODE again.
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* Physical prim at the simulator edge still seems to have the occasional issue.
2008-02-17 20:40:21 +00:00
Teravus Ovares
f80a534eb0
* Various ODE Cleanups
2008-02-17 20:04:28 +00:00
Teravus Ovares
89349a3810
* Disabling physical prim crossings until they get a bit more stable.
2008-02-17 12:10:47 +00:00
Teravus Ovares
e33a0c5fc0
* Fixed the Ghost physical hull on deleting a physical Prim
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* Fixed a deadlock when there is an exception in the collision and stepping parts of Simulate.
2008-02-17 11:50:15 +00:00
Teravus Ovares
19e0ada93a
* Located and destroyed the weird velocity and rotation transfers. It turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR.
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* Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore.
* Avatars don't float off either.
2008-02-17 10:41:08 +00:00
Jeff Ames
3b9d332f84
Added copyright notices.
2008-02-17 01:16:40 +00:00
Teravus Ovares
be6edefcfb
* ODE Stability update 4 :D
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* Changed the way meshing requests get sent to the ODEPlugin
* Numerous other fixes
2008-02-15 21:35:52 +00:00
Adam Frisby
f3afa68a2a
* Made new Framework.Constants class, added RegionSize member.
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* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize.
* Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
2008-02-14 12:16:33 +00:00
Teravus Ovares
135a72d6ca
* Removed the noise from the console. The last commit seems to have resolved the recent reports of 'argument not a space' on linux. Though, there were about 50 changes :D
2008-02-14 10:07:15 +00:00
Teravus Ovares
bd880f9178
* Another ODE Stability update. This might fix the recent Linux issues with the ODEPlugin.
2008-02-14 09:31:22 +00:00
Teravus Ovares
e3a711536b
* ODE - This fixes a few things and breaks a few more.
2008-02-14 01:57:19 +00:00
Jeff Ames
4e005fc225
Cleaned up some typos.
2008-02-14 00:44:21 +00:00
Teravus Ovares
0d14c47c28
* Bigisn ODE Stability update 2
2008-02-14 00:39:08 +00:00
Teravus Ovares
3588d89b2c
* Bigish ODE stability Update. Run Prebuild
2008-02-13 23:14:41 +00:00
Teravus Ovares
2e89c01851
* This fixes mantis 553 (It appears that the exception is thrown when there is a collision with a cylinder that is both hollowed and either tapered or cut. The sequence of actions that reproduce the problem for me are: create a cylinder, hollow to 95%, taper X/Y, then collide it with another object or avatar. Note that the cylinder itself is not marked physical. )
2008-02-13 19:06:35 +00:00
Teravus Ovares
c1044039d4
* Removed a debug line that got called every frame.
2008-02-13 08:37:50 +00:00
Teravus Ovares
d773ca5147
* 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.
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* 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.
2008-02-13 07:50:15 +00:00
Jeff Ames
001ce95e4c
Clean up more unnecessary String.Format calls
2008-02-13 03:38:18 +00:00
Teravus Ovares
e5ede36f0c
* Physical prim cross borders and continue from where the left off on the other side now, assuming the region on the other side has physical prim enabled.
2008-02-12 07:32:32 +00:00
Teravus Ovares
6e01769bcf
* A bunch of updates to make things more smooth.
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** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation)
** Disabling prim that inter-penetrate instead of just not attaching a joint
** Reduced prim spin a 'little' bit, but not *enough*
** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter
** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets.
** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method.
** Upped the Inter-penetration depth to 0.25 instead of .08.
2008-02-12 04:27:20 +00:00
Teravus Ovares
c926962862
* This resolves the null exceptions when a script is manipulating a physical object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
2008-02-12 00:01:55 +00:00
Teravus Ovares
f603e57e9a
* Added PhysicsScene.Dispose()
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* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
2008-02-11 22:54:51 +00:00
Teravus Ovares
a56664cf59
* um, Prim crossings? Experimental.
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* Backup your database just in case.
2008-02-11 01:43:54 +00:00
Jeff Ames
e207284fef
Clean up logging calls using String.Format explicitly
2008-02-10 01:57:59 +00:00
Teravus Ovares
c9b5516ca8
* Adds Top Shear support to the Meshmerizer for the Cube prim and the Cylinder prim.
2008-02-09 05:18:52 +00:00
Teravus Ovares
fec65b3c69
* Tweaked timing of rapid mesh requests. Helps a race condition.
2008-02-09 04:08:26 +00:00
Teravus Ovares
bb5b88d161
* Fixed a situation in ODE where it didn't call the mesher on a cube when you tapered if you didn't have a cut or a hollow.
2008-02-08 23:48:27 +00:00
Teravus Ovares
fadf5b479f
* Added Taper support to the Meshmerizer for Cube and Cylinder.
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* Removed the hull verbosity
2008-02-08 23:28:38 +00:00
Teravus Ovares
b63c267f0b
* Finished Cylinder in the Meshmerizer. Hollow and Path cut work for it now. Enjoy the new physics-friendly prim type.
2008-02-08 22:11:28 +00:00
Teravus Ovares
3be2e772ec
* Removed a statement that crashes the Meshmerizer if you don't have a specific /dev/ folder
2008-02-08 12:07:39 +00:00
Teravus Ovares
7d77fa6a9d
* Okay, fixed the path cut offset, however the inner wall isn't properly 'cut' from the hull, so slightly better support, but still limited.
2008-02-08 11:44:27 +00:00
Teravus Ovares
50acb8e634
* This update adds limited support for Cylinder meshed prim in the Meshmerizer plugin. (Limited because path cut is wrongly offset and while Hollowing works, you can walk through the inside wall.)
2008-02-08 11:32:56 +00:00
Jeff Ames
6ed5283bc0
Converted logging to use log4net.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-02-05 19:44:27 +00:00
Teravus Ovares
96f6add4ad
* ODE:Fix copy and paste bug in space calculation limits
2008-02-01 14:05:22 +00:00
MW
5099be8072
Temporary try catch around calculateSpaceForGeom() , to see if it gets past mantis issue #435 (for now)
2008-02-01 13:10:40 +00:00
Teravus Ovares
64a1a1f059
* Committing random physics stuff to the SVN for use later
2008-02-01 07:39:19 +00:00
Teravus Ovares
bec71977ab
* Added more supported feature to particlesystems. While this appears to have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation
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* Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them)
* fixed a time waster in ODEPlugin.cs
2008-02-01 04:22:20 +00:00
Teravus Ovares
9722b6ad53
Updating ODE.NET as the version I used possibly caused the slowness.
2008-01-30 08:58:44 +00:00
Teravus Ovares
02d672de36
* See if this helps Nebadon.
2008-01-30 08:30:22 +00:00
Teravus Ovares
cb05b76b83
* This update restores *nix support
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* This stability optimization is disabled on Apple Computers until the .dylib library is updated.
2008-01-30 07:46:48 +00:00
Teravus Ovares
fc9b3ec5a8
* Experimental ODE Update to make ODE more stable
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* WARNING: This update will break *nix support. Will be restored in the next revision
2008-01-30 07:09:58 +00:00
Teravus Ovares
c4687116ad
* Implemented grab and throw in ODE. It's a little strong still so toss gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
2008-01-29 15:10:18 +00:00
Teravus Ovares
47761a4a5e
* Commenting out the 'collision notifications' on BulletX, as there hasn't been an update on bullet in a while and the console notifications consume the entire CPU to make bullet completely unusable.
2008-01-29 02:08:30 +00:00
Teravus Ovares
4742a172e2
* This fixes the stair issue that Sdague reported on *nix. Be aware that if you cross a border into a region, the new region doesn't know your height and therefore you're about a meter off the ground. If the region doesn't know your height, you won't be able to climb steps. If you're in that state, edit your appearance and the region will learn your height and you will again be able to climb steps.
2008-01-29 01:20:43 +00:00
Teravus Ovares
035d807847
* ODE Going to Time Step 0.020 = (1000\20) - ((1000\20) * .09) = ~45 pfps
2008-01-28 04:31:40 +00:00
Teravus Ovares
5e36feada2
* Mostly ODE update. Things are a bit more behaved then the last experimental update.
2008-01-28 03:25:02 +00:00
Teravus Ovares
205001ab8d
* Highly experimental ODE_STEPSIZE = 0.025f - 1000 / 25 = 40fps - 10 substeps with fallback to 5 substeps when things get slow
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* Just to give you an idea of the difference .. previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow
* *nix avatar may fall over again, *sorry*
2008-01-27 03:18:10 +00:00
Teravus Ovares
254e047dad
* Shifted strategy of detecting specific *nix distributions to detecting *nix.
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* Let me know if all your avatar are standup.
2008-01-26 17:38:30 +00:00
Justin Clarke Casey
75d91c387a
* Changing && to || as suggested by dirk and ChrisD, also looks sensible to me
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* Please revert if this is wrong, Teravus
2008-01-25 16:36:00 +00:00
Teravus Ovares
a2f11a000a
* Added Ubuntu to the OS detection routine. This seems to have helped on Debian.
2008-01-24 22:49:35 +00:00
Teravus Ovares
f0811e4800
* This update updates ODE to again use the AMotor to keep the avatar upright instead of the 'avatar wobble' This also uses a hack to detect debian and change the force applied by the AMotor to a different value for Debian. The intent of this all is to get the avatar to stand up in Debian with the AMotor.
2008-01-23 23:57:54 +00:00
Teravus Ovares
6874beff52
* When Scene loads, added a platform string print out for testing purposes. Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
2008-01-23 22:07:48 +00:00
Teravus Ovares
af43349294
Giving Mantis 393 a shot (not enough info to really know for sure though).
2008-01-22 09:06:44 +00:00
Teravus Ovares
4f9c7288cd
* Announcing the alternative prim early adoption program.. Adding regular spheres to the physical prim mix.
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* Be advised.. these are not ellipsoids.. these are spheres.
2008-01-19 22:51:16 +00:00
Teravus Ovares
741d136f8c
* Return of the avatar wobble.
2008-01-18 21:38:47 +00:00
Teravus Ovares
b7ab6d705a
* Physics update to perhaps help people who have capsules that have capsized
2008-01-18 19:01:35 +00:00
Teravus Ovares
dc5ab8b6c3
* Friction reduction update.
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* It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....
2008-01-18 02:32:34 +00:00
Teravus Ovares
ecd6c1110a
* ODE Physics update. fixed weird rotation of the avatar surrogate.
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* Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps
* Fixed a few things
* Tweaked some more
* Played with gravity (-9.8m/s)
2008-01-18 02:26:43 +00:00
Teravus Ovares
18c959df12
* Added llApplyImpulse in the global frame. The object must be physical before this'll do anything. Be careful with this function as it's easy to loose prim.
2008-01-17 14:59:05 +00:00
Adam Frisby
b25f9f322c
* Mother of all commits:
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
2008-01-15 02:09:55 +00:00
Teravus Ovares
a522d7844b
* First pass at collidable linksets
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* There will be bugs, you can count on that. To avoid them, set the linksets phantom
* After region restart, the linksets restore in a non collidable state.
* Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode.
* After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable.
* There's a few ParentGroup references that need to be refactored.
2008-01-14 18:29:04 +00:00
Teravus Ovares
30714c044e
* HeightField handling update in ODE. Should improve the terrain pits. So far, only windows lib updated. Need to do the Linux version.
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* Update also checked into opensim-libs
2008-01-13 22:11:49 +00:00
Teravus Ovares
4f39df42ae
* Removed a debug message that I left in there....
2008-01-13 08:07:45 +00:00
Teravus Ovares
d9e4533202
* Fixed an overflow in the land manager
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* Did some goofy math undoing in the Sim Stats Reporter
* More reduction to the amount of calls per second to UnManaged ODE code
* Added a significant amount of comments to ODE
2008-01-13 07:14:54 +00:00
Teravus Ovares
a3972257c8
* Added some of the finer control points to POS such as
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** jumping
** crouching
** landing on prim
2008-01-12 04:29:36 +00:00
Teravus Ovares
7e81841f0e
*ech one thing didn't save from the last commit
2008-01-12 04:14:06 +00:00
Teravus Ovares
786da7847b
* Fixed a waste of resources in ODE. Possibly a cause of thread leak.
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* Border crossings within the same opensim instance seem better.
2008-01-05 02:19:08 +00:00
Teravus Ovares
32438ab1b9
* This update rolls back the packetpool and LibSL changes. Please retest and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
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* This update also fixes scripting and some weird physics reactions
2007-12-30 06:18:17 +00:00
Teravus Ovares
67bbed8202
* Added ability to create new prim on existing prim (rezzing prim from inventory on other prim coming soon). No more new prim buried in the ground by accident.
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* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
2007-12-28 05:25:21 +00:00
Teravus Ovares
776e83941a
* Fixed Physical prim, various issues, viewer freezes, sim crashes, ODE errors, etc.
2007-12-27 23:19:00 +00:00
lbsa71
efd90b56b7
* Optimized usings
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* shortened references
* Removed redundant 'this'
* Normalized EOF
2007-12-27 21:41:48 +00:00
Teravus Ovares
f852b64555
* This update includes a wide range of changes to the ODEPlugin for avatar movement, including:
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** - avatar can navigate stairs better now
** - avatar can land without shooting into the air
** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m
** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
2007-12-26 17:16:47 +00:00
Teravus Ovares
0e460a81cc
* Coded around another Null packet sent by the packet pool
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* Condensed 8 calls to unmanaged code in ODE down to 1
2007-12-26 04:23:36 +00:00
Teravus Ovares
2259bc8ebf
* Added a -val heightfield value limiter so giant pits of death don't cause avatar to go into an endless plunge to the middle of the earth.
2007-12-26 01:53:08 +00:00
Teravus Ovares
e008c3e4a9
* Added the ability to land automatically on prim by pressing the page down button when over them and colliding
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* Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
2007-12-26 00:57:37 +00:00
Teravus Ovares
de43f7e858
* ODE: now using the 10.00000638 density value on prim.
2007-12-24 05:48:16 +00:00
Teravus Ovares
9f886083ab
* Fixed general avatar bounciness in ODE
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* Craggy terrain mishandling by ODE still occasionally causes point bounciness
2007-12-22 07:23:02 +00:00
Teravus Ovares
de32006f9a
* Added smoother handling of interpenetrating physical objects.
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* Fixes:
* -- duplicating Active physical object causes objects to explode in opposite directions
* -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions
* Vanity
2007-12-22 05:43:34 +00:00
Teravus Ovares
27e0287526
* Re-did the mass calculations in ODE for Prim
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* Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -)
* Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle))
* Prim no longer sink into the ground.
2007-12-19 22:42:06 +00:00
Jeff Ames
6702b03733
Misc. cleanup:
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* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
2007-12-19 08:44:25 +00:00
Teravus Ovares
81828c9b14
* Added an Avatar control tweak that disables the PID controller in certain circumstances.
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* This allows collisions with other avatar and prim with a velocity greater then 0 to push avatar around.
2007-12-15 05:08:08 +00:00
Jeff Ames
fd09b22552
Enabled the sit_ground animation. The sit state is not properly set, but it looks okay, and doesn't seem to break anything. Just move around to stand up.
2007-12-13 19:44:47 +00:00
Teravus Ovares
081f4403ea
* Added some simstats to fill the simulator pane of the Statistics monitor.
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* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
2007-12-12 06:58:55 +00:00
Jeff Ames
712efda9b9
added copyright notices
2007-12-11 01:26:06 +00:00
Jeff Ames
af6eb67999
saved OpenSim source code from the giant rampaging unterminated copyright notice of doom
2007-12-10 05:25:16 +00:00
Jeff Ames
f195725db4
keeping opensim safe for children -- made some namespace references less explicit
2007-12-04 22:14:53 +00:00
Adam Frisby
91c1e8a734
* Fixed a whole bunch of console messages.
2007-12-04 10:13:13 +00:00
Teravus Ovares
90b66f8509
* Flying with ODE and got that sinking feeling? This should help
2007-12-04 05:31:47 +00:00
Jeff Ames
21c35d5703
set svn:eol-style
2007-12-04 04:59:27 +00:00
Teravus Ovares
4f05347246
* Split out the ODEPlugin Nested classes.
2007-12-04 02:51:09 +00:00
Teravus Ovares
5061808afc
* Now using interpolation to expand the 256x256 heightfield data to 512x512 before it's passed to ODE.
2007-12-03 19:21:26 +00:00
Teravus Ovares
0ec208a200
* Resize terrain heightmap info going to ODE to double the resolution.
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* Using the nearest neighbor method, interpolation coming soon.
2007-12-03 13:11:15 +00:00
Teravus Ovares
b7d596a6af
* Restaring the sim works fine in grid mode now. Sims announce themselves to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up.
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* Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
2007-11-28 06:18:07 +00:00
Teravus Ovares
7cb38712d5
* Did some initial work for prim crossing. Just glue so far.
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* Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
2007-11-21 02:17:24 +00:00
Brian McBee
5d786056fb
per chi11ken: adding check for out-of-bounds avatars in POS
2007-11-20 05:59:35 +00:00
Brian McBee
c8293d908d
New improved POS! With slippery avatars and extra calculations.
2007-11-20 05:40:50 +00:00
Jeff Ames
83ed435d01
fixed potential reference invalidation and array out of bounds exception in basicphysics
2007-11-20 05:09:30 +00:00
Jeff Ames
3aa73ae1c7
fixed array range out of bounds exception and reference invalidation under load in POS
2007-11-20 05:05:27 +00:00
Brian McBee
c6619b6f7d
Reverting my POS changes. I need to think this through a bit more.
2007-11-20 04:54:19 +00:00
Teravus Ovares
5a71d03b7a
*Huge* structural changes in ODE/OdePrim to get all of the calls in threadlocked code. ODEPrim was almost completely re-written.
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Copy/Space test needed.
2007-11-20 04:38:08 +00:00
Brian McBee
db3858c13a
POS physics. tweaking stair-climbing which broke with my last change
2007-11-20 04:28:31 +00:00
Brian McBee
26909477fc
POS physics: removed "stickiness" from avatars so they can slide along surfaces instead of sticking to them.
2007-11-20 04:04:07 +00:00
Teravus Ovares
79e9d4faf9
Tweaked for a possibility of 10 elements.
2007-11-19 16:12:53 +00:00
Teravus Ovares
4eb4082e27
* Added noisy debug information on the Verbose console to help debugging oddly placed prim.
2007-11-19 15:59:05 +00:00
Teravus Ovares
4afe393ce4
* Space allocation fix for prim outside region. >256 & <0.
2007-11-19 15:37:50 +00:00
Teravus Ovares
2910f1b949
Fixed - outside of bounds error.
2007-11-19 12:28:00 +00:00
Jeff Ames
a1391d0848
fixed POS rotation with certain angles
2007-11-19 05:28:00 +00:00
Jeff Ames
c261812e39
added rotation support to POS
2007-11-19 04:46:05 +00:00
Teravus Ovares
aaab1448f7
* Split space array structure into a two dimentional array instead of a single one. Once again. Should help debugging space/copy issues.
2007-11-19 04:15:18 +00:00
Teravus Ovares
72525d3015
Added medium debug information to Verbose mode of the console about Prim/space movements. Should help make sense of the copy prim bug. Use for Pastebin. :D
2007-11-19 03:06:17 +00:00
Teravus Ovares
694bab9513
* Copy/SpaceBorder Fix attempt number 3, hopefully the last
2007-11-18 20:45:47 +00:00
Teravus Ovares
3bb4cd51fd
* 2nd attempt to fix the Spaceborder/copy bug
2007-11-18 20:24:51 +00:00
Jeff Ames
c40cfb01aa
flying in POS should be a bit smoother
2007-11-18 18:20:02 +00:00
Teravus Ovares
7672237bcd
* Tentative Bug fix for OptikSL's intermittant Copy prim error.
2007-11-18 17:25:12 +00:00
Jeff Ames
924026d01c
cleaned up some mono compiler warnings
2007-11-18 15:14:37 +00:00
dan miller
8c5add18a2
improved avatar logic -- walk up low steps now, sorta
2007-11-17 23:28:44 +00:00
dan miller
7c18c69668
minor POS tweak for speed
2007-11-17 22:43:05 +00:00
Teravus Ovares
54df1a57d7
* Fix Null comparison for Mono
2007-11-17 21:00:35 +00:00
Teravus Ovares
8a57dd207f
* Fixed space related SimCrasher ODE error when a prim disables itself because it's out of bounds and user moves it back into the space.
2007-11-17 20:34:56 +00:00
dan miller
d71b28c731
Out of a fog of alcohol and adenovirus, I present - POS!
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EXTREMELY basic collision detection; walk on prims
don't rotate anything
do not feed or annoy POS
YMMV
2007-11-17 09:59:07 +00:00
Jeff Ames
ba9b317122
added some POS gravity
2007-11-17 06:25:41 +00:00
Teravus Ovares
df507605cd
* ODEPlugin Thinned the avatar out to average SL thin-ness. There's more work to be done on this, however, avatar will have a lot less difficulty getting into tight spaces/prim cuts
2007-11-17 05:16:36 +00:00
Teravus Ovares
3041747bcd
* ODEPlugin - fixed issue where resizing prim causes the prim's collision box to no longer be matching the client's view of where it should be.
2007-11-17 03:48:13 +00:00
Teravus Ovares
5fd2fa687e
* Resolved the situation where prim is loaded from storage and when pushed never stops.
2007-11-16 22:13:13 +00:00
Teravus Ovares
b2243079ea
* Trying a space/collision optimization technique in ODE. Let me know if you see a difference.
2007-11-16 18:30:25 +00:00
Jeff Ames
76a67f45c6
fixed some AssemblyInfo files
2007-11-16 10:35:52 +00:00
Jeff Ames
e3998230cc
added dummy POS physics plugin
2007-11-16 10:25:27 +00:00
Teravus Ovares
b63076c303
* ODE step two on the way to separate dynamic space allocation ( One more to go )
2007-11-16 08:53:37 +00:00
Teravus Ovares
91b0c44563
* ODE - Started the refactoring process to allow breaking up the scene into smaller spaces
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* ODE - No new visible speed improvements yet. From the coding side, the beginnings of dynamic space calculation..
2007-11-15 18:37:20 +00:00
Teravus Ovares
d8fde94843
* ODE removes an unnecessary lock.
2007-11-14 16:24:19 +00:00
Teravus Ovares
cb6ec3d0f7
* Removes the console enumeration errors on sim start.
2007-11-14 16:12:59 +00:00
Teravus Ovares
52fbc67100
* Should help avatar climb steps better
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* Reduced ground friction when an avatar is moving
* Followed Dan's advice and moved the walk/run movement controller to target_velocity instead of on the total movement
* Reduced PID_D power by 1/5th (80)
* More avatar movement tweaks.
2007-11-14 02:41:15 +00:00
Teravus Ovares
10b41ba455
* Fixed the walk vs fall animation.
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* Tweaked a few things
2007-11-13 05:10:14 +00:00
Teravus Ovares
57b646b7ae
* Added AV Height Glue & Avatar Height stored on m_AVHeight in ScenePresence
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* Added glue to send it to the Physics Engines (in meters)
* ODE Initial implementation of Avatar Height :D Change your height and not get all knee bendy
2007-11-13 03:18:54 +00:00
Teravus Ovares
d9d35f9fd7
* Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.
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* All thanks to unimplemented packet listing :D
2007-11-12 23:46:26 +00:00
Teravus Ovares
5952441fcc
* Added a lot of Glue to help with reporting proper collisions.
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* ODE - Fixed the iscolliding property to report a static true when colliding.
* Added reporting of collisions to call UpdateMovementAnimations
* Added Jump - air animation (with arms outstretched).
* Added Fall Animations
* ODE - Added a small amount of X, Y motion control while jumping or Falling
* ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
2007-11-12 21:45:49 +00:00
Sean Dague
b9e971cda9
fix compile issue on mono
2007-11-12 20:35:25 +00:00
Teravus Ovares
9b6e747d78
* Sets ZeroMesher as default. (If you want to cut and hollow, you'll need to uncomment the Meshmerizer in OpenSim.ini)
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* Fixes a geometry issue in ODE when using ZeroMesher
2007-11-12 16:22:23 +00:00
Jeff Ames
008e4a2be8
set svn:eol-style, reset default config
2007-11-12 14:54:13 +00:00
Teravus Ovares
cdd903c173
* Applied Gerhard's Meshing patch (Thanks! Gerhard)
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* Addition of Gerhard's ZeroMesher.
* Addition of meshing OpenSim.ini parameter
* Some modifications to the Meshmerizer
* Meshmerizer set to default meshing plugin because ZeroMesher needs a memory locking fix. We'll switch it back after the memory locking issue is resolved.
2007-11-12 12:43:01 +00:00
Jeff Ames
db174dfa20
set svn:eol-style
2007-11-11 09:19:21 +00:00
Jeff Ames
9a4b4dae5e
removed OdePlugin/Meshing directory
2007-11-10 21:20:55 +00:00
Teravus Ovares
cb07ba0d68
* Moves the Meshmerizer to a separate plugin
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* Experimental. Linux Prebuild needs testing.
* One more update after this to remove the ODEMeshing directory....
2007-11-10 19:13:52 +00:00
Teravus Ovares
43ea37b5a0
* ODE Fixed annoying bug where resizing causes there to be a 'ghost' prim left that blocks your way.
2007-11-10 17:23:36 +00:00
Teravus Ovares
e9e72fe907
* Added an internal throttle on ODE physics updates
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* Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene.
* Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
2007-11-09 21:01:55 +00:00
Teravus Ovares
90274434c6
* Moved BulletX off of the 'constant terse update' method. It now only sends terse updates when needed.
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* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P
* Updated some Masses in ODE to help large prim slow down by friction easier.
2007-11-09 13:45:42 +00:00
Teravus Ovares
b74983328c
* Stopped printing the prim's X cordinate difference from the last movement on the Console.
2007-11-08 18:17:48 +00:00
Teravus Ovares
fcc276a68d
* Fixed occasional character drift caused by sim not sending the avatar's final resting velocity.
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* Added Smooth moving prim
* Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
2007-11-08 15:22:36 +00:00
Teravus Ovares
9e9dad1cde
* Added Rotational Velocity reporting for Client Interpolation to Terse Updates
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* Added Angular Velocity reporting for smooth-ish rotations on object collisions
2007-11-08 00:10:40 +00:00
Teravus Ovares
919118f0ef
* fix for Bug 563
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* fix for ODE geoms not getting disposed of properly when resizing.
2007-11-06 17:19:10 +00:00
dan miller
ec85a31140
physical prims AND other changes in ODE (Teravus) -- note this is experimental!
2007-11-05 22:20:18 +00:00
dan miller
62a43affe4
physical prims
2007-11-05 22:18:12 +00:00
dan miller
c1d05740e5
adding missing ODE files for mesh
2007-11-05 18:05:21 +00:00
dan miller
fdb57b28b1
prim cuts in ODE
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Much thanks to Gerhard!
Merged with Darok's recent changes re: physical prims
2007-11-05 12:25:53 +00:00
darok
fbf3c6a768
Modifications for prim movement. For now only in Mod. BulletX, but i think it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
2007-11-03 19:33:00 +00:00
darok
f8e0cf0f1d
Changes in BulletXPlugin: Added new class BulletXActor class inherits from PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
2007-11-03 10:25:43 +00:00
lbsa71
4fad66f855
* Diuerse beavtificatems
2007-11-01 19:19:05 +00:00
darok
bda35705e6
Partialy fixed a bug with collisions in BulletXPlugin.
2007-11-01 19:12:06 +00:00
darok
4faa824c3e
Changes in BulletXPlugin: Added new class BulletXActor class inherits from PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.
2007-11-01 17:49:56 +00:00
Jeff Ames
7f0d836d35
made illogical bitwise operations logical
2007-10-31 05:29:51 +00:00
Charles Krinke
33d6222e8d
Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for all three physics plugins.
2007-10-31 04:18:34 +00:00
Jeff Ames
ecb2305a04
temporary fix for sitting collisions in ODE
2007-10-30 09:56:29 +00:00
lbsa71
67e12b95ea
* Optimized usings
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* Shortened type references
* Removed redundant 'this' qualifier
2007-10-30 09:05:31 +00:00
MW
3d8219f6c7
as per the "Filesystem cleanup for OpenSim repository" mailing list thread. Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
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Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
2007-10-29 21:46:25 +00:00
dan miller
c29f8b3873
should help with ODE bounce on region cross
2007-10-29 06:15:06 +00:00
Adam Frisby
5dad0ed729
* Return of R2162. /Take that SVN!/
2007-10-22 21:57:32 +00:00
Sean Dague
6acaabefc3
revert r2162 as it completely clobbered all the work on
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the ChatModule by MW and myself. Couldn't find Adam online
after that rev went in.
2007-10-22 15:37:54 +00:00
Adam Frisby
c4707a284f
* Major ass commit.
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* Sqlite Storage Engine now supports terrain -- however be aware that every terrain revision stored will at 512KB to your database file. At the moment it is storing every revision from the first.
* Fixed an issue where by noverbose mode would display lots of useless junk. Noverbose mode is now quite usable.
* Fixed a whole bunch of console message issues such as naming and categorisation
2007-10-22 15:23:48 +00:00
dan miller
7415eb7355
this might help with ODE errors. Or maybe not. YMMV
2007-10-17 05:43:35 +00:00
lbsa71
b48390213b
* Applied Chillken patch #418 : copyright-r2094.patch updating copyright messages. Thanks Chillken!
2007-10-15 07:25:32 +00:00
lbsa71
849eaffbe5
* Applied patch #418 : copyright-r2012.patch - some errors, but got most thru
2007-10-15 07:10:21 +00:00
Tleiades Hax
1232eb1c58
Asset server implementation. Again one of these "plumbing" releases, where no real functionality has been introduced, but ground work has been made, enabling the asset server, and preparing the sim server to query the asset server.
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Introduced an "IPlugin" interface, which plugins can inherit from.
2007-10-13 07:26:21 +00:00
dan miller
23eeeaae03
fixes for nebadon"s terrain bugs; includes patched 0.9 ode.dll, libode.so
2007-10-11 05:54:56 +00:00
dan miller
2d5f5e2b32
applied Darok"s BulletXPlugin changes 003.patch
2007-10-07 14:40:02 +00:00
Sean Dague
c3d8f1f425
getting all our line endings consistant again
2007-10-05 15:45:45 +00:00
dan miller
d36316e1c9
Droppin da fyzyx bomb on ya
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seriously, this is quite the update. Fixes a number of nagging physics problems, including avatar shell size/shape
The internal logic is quite different, and CPU usage may be affected.
Also some work remains wrt flying. Please test this rev out before you deploy widely
2007-10-03 01:59:43 +00:00
dan miller
625164d3e2
removed debug statements
2007-10-01 16:26:15 +00:00
dan miller
034f0b4bb7
fixing odeplugin debug bug
2007-10-01 16:18:34 +00:00
dan miller
d644b1f440
this should fix mantis 452 and related -- hollow prims work in Linux! (I hope)
2007-10-01 16:01:42 +00:00
Dalien Talbot
d20d621ab1
Corrected the typo in the folder name.
2007-09-30 08:50:49 +00:00
dan miller
c1d3e93fbb
Hollow prims (box only), thanks Gerard! Enjoy
2007-09-29 04:08:33 +00:00
dan miller
a0265300aa
Hollow prims (box only), thanks Gerard! Enjoy
2007-09-29 03:56:36 +00:00
dan miller
d3050724d8
physics-related fixes; should stabilize border crossings
2007-09-21 02:31:36 +00:00
dan miller
04e7fcd0e9
RemoveAvatar called from scene.cs; implemented in ODE. Still issues with multi-region; see bug 410
2007-09-18 02:38:10 +00:00
dan miller
b31fc4980f
ODE: no more slippin' & slidin'
2007-09-13 21:53:13 +00:00
Sean Dague
26eebf6b32
I think 1.0f makes a better offset than 1.2f for basic physics (less floating,
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not too much crouching). I think that we'll have to rethink what the
terrain resolution is down the road, as we don't really have enough sample
data to actually get people placed right on the land.
2007-09-12 10:56:04 +00:00
Sean Dague
b3777729b4
remove autogenerated files
2007-09-11 08:24:58 +00:00
MW
e2e13a9756
Added part 3 of Darok's BulletX patch. The bulletX plugin is now a project in the opensim build/solution. To use change the physics setting in opensim.ini to "modified_BulletX". At the moment I have been unable to test this as when using the bulletX plugin for me opensim is using 100% of processor.
2007-09-11 07:04:05 +00:00
Sean Dague
ffe9c9374a
mass update of urls in source code to new website
2007-09-10 08:14:38 +00:00
dan miller
588ab9f090
ODE fix: avatar/avatar collision enabled. Needs client update fix to be seen correctly. In the right repository this time..
2007-09-09 13:24:18 +00:00
MW
76394f46a5
Part 2 of Darok's BulletX patches.
2007-09-04 18:14:45 +00:00
MW
725ef022c6
Part 1 of Darok's BulletX patches.
2007-09-04 18:03:29 +00:00
dan miller
825a2208c6
ODE bugfix: multiple avatars now supported properly
2007-09-01 21:30:51 +00:00
dan miller
00d4d5a21b
once more, without the debug statements (ODE multi-region fixes, various debugging)
2007-09-01 11:06:48 +00:00
dan miller
0901dfded1
umm, nevermind all that -- this is the real ODE region fix. I'll get subversion someday
2007-09-01 11:01:11 +00:00
dan miller
e158a45b09
danx0r (first checkin!) fixes OdePlugin.cs RemovePrim() lock bug
2007-08-30 23:23:44 +00:00
MW
3a97f3f597
Applied danx0r's ODE patch [mantis number 340].
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Corrected a few out dated things in the ExtensionsScriptModule.
2007-08-28 19:55:42 +00:00
MW
7915adc6c5
Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace should equal project and directory.
2007-08-28 18:40:40 +00:00
Tedd Hansen
87711c5869
Danxors patch for >30prims with ODE
2007-08-26 15:56:42 +00:00
MW
0d5311e49b
Added RemovePrim method to the physics plugins interface.
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Implemented that method in ODE plugin.
Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine.
Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.)
So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
2007-08-23 17:21:08 +00:00
MW
edd50f2e8e
Implemented Resize Method in OdePrim.
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attached the links to that from SceneObject, so now resizing works (as much as resizing currently works in opensim, fixing resizing in general is on my todo list for today).
Rotation of a root prim also now updates the physics engine.
So think there really is only deleteprim left, then it should be usable (Different shapes (other than boxes that it currently uses) can wait a little bit longer).
[of course there are still the other issues of ODE not really working when there is more than one region in a instance of opensim].
2007-08-23 11:38:50 +00:00
MW
9a8742e838
Added danx0r's physics patch, although for now have disabled the lines in Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix.
2007-08-23 10:53:42 +00:00
Brian McBee
75f6c3d364
More prep work for adding prims to ODE physics
2007-08-19 06:14:36 +00:00
Brian McBee
318376707d
starting to add bits and pieces to physics prims that we will eventually need for collisions. not hooked in yet.
2007-08-18 23:05:02 +00:00
MW
3520e9e3ee
Applied danx0r 's ODE patch [mantis issue 263]
2007-08-11 17:54:46 +00:00
Brian McBee
6cb3833021
OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs, OpenSim/Region/Environment/Scenes/ScenePresence.cs
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Fix for array out-of-bounds error in basicphysics.
2007-08-03 21:54:21 +00:00
Sean Dague
74bb5282a0
mass update of files to have native line endings
2007-07-30 20:11:40 +00:00
MW
5ee2e38c11
Deleting objects should now work. But beware they aren't send to your trash folder or anything so there is at the moment no way to recover deleted objects.
2007-07-29 13:05:57 +00:00
Adam Frisby
c33b29a105
* Applying issue#230 - Avatar stuck at region edge (Thanks Babblefrog!)
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* Fix for issue #237 - Sim startup cannot read a terrain file (Reported by CutterRubio)
2007-07-29 06:23:07 +00:00
Adam Frisby
3cbc1e011d
* Reduced a significant number of compiler warnings (back down to 9 for all projects combined, all 'never used' things)
2007-07-24 03:59:32 +00:00
MW
276011a0a1
Think I've recovered my deleted files, so hopefully it works now.
2007-07-22 13:31:08 +00:00
Adam Frisby
23a734d0c7
* More cleaning
2007-07-19 01:02:59 +00:00
lbsa71
85bdec5e0d
* Massive restructuring of RegionApplicationBase, OpenSimMain and SimpleApp
2007-07-16 20:10:54 +00:00
lbsa71
58f4d69833
* working on RegionApplicationBase
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* Renamed PhysicsManager to PhysicsPluginManager because it is.
2007-07-16 18:15:54 +00:00
Sean Dague
2a3c79df83
changed to native line ending encoding
2007-07-16 15:40:11 +00:00
MW
07b0e2df6f
Part two of Darok's Bullet physics plugin: added the actual plugin, although haven't added the project to prebuild.xml yet.
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Also might have messed up some of the SVN properties on some of the folders, so if the cleaning lady has to come in again, I just hope she doesn't moan.
2007-07-13 17:52:11 +00:00
lbsa71
5f8de1e704
* By popular demand, all generated build files are now deleted. Somebody should make sure the wiki is updated.
2007-07-08 19:27:04 +00:00
MW
beb3073bec
A bit more work on Building tools/support.
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updated Axiom.MathLib.dll.
2007-07-04 19:07:27 +00:00
lbsa71
9b6b6d05d4
* Optimized usings (the 'LL ate my scripts' commit)
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* added some licensing info
2007-07-03 14:37:29 +00:00
MW
d1d38f2ede
Applied Darok's PhysicsVector ToString patch
2007-07-02 17:48:34 +00:00
lbsa71
686f6a8331
* Fixed Issue #161 by using PhysicsScene.Null instead of BasePhysicsScene
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* Hid NullPhysicsScene for great justice
* Fixed broken Grid build
2007-07-02 08:03:11 +00:00
MW
9800c05c1b
Started change to having SceneObject and then that having child Primitives which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it.
2007-07-01 17:26:33 +00:00
Adam Frisby
cc1c4c034c
* Applying Danx0r's BasicPhysics update.
2007-06-29 18:37:26 +00:00
MW
3456d951d8
Imported the scripting changes, so now should be up to date with sugilite.
2007-06-28 13:13:17 +00:00
mingchen
fe120533ef
*Updated prebuild.xml and ran prebuild again
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*Removed .user, .suo, and unneccessary files in /bin/Physics/
*OpenSim.sln should compile with nant and on windows now
2007-06-27 17:12:32 +00:00
MW
646bbbc84b
Some work on restructuring the namespaces / project names. Note this doesn't compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces.
2007-06-27 15:28:52 +00:00