Melanie
22675e6b14
Add some more code from Avination. This changes physics actor stuff around
...
to work with the new params. Not actually plumbed just yet.
2013-02-07 23:22:00 +00:00
Melanie
9089757ea2
Revert "Add plumbing for physics properties to get to the physics engine."
...
This reverts commit c658fa1c0d .
2013-02-07 21:05:58 +00:00
Robert Adams
c658fa1c0d
Add plumbing for physics properties to get to the physics engine.
...
Addition of entries to PhysicsActor and setting code in SceneObjectPart.
2013-02-07 11:10:15 -08:00
Robert Adams
469c6c000a
Return the last set targetVelocity rather than the current velocity as the default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around.
2012-12-13 16:32:25 -08:00
Dan Lake
ffe4d738fb
Add TargetVelocity to PhysicsActor interface to support distributed physics. No change to existing functions.
2012-10-31 17:13:18 -07:00
Dan Lake
a1dc4e830d
Remove unused SetAcceleration and add set on Acceleration parameter
2011-12-20 13:40:24 -08:00
Justin Clark-Casey (justincc)
cead87005b
Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaining their own properties
2011-11-21 18:06:04 +00:00
Justin Clark-Casey (justincc)
4fdcfd79e4
Actually remove PhysicsActor.SOPDescription this time
2011-11-21 17:55:54 +00:00
Justin Clark-Casey (justincc)
b6d83e9c0f
Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId!
...
Instead, just have both subclasses use the PhysicsActor.LocalID property.
This restores collision functionality that fell away in 45c7789 yesterday
2011-11-16 23:01:59 +00:00
Justin Clark-Casey (justincc)
820242bc49
Fix a bug I introduced yesterday in ODE physics where prim scripts would only receive the very first collision.
2011-10-27 02:05:59 +01:00
Justin Clark-Casey (justincc)
0f83f87233
Remove unused fields from CollisionEventUpdate
2011-10-25 22:39:08 +01:00
Justin Clark-Casey (justincc)
c825c9a945
Get rid of the pointless null checks on collision listeners. Add warning about synchronicity for PhysicsActor.OnCollisionUpdate event doc
2011-10-25 22:35:00 +01:00
Justin Clark-Casey (justincc)
b9f106f484
When sending object collision updates, don't null out and recreate the CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.
2011-10-25 22:28:40 +01:00
Justin Clark-Casey (justincc)
5d37f0471e
For ScenePresence collision events, instead of creating a new CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead.
...
This assumes that the listener is using the data synchronously, which is currently the case.
2011-10-25 22:19:17 +01:00
Justin Clark-Casey (justincc)
20da04fd0c
More method doc and formatting changes. Makes DestroyOdeStructures() private
2011-10-13 21:42:24 +01:00
Mic Bowman
ad84728aba
Add localID to physical object creation functions.
2011-06-15 11:31:32 -07:00
Revolution
9821c4f566
Revolution is on the roll again! :)
...
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com >
2010-02-14 22:18:46 +00:00
Jeff Ames
70d5b1c34c
Formatting cleanup. Add copyright headers.
2010-01-04 06:17:30 +09:00
Melanie
e530180c1e
Glue code for a couple of new LSL function implementations
2009-12-22 00:26:12 +00:00
John Hurliman
7132877075
* Log progress messages when loading OAR files with a lot of assets
...
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars
* Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
2009-10-29 01:46:58 -07:00
John Hurliman
d199767e69
Experimental change of PhysicsVector to Vector3. Untested
2009-10-26 18:23:43 -07:00
Jeff Ames
840de6c036
Minor: Change OpenSim to OpenSimulator in older copyright headers and LICENSE.txt.
2009-06-01 06:37:14 +00:00
Teravus Ovares
21d4423030
* Allow passing of material type to physics engine
...
* Define low friction and medium bounce for Glass
2009-04-20 03:07:53 +00:00
Charles Krinke
b637a11b58
Fixes Mantis #3260 . Thank you kindly, MCortez for a patch that:
...
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
26ca3e26bf
Reverts patch from tuco/mikkopa/sempuki mantis #3072
2009-02-08 17:25:02 +00:00
Mike Mazur
949ae6136e
Change access levels from private to protected to facilitate
...
subclassing; also add new method signatures. Thanks tuco and mikkopa.
Fix Mantis #3072 .
2009-02-03 08:31:08 +00:00
Teravus Ovares
6eed7fcd1e
* More NINJA Joint physics fixes from nlin.
...
fixes mantis #2874
2008-12-28 16:30:00 +00:00
Teravus Ovares
b378bd33ad
* Fixes mantis #2922
...
* 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
...
* 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
Teravus Ovares
8ad6f575eb
* Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ODEPlugin and pipes them to their respective LSL method.
...
* 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
3844e73d27
* Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.
...
* 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
Charles Krinke
6758ecc403
Implement the plumbing for llSetVehicleType from the LSL
...
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
...
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
...
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
...
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
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
Jeff Ames
6ef9d4da90
Formatting cleanup.
2008-08-18 00:39:10 +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
Dr Scofield
313f7f60fd
properly explaining each #pragma warning disable
...
massaging OSHttpRequestPump to not abort on exceptions...
2008-06-30 11:57:47 +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
Jeff Ames
65c5efe43b
Formatting cleanup.
2008-05-16 01:22:11 +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
07167c9a3f
* Committing some collision stuffs that I'm working on.
...
* Nothing user facing yet.
2008-05-03 04:33:17 +00:00
Teravus Ovares
2a3bdde0fa
* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)
...
* 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
Teravus Ovares
a21112ccee
* Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.
...
* 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
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
...
* 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
d0123a796b
ODEPlugin
...
* 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