Justin Clark-Casey (justincc)
e08be91c84
Refactor: Replace instances of m_isphysical with IsPhysical rather than have some code reference the private var and other the public var without any functionality difference.
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Add some method doc to IsPhysical
2011-07-30 23:44:47 +01:00
Justin Clark-Casey (justincc)
4f4d080461
refactor: Rename ODEPrim.ParentPrim() to AddChildPrim() for code readability
2011-07-30 23:20:43 +01:00
Justin Clark-Casey (justincc)
49a3740ee9
minor: remove mono compiler warnings, some code spacing adjustments
2011-07-30 03:56:29 +01:00
Justin Clark-Casey (justincc)
d917010433
minor: Add method doc to collision subscription methods. Change method case to reflect OpenSim standards.
2011-07-30 03:11:36 +01:00
Justin Clark-Casey (justincc)
f3c5a5b745
fix extremely minor Ode bug where the _taintedPrimL list would always be cleared on every OdeScene.Simulate() even if it was already empty.
2011-07-29 01:18:42 +01:00
Justin Clark-Casey (justincc)
2a39d0cdb0
refactor: Move another chunk of ninja code out of the OdeScene.Simulate() loop for consistency and readability.
2011-07-29 00:51:07 +01:00
Justin Clark-Casey (justincc)
3f0d8f3cbf
refactor: Simplify reading OdeScene.Simulate() loop by shunting all the NINJA joints stuff into its own method.
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Now if ninja joints isn't active (which is the default) don't have to wade through a lot of massively indented irrelevant code.
2011-07-29 00:39:02 +01:00
Justin Clark-Casey (justincc)
9c6227da66
refactor: unindent the OdeScene.Simulate() loop to ignore the long commented out ifs and locks
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This is to make it more readable.
2011-07-29 00:23:42 +01:00
Careminster Team
9fc7d65df7
Apply the localID to the Physics actor to prevent null calls later
2011-07-19 18:26:36 +01:00
Justin Clark-Casey (justincc)
18652eb87e
Fix physics proxy regeneration when a mesh with more than one submesh is resized
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Addresses http://opensimulator.org/mantis/view.php?id=5584
2011-07-16 01:36:27 +01:00
root
e9dbe54ab1
Fix some local id issues in physics glue
2011-07-15 20:07:59 +01:00
Justin Clark-Casey (justincc)
3e456163dd
Port implementation of llCastRay() from Aurora.
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I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer.
2011-07-12 22:13:15 +01:00
Justin Clark-Casey (justincc)
d31e0a67f7
temporarily fix the build break with building the OdePlugin tests assembly.
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This needs to be fixed properly.
2011-07-12 03:26:22 +01:00
Justin Clark-Casey (justincc)
f75f906e35
minor: remove whitespace to trigger another build
2011-07-12 03:13:05 +01:00
Justin Clark-Casey (justincc)
df0e5cc9fe
When a mesh object is added to a scene, delay adding the physics actor until the sculpt data has been added to the shape (possibly via an async asset service request)
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This prevents spurious 'no asset data' for meshes added on startup.
2011-07-12 02:33:09 +01:00
Justin Clark-Casey (justincc)
2f3d0e209f
When a sculpt/mesh texture is received by a part on a callback request, don't do the unnecessary work of copying the base shape.
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Just setting the new base shape is enough to reinsert the sculpt data and set the taint.
Also cleans up a few more left-in debugging messages.
2011-07-11 03:13:59 +01:00
Justin Clark-Casey (justincc)
ce85675e70
comment out accidential ProcessTaints physics debug line left in code
2011-07-11 02:29:51 +01:00
Justin Clark-Casey (justincc)
5e8900dfd0
minor: code tidy and inserted log lines for future use.
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Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does
After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory
When phantom is toggled, the sculptdata is regenerated before remeshing.
But on resize, the sculptdata is not regenerated.
So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
2011-07-09 00:35:30 +01:00
Justin Clark-Casey (justincc)
40300c886c
refactor: Factor out AddSubMesh() method from long CraeteMeshFromPrimMesher() method
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Also remove some of the logging spam left in from the last commit.
2011-07-08 20:36:01 +01:00
Justin Clark-Casey (justincc)
29034bc0e0
minor: code tidy up - remove a couple of Console.WriteLine() accidentally added in the last commit
2011-07-08 18:34:44 +01:00
Justin Clark-Casey (justincc)
36df9ae79a
refactor: Separate the OdeScene class into its own file from OdePlugin.cs, to improve code readability
2011-07-08 18:16:48 +01:00
Justin Clark-Casey (justincc)
1dcad4ac66
minor: commented out log lines for future use and very small code tidy
2011-07-08 17:58:01 +01:00
dahlia
5c18ebf424
Allow physics proxy generation for meshes using new asset format.
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Fix an invalid cast exception while decoding new mesh asset format.
2011-06-29 17:36:41 -07:00
dahlia
90b810c27e
force mesh proxy for simple box prims with path cut
2011-04-12 22:47:30 -07:00
Diva Canto
b23b29a53e
This fixes mantis #5198 and related. Physics is not my expertise, so I'm not 100% sure of what all the consequences of this change are. Pushing up, so others can take a look.
2010-12-24 16:23:00 -08:00
Teravus Ovares (Dan Olivares)
46db73b62b
* Re-Adding Scene TimeDilation to Object Update Packets.
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* Added Calculating Time Dilation in the OdePlubin
* When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise.
* Time Dilation on the update is calculated when the EntityUpdate object is created. The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire. Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent.
2010-12-23 03:30:09 -05:00
Jeff Ames
bc9f793a92
Formatting cleanup.
2010-10-04 21:28:17 -04:00
Melanie
f220a2c5eb
Replace CalculateMass with a more accurate version, contributed by Ubit.
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Thank you.
2010-10-02 00:24:16 +01:00
Melanie
d0c271adc6
Typo fixes
2010-09-26 18:06:23 +01:00
BlueWall
b0b4782a2b
adding configurable j2kDecodeCache path
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allowing the decoded sculpt map cache path to be defined in
the configuration files.
Use DecodedSculpMapPath in the [Startup] section to set
the path. The default is still ./bin/j2kDecodeCache
2010-09-26 17:04:11 +01:00
Justin Clark-Casey (justincc)
30d3e8a13e
Add prim name to OdePrim Error and Warning messages.
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This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over.
2010-09-25 01:07:37 +01:00
Justin Clark-Casey (justincc)
4a5979c311
minor: remove some mono compiler warnings
2010-06-25 21:09:15 +01:00
Diva Canto
1e7ce6dbce
Hunting for the problem in #4777
2010-06-19 09:44:02 -07:00
Diva Canto
9b410f5e94
Reverting my last two commits, putting back Melanie's exception handler. Doesn't solve #4777 .
2010-06-19 09:25:36 -07:00
Diva Canto
f0f684161e
Reinstated the behavior of AddPrimShape *exactly* as it was as of December. Trying to fix mantis #4777
2010-06-19 08:57:58 -07:00
Melanie
47d5f90629
Remove an error in meshing error reporting. Now doesn't double-bomb
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anymore on a bad sculpt
2010-06-18 19:49:14 +01:00
Melanie
ceac35bac1
Log and eat sculpt meshing exceptions caused by bad jp2 data.
2010-06-12 16:25:40 +01:00
John Hurliman
3036aba875
* Added a better check to the SimianGrid connectors to test if they are enabled or not. This method should work equally well with standalone or robust mode
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* Applying #4602 from Misterblu to add collision detection to BulletDotNET
2010-03-12 14:28:31 -08:00
Jeff Ames
af265e001d
Formatting cleanup.
2010-02-15 19:21:56 +09:00
Revolution
9821c4f566
Revolution is on the roll again! :)
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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
John Hurliman
8556a9f1a8
Applying patch #4534 by Misterblue to fix ODE physics stickiness
2010-02-04 13:31:06 -08:00
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
Teravus Ovares (Dan Olivares)
2f8b9cbf2b
* Commit some sit code that's commented out for now.
2009-12-08 11:28:13 -05:00
Teravus Ovares (Dan Olivares)
8d196dbd14
* Adds Normal to the fields returned by the Physics Raycaster
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* Fixes recognizing when a sit target is and isn't set.
* * 1. Vector3.Zero.
* * 2. Orientation: x:0, y:0, z:0, w:1 - ZERO_ROTATION
* * (or) Orientation: x:0, y:0, z:0, w:0 - Invalid Quaternion
* * (or) Orientation: x:0, y:0, z:1, w:0 - Invalid mapping, some older objects still exist with it
2009-12-05 22:18:00 -05:00
Teravus Ovares (Dan Olivares)
c4b6010fb3
* Fixes mantis 4416. Animator is dereferenced on logout
2009-12-05 13:01:21 -05:00
Teravus Ovares (Dan Olivares)
781db43a76
* Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set this for each region in your Regions.ini[PhysicalPrimMax = 10(default)])
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* Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section.
* Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.
2009-12-03 20:21:10 -05:00
Teravus Ovares (Dan Olivares)
e2200026ca
* Fixes a case of d.BodyEnable with IntPtr.Zero passed as the parameter in linkset where EnableBody was called and the body is immediately disabled. The previous functionality assumed that a body was received in EnableBody but.. in some cases, it wasn't.
2009-11-26 17:03:00 -05:00
Teravus Ovares (Dan Olivares)
3ebb528c79
* Resolves mantis 4390 http://opensimulator.org/mantis/view.php?id=4390
2009-11-23 11:44:22 -05:00
Teravus Ovares (Dan Olivares)
21f80b6507
* Adds a test for if the collision is at the bottom of the capsule on avatar. This prevents the 'double jump' capability that's been occurring for ages when avatar collide with prim on the side.
2009-11-22 22:04:52 -05:00