Commit Graph

71 Commits

Author SHA1 Message Date
Teravus Ovares
7f80eff067 * Committing a slightly distilled version of nlin's ODECharacter race condition eliminator.
* 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
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
Justin Clarke Casey
a760586f26 * minor: remove mono compiler warnings 2008-11-14 20:15:22 +00:00
Melanie Thielker
ce37b80c68 Thank you, idb, for a patch that fixes avatar height calculation
Our feet will now be above ground
2008-11-10 01:28:37 +00:00
Teravus Ovares
0916b38b83 * Fix an over compensation for bounciness on flat Primitive
* 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
Justin Clarke Casey
4df08aed30 * Apply http://opensimulator.org/mantis/view.php?id=2401
* 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.
* 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
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
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
7d55dfba8a dr scofield's warnings safari:
* commenting out unused variables
2008-06-27 17:25:03 +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
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.
* 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
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.
* 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
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
899f00b83d * Fixed up some documentation
* Should help the sinking feeling when new avatar arrive in the scene.
2008-04-06 06:42:54 +00:00
Teravus Ovares
8aa4308097 * Minor cleanup 2008-03-30 19:58:14 +00:00
Jeff Ames
9d1b42c39a Comment out unused private methods. 2008-03-25 03:49:08 +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
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
Teravus Ovares
8bea3dbdb9 * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.
* Added WaterLevel support to the ODEPlugin.   More on this later.
2008-03-10 05:23:43 +00:00
Adam Frisby
1410210b84 * Four more warnings, etc etc. 2008-03-05 22:00:41 +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.
* 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
27508c1ad8 * Added Support within the ODEPlugin for Selected. Which means that;
* 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
Jeff Ames
a8cfbbe963 Minor cleanup. 2008-02-20 18:38:20 +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
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.
* 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
Teravus Ovares
be6edefcfb * ODE Stability update 4 :D
* Changed the way meshing requests get sent to the ODEPlugin
* Numerous other fixes
2008-02-15 21:35:52 +00:00
Jeff Ames
4e005fc225 Cleaned up some typos. 2008-02-14 00:44:21 +00:00
Teravus Ovares
3588d89b2c * Bigish ODE stability Update. Run Prebuild 2008-02-13 23:14:41 +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.
* 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
6ed5283bc0 Converted logging to use log4net.
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
fc9b3ec5a8 * Experimental ODE Update to make ODE more stable
* 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
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
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
* 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.
* 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
* Please revert if this is wrong, Teravus
2008-01-25 16:36:00 +00:00