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2012-12-23* Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation ↵teravus1-6/+6
of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN.
2012-11-22Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie1-8/+8
conflicts with PhysicsShape type defined in later libOMV
2012-11-21BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵Robert Adams1-3/+3
having mesh avatars.
2012-11-21BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is ↵Robert Adams1-3/+3
getting simplified out of existance someday) and update all the references to same.
2012-11-21BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams1-8/+8
getting simplified out of existance someday) and update all the references to that enum.
2012-11-18BulletSim: Use base class constructors for initialization of BSShape and ↵Robert Adams1-213/+208
other classes.
2012-11-07BulletSim: add skeleton classes for shape objectification. This will ↵Robert Adams1-0/+213
eventually replace all the if's and switches in ShapeCollection with polymorphism.