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path: root/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs (follow)
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* This updates prebuild to remove BulletSimN, implements the BulletSim API in ↵teravus2013-01-201-262/+623
| | | | BulletSPlugin using the BulletXNA Bullet physics engine. It also updates the BulletXNA library to be compatible with the changes. OpenSimDefaults has been updated to describe how to switch engines and terrain implementations.
* BulletSim: move center of gravity of linkset to its geometric center.Robert Adams2013-01-111-0/+1
| | | | | | | Necessitated allowing simulator and physical position of a body to get out of sync since Bullet assumes that <0,0,0> is the center of mass. Update DLLs and SOs for the UpdateChildTransform so positions of individual prim in a linkset can be implemented.
* BulletSim: add ResetBroadphasePool and ResetConstraintSolver diagnosticRobert Adams2013-01-041-41/+16
| | | | | functions. If values set from console, the functions are called. Looking for why the collision pools fill up with unnecessary stuff.
* BulletSim: add parameter to have Bullet output performance statisticsRobert Adams2013-01-011-1/+1
| | | | every so many frames. Default to off.
* BulletSim: move over and port the interface for BulletXNA.Robert Adams2013-01-011-291/+598
| | | | | | | | Copied BulletSNPlugin.BulletSimAPI to a new BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to comply with the BSAPITemplate definition. Not totally debugged but the code is all there for an INI variable to select either unmanaged C++ Bullet or the C# version of Bullet.
* BulletSim: subclass Bullet[World|Body|Shape|Constraint] for unmanagedRobert Adams2013-01-011-1/+1277
| | | | | to have pointers and managed to have objects. Initial paste of XNA code. Commented out.
* BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate.Robert Adams2012-12-311-39/+39
| | | | Update BulletSim DLLs and SOs with simplier step function interface.
* BulletSim: add the implementation files for the two versions of Bullet:Robert Adams2012-12-311-0/+39
unmanaged (C++) and managed (C#).