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path: root/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs (follow)
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* BulletSim: Add ForcePosition and ForceOrientation to BSPhysObject and to its ↵Robert Adams2012-10-021-0/+26
| | | | children of BSPrim and BSCharacter.
* BulletSim: fix the FloatOnWater code so avatars can normally go underwater.Robert Adams2012-10-021-1/+1
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* BulletSim: impliment FloatOnWater OS function.Robert Adams2012-10-021-10/+31
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* BulletSim: remove the trailing spaces from lines to make git happierRobert Adams2012-09-271-93/+92
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* BulletSim: btGhostObjects working to make 'volume detect' work.Robert Adams2012-09-271-2/+8
| | | | | | | | | | Rearrangement and cleanup of shape collection code. Much more readable. Enabling and use of collision filters and masks. Addition of ID to body creation BulletSimAPI calls so always set in shape for collision reporting. Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE which makes volume detect fail.
* BulletSim: renamed members of BulletShape, BulletSim and BulletBodyRobert Adams2012-09-271-6/+6
| | | | | | | | | | | | so the members case is consistant. Caused modifications everywhere. New logic in BSShapeCollection to track use and sharing of shapes. I just reslized, though, that shapes cannot be shared because the shape's UserPointer is the localID of the prim and is required for tracking collisions. More changes coming. Added DuplicateCollisionShape2() to API and changed BuildNativeShape2 to take a ShapeData structure so don't have to pass so many parameters. This matches the latest version of BulletSim.dll. Additions and removal of DetailLog() statements for debugging.
* BulletSim: complete code for managed code shape and body tracking. Not debugged.Robert Adams2012-09-271-1/+1
| | | | | Eliminate some null exceptions created adding the above code. Add and remove some detailed logging statements.
* BulletSim: Convert BSCharacter to use common BSPhysObject code and variables.Robert Adams2012-09-271-38/+28
| | | | | | | Fix avatar height calculation to properly account for the capsule ends. Rearrange some locking in TerrainManager to eliminate possible race conditions. Move DetailLog() definition into common BSPhysObject class. Some variable renaming to make usage clearer (refactor.rename makes this so easy).
* BulletSim: move a bunch of common logic out of BSPrim and BSCharacterRobert Adams2012-09-271-156/+82
| | | | | | and into the parent class BSPhysObject. Rework collision logic to enable extra collision after done colliding. Rename 'Scene' to 'PhysicsScene' to differentiate it from the simulator 'Scene'.
* BulletSim: Remove calculation and passing of unused collied object type.Robert Adams2012-09-151-5/+3
| | | | | Fix collision code to properly sense mega-region children regions as terrain. When setting an object physical, reset all the physical properties (friction, ...).
* BulletSim: Way too many changes in one commit.Robert Adams2012-09-151-8/+9
| | | | | | | | | | | | | | | | | | | | Many changes to BSDynamic for readability and commentary. Linkset hacking for vehicles: don't over mass the root prim. Add parameter for link constraint solver iterations. Correct uses of timestep in timescale calculations for vehicles. Reorganize code/logic for making objects static and dynamic for readability and use of API2. Changed most calls in BSPrim to use API2 calls (the new way). Avatars do not generate default Bullet collision events but do call up to the simulator for every avatar. Reduces overhead. Objects added to collision list only if they are processing collisions. Reduces overhead especially for large numbers of avatars. Generalize call for water height to GetWaterHeightAtXYZ(). Catch and correct exception getting terrain height when out of bounds. Correct race condition in Terrain Manager where creation wasn't at taint-time. Add API calls for constructing compound shapes. Move NeedsMeshing() logic into object class. Reorganize logic for object meshing to reduce rebuilding of meshs/hulls.
* BulletSim: Add Bullet body and shape to BSPhysObject and renameRobert Adams2012-09-071-5/+6
| | | | | | | | | 'Body' to 'BSBody' for disambiguation when reading code. Complete the API2 interface so nearly all methods on bullet classes are available to the managed code. The efficient single call simulation step is kept in place while all other creation/destruction/parameterization can be done in the managed code.
* BulletSim: PhysicsActorType() now returns the correct value rather than ↵Robert Adams2012-09-071-0/+1
| | | | 'unknown'.
* BulletSim: Update BulletSimAPI to match the DLL interface.Robert Adams2012-08-311-1/+1
| | | | | | | | Major rework of terrain management which finally makes mega-regions work. Update heightmap of terrain by rebuilding the terrain's body and shape. There is a problem with just replacing the shape so this workaround will do for the moment but it will need to be resolved for mesh and hull switching.
* BulletSim: clean up some variable naming for consistancy.Robert Adams2012-08-311-41/+37
| | | | | | | Update DLL API for new terrain and shape/body pattern methods. Terrain creation and modification uses new shape/body pattern. Move debug logging callback set to initialization call so logging is per physics engine.
* BulletSim: Changes to terrain storage and management so mega-regions work.Robert Adams2012-08-311-6/+31
| | | | | | | | | Moved all terrain code out of BSScene and into new BSTerrainManager. Added logic to manage multiple terrains for mega-regions. Added new functions to BulletSimAPI to match the library. Moved all of the terrain creation and setup logic from C++ code to C# code. The unused code has not yet been removed from either place. Soon. Moved checks for avatar above ground and in bounds into BSCharacter.
* BulletSim: unify physical objects under BSPhysObjects. Now BSScene and ↵Robert Adams2012-08-311-11/+20
| | | | BSLinkset only know of BSPhysObject's and there is only one list to search in BSScene.
* BulletSim: restore most of the Detail logging statements. Will haveRobert Adams2012-08-171-10/+11
| | | | | | | no effect on non-logging running. Capture region name that is passed to the physics engine and use it for detail logging file name prefix. Fix problem with avatars dropping when flying across region boundries.
* BulletSim: clean up detail logging by adding many more debug log statements ↵Robert Adams2012-08-151-0/+2
| | | | and then commenting out most of the additions.
* BulletSim: Add the class BSCharacter to the DetailLog outputRobert Adams2012-08-151-6/+10
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* BulletSim: many, many detailed logging messages for physical linksetRobert Adams2012-08-101-1/+1
| | | | | | | | debugging. Linkset bugs fixed where accounting of children would get lost. Moved scene based vehicle tracking logic from prim to the scene. Added GetCollisionFlags2 method to BulletSimAPI. Updated DLLs and SOs.
* BulletSim: Add module names to DetailLog output. Fix some problems with ↵Robert Adams2012-08-101-2/+6
| | | | linksets that were caused by checking data structures that are changed regularly from taint time code -- resulted in linksets not being unlinked properly.
* BulletSim: add an identifier to the TaintObject call so exceptions that ↵Robert Adams2012-08-091-11/+11
| | | | happen when the taint is invoked can be debugged
* BulletSim: add avatar code to keep avatars from ending up trapped under the ↵Robert Adams2012-08-081-31/+25
| | | | terrain
* BulletSim: Added avatar capsule scaling for size of avatar.Robert Adams2012-08-071-7/+34
| | | | | | | | This also fixes computation of avatar mass. Added parameter MaxPersistantManifoldPoolSize. Fixed a parameter setting bug which caused crashes of there were more than 400 or so physical objects. I tested up to 5000. Updated BulletSim DLLs and SOs.
* BulletSim: update SOs and DLLs to run on more Linux versions. Correct ↵Robert Adams2012-08-061-3/+6
| | | | multiple buoyancy settings when character flying. Remove chatty log message on prim destruction.
* BulletSim: pass collision subscription information to the C++ code so ↵Robert Adams2012-08-031-1/+17
| | | | collisions on objects that don't care are not reported up.
* BulletSim: Add AddObjectForce to BulletSim API.Robert Adams2012-08-031-3/+23
| | | | | | Add interface 2 enhancements to BSCharacter. Modify AddForce and SetForce to use the new Bullet interface. More DetailLog statements for character.
* BulletSim: Add PID variables to physical scene. Not PIDing yet, but soon.Robert Adams2012-07-201-37/+32
| | | | Cleaned up code and got rid of compile warnings.
* Clean up collision reporting code so they are properly passed toRobert Adams2012-07-061-41/+61
| | | | | the simulator in batches. More comments.
* BulletSim: make avatar animations update properly.Robert Adams2012-03-261-4/+20
| | | | | | | It seems that ODE calls the avatar collision handling routine even if there are no collisions. This causes the animation to be updated. So, for instance, going from HOVER to FLY is caused by the physics engine calling the collision routine each frame with 0 collisions.
* BulletSim: update TODO list. Rearrange code for readability. Add per object ↵Robert Adams2012-03-231-2/+2
| | | | friction and restitution runtime settable parameters.
* BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵Robert Adams2012-03-231-3/+6
| | | | buoyancy for flying. Tweek avatar default friction and resititution
* BulletSim: set buoyancy in only one placeRobert Adams2012-03-231-5/+3
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* Remove unused SetAcceleration and add set on Acceleration parameterDan Lake2011-12-201-1/+2
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* Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)2011-10-251-1/+1
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* BulletSim: add runtime setting of physics parameters. Update default values.Robert Adams2011-08-181-7/+24
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* BulletSim: Parameters settable from ini file. Linksets. Physical property ↵Robert Adams2011-08-051-5/+6
| | | | value tuning
* BulletSim: fix buoyancy for prims. Start of configurable physics parameters.Robert Adams2011-07-221-3/+9
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* Pass collisions and updates in pinned memory (saves marshaling).Robert.Adams2011-07-221-2/+3
| | | | | Fix folding feet by using collision normals. Add constraint specification.
* BulletSim initial checkinRobert Adams2011-06-201-0/+426