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path: root/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs (follow)
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* BulletSim: call ForcePosition and ForceOrientation in BSDynamics so there is ↵Robert Adams2012-10-021-39/+57
| | | | no lag between what the vehicle code sees and what the physics engine is using.
* Correct my name in CONTRIBUTORS.txtRobert Adams2012-10-021-35/+16
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* BulletSim: remove the trailing spaces from lines to make git happierRobert Adams2012-09-271-7/+7
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* BulletSim: Fix linkset crash. Caused by the different body and shapeRobert Adams2012-09-271-55/+68
| | | | | | | pointers at runtime and at taint-time. Now passes the body into the taint. Vehicles zero inertia when active to eliminate Bullet's contribution to vehicle motion.
* BulletSim: move a bunch of common logic out of BSPrim and BSCharacterRobert Adams2012-09-271-5/+5
| | | | | | 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: update DLLs and SOs and remove some debugging code.Robert Adams2012-09-151-1/+1
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* BulletSim: remove timeStep parameter from calls for vehicle parameter ↵Robert Adams2012-09-151-6/+3
| | | | setting. There is no reason these should be using the simulation time interval for parameter calculation.
* BulletSim: Way too many changes in one commit.Robert Adams2012-09-151-122/+96
| | | | | | | | | | | | | | | | | | | | 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: Changes to terrain storage and management so mega-regions work.Robert Adams2012-08-311-4/+5
| | | | | | | | | 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: comments and parameter changes in dynamics engine.Robert Adams2012-08-171-23/+27
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* BulletSim: in BSDynamics, merge 'flags' and 'hoverFlags' as they are defined ↵Robert Adams2012-08-171-158/+20
| | | | for the same bits and it makes the code less complicated.
* BulletSim: clean up detail logging by adding many more debug log statements ↵Robert Adams2012-08-151-1/+1
| | | | and then commenting out most of the additions.
* BulletSim: more detail logging for vehicle and general physics debugging.Robert Adams2012-07-201-15/+37
| | | | | | | | Physical linksets are fully functional. Tweeking of the vehicle code to make it semi-work. Utilize the new API2 for some setting operations. Add GetOrientation() API call for proper reporting of children of linksets. Changes the interface between C# and C++ code so old DLLs won't work!
* BulletSim: fix compile errors from last commit. Clean up passing of physics ↵Robert Adams2012-07-201-12/+11
| | | | scene into vehicle dynamics code.
* BulletSim: Add very detailed logging to BSDynamics for vehicle debuggingRobert Adams2012-07-201-42/+88
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* BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵Robert Adams2012-03-231-2/+2
| | | | (there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
* BulletSim initial checkinRobert Adams2011-06-201-0/+951