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path: root/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs (follow)
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* BulletSim: make it so objects in a linkset do not generate collisions with ↵Robert Adams2012-08-151-0/+7
| | | | each other.
* BulletSim: add locking to constraintCollection and rename some of the public ↵Robert Adams2012-08-151-98/+152
| | | | method variables to reduce confusion between a physics scene and the real scene.
* BulletSim: many, many detailed logging messages for physical linksetRobert Adams2012-08-101-7/+7
| | | | | | | | 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 Adams2012-08-101-30/+27
| | | | 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 Adams2012-08-091-2/+2
| | | | happen when the taint is invoked can be debugged
* BulletSim: separate out the constraints by type. The linksets useRobert Adams2012-08-091-11/+27
| | | | | | 6dof constraint but eventually others will be exposed so future features can use all the Bullet capabilities. Force children to generate a position update when unlinked.
* BulletSim: add avatar code to keep avatars from ending up trapped under the ↵Robert Adams2012-08-081-6/+7
| | | | terrain
* BulletSim: add parameters and API calls for setting ERP and CFM.Robert Adams2012-07-311-6/+50
| | | | | | Set ERP and CFM in linkset constraints. Reorder rebuilding of object bodies so they are not rebuilt everytime something is linked and unlinked.
* BulletSim: fix a recursive loop when fetching the mass of the root of a linkset.Robert Adams2012-07-261-3/+3
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* BulletSim: refactor all the linkset logic out of the prim classRobert Adams2012-07-261-0/+308
and into its own class. The BulletSim data structures track individual prims as linksets of 1 so most of the prim code is not different between a linked and unlinked object.