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path: root/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs (unfollow)
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2013-05-06BulletSim: normalize quaternian rotations when building compound linksets.Robert Adams1-7/+7
Attempt to fix vehicles being twisted off the ground when they go physical.
2013-05-03BulletSim: zero vehicle motion when changing vehicle type.Robert Adams1-11/+5
Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages.
2013-05-01BulletSim: rework LinksetCompound to work with new BSShape system.Robert Adams1-106/+40
Not all working yet.
2013-04-30BulletSim: improvements to LinksetCompound and PrimDisplaced. Not all ↵Robert Adams1-10/+27
working yet.
2013-04-29BulletSim: LinksetCompound work to disable collision for root andRobert Adams1-14/+30
child prims so compound shape can do all collisions. Don't try to build a compound linkset for non-physical linksets. Remove and replace root body when compound shape is added so collision cache is rebuilt.
2013-04-29BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams1-2/+2
changes.
2013-04-29BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams1-17/+17
'm_physicsScene' to match coding conventions and reduce confusion.
2013-04-29BulletSim: first cut at new linksetCompound shape building.Robert Adams1-63/+27
2013-04-29BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams1-23/+12
from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
2013-02-17BulletSim: experimental lock axis code using constraints. Not enabledRobert Adams1-2/+2
by default. Like more debugging is needed.
2013-02-12BulletSim: fix density since the simulator/viewer track density in aRobert Adams1-7/+12
funny unit that is 100 times real density (default 1000). Fix avatar drifting slowly when stationary flying. Fix for physical prims getting corrected for being under terrain when it was just its geometric center that was below terrain. Add PreUpdatePropertyAction allowing plugable modifiction of phys parameters returned from Bullet. Fix an exception setting GravityMultiplier on initialization. Update DLLs and SOs for good measure (no functional change).
2013-02-12BulletSim: More work on center-of-mass. Remove linksetinfo and rely on ↵Robert Adams1-81/+69
simulator to update info.
2013-02-08BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams1-16/+16
layers for physical (vs simulator) location displacement and linksets.
2013-02-01BulletSim: fix problem where editting a physical linkset caused theRobert Adams1-19/+32
child prim physical positions to get out of sync with the view. More reliably compute the offset of children in a physical linkset.
2013-01-31BulletSim: fix crash caused when linksets were rebuilt. A problem addedRobert Adams1-14/+34
when individual child pos/rot changes were implementated a week or so ago. Remove some passing of inTaintTime flag when it was never false.
2013-01-31BulletSim: make sure vehicle physical properties are set when goingRobert Adams1-3/+3
physical by delaying setting until pre-step time. Change vehicle.Refresh() to schedule the pre-step setting. Comments and updating of TODO list.
2013-01-27BulletSim: disable center-of-mass computation because it does not work yetRobert Adams1-1/+1
2013-01-27BulletSim: parameterize the value for gravity reduction for ground vehicles ↵Robert Adams1-1/+1
on the ground. Set defaults for vehicle factors to one. Debug logging changes.
2013-01-23BulletSim: center-of-gravity linkset changes. Not working yet.Robert Adams1-1/+4
Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
2013-01-23BulletSim: working on COMRobert Adams1-3/+4
2013-01-23BulletSim: remove the unused RestoreBodyDependencies used by linksetsRobert Adams1-7/+0
and vehicles and clean up code by removing their kludgyness.
2013-01-21BulletSim: allow changing position and rotation of a child of a linksetRobert Adams1-20/+74
without rebuilding the whole compound shape. Should make vehicles move smoother.
2013-01-15BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.Robert Adams1-1/+1
It was a dumb idea to try and do a nose over feature for jumping cars anyway. Add better logging of native shape creation/reuse so can tell the difference.
2013-01-15BulletSim: add debugging messages to know when assets for physicalRobert Adams1-2/+2
objects have been fetched. Update TODO list with more work.
2013-01-15BulletSim: temporarily disable banking and direction deflectionRobert Adams1-2/+5
because the computations are wrong. Add VehicleTorqueImpulse routines.
2013-01-14BulletSim: disable center-of-mass computation for linksets until debugged. ↵Robert Adams1-11/+24
Move physical prim above ground if it is underground. Previously tried to correct by applying and up force but the prim would never go through the ground.
2013-01-11BulletSim: move center of gravity of linkset to its geometric center.Robert Adams1-13/+42
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.
2012-12-31BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams1-5/+0
Only initialization and debug fuctions left.
2012-12-31BulletSim: remove all the debug printing of pointer formatting ↵Robert Adams1-3/+3
(.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
2012-12-31BulletSim: another round of conversion: dynamics world and collision object ↵Robert Adams1-6/+6
functions.
2012-12-31BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams1-3/+3
BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
2012-12-27BulletSim: fix buoyancy so it's properly set by a script when anRobert Adams1-1/+1
object is selected. Update TODO list.
2012-12-27BulletSim: fix odd code that wasn't really recomputing the mass of aRobert Adams1-7/+7
rebuilt linkset. I was burnt by making get/set methods with side effects. I should know better.
2012-12-24BulletSim: Fix single physical prim reporting its mass as zero.Robert Adams1-6/+7
Properly return root mass as mass of just the root prim rather than the mass of the linkset. SOG has the logic to add the masses together to get the linkset mass. Update TODO list.
2012-12-17BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵Robert Adams1-7/+7
doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
2012-12-16BulletSim: add parameter to UpdateProperties call into the linkset so ↵Robert Adams1-20/+28
changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
2012-12-16BulletSim: rip out old code for linkset child position fetching. BulletSim ↵Robert Adams1-14/+10
doesn't need to do that bookkeeping because SOG/SOP already does it.
2012-12-13BulletSim: fix problem with continuious rebuilding of physical linksets. ↵Robert Adams1-75/+80
This caused movement problems and large prim vehicles to take up a LOT of simulation time.
2012-12-13BulletSim: remove extra linkset rebuilds.Robert Adams1-18/+36
2012-12-11BulletSim: set mass for single prim linksets when going physical. This fixes ↵Robert Adams1-1/+8
single prim vehicles not working (the surf board now zooms).
2012-12-10BulletSim: Fix crash on the destruction of physical linksets.Robert Adams1-17/+96
While fixing the above, add methods to physical body and shape pointer wrapper so routines won't have to know that IntPtr.Zero means no physical instance. Fix problem with physical linksets failing after a few sits and unsits by properly restoring child prom positions for compound linksets after multiple selection and deselections.
2012-12-09BulletSim: some comments about rebuilding linksets (having to recompute and ↵Robert Adams1-3/+6
restore a child's position in the world based on its position in the moved linkset).
2012-12-08BulletSim: set material properties for static objects. Move ↵Robert Adams1-0/+5
Linkset.MakeStatic() after call to ForceActivationState2() since linkset might change activation state. Make BSPrim.CreateGeomAndObject public as linkset rebuilding might need access to it. Only rebuild prim if selection state is actually changes -- OpenSimulator calls PhysObject.Selected() multiple times whenever a prim is selected or deselected.
2012-12-08BulletSim: update comments and add more to TODO list.Robert Adams1-3/+3
2012-11-22Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie1-3/+3
conflicts with PhysicsShape type defined in later libOMV
2012-11-21BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams1-3/+3
getting simplified out of existance someday) and update all the references to that enum.
2012-11-06BulletSim: recalculate the compound shape bounding box when built.Robert Adams1-0/+2
2012-11-03BulletSim: fix compound linkset crash by not freeing shape of child prims.Robert Adams1-5/+6
Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes.
2012-11-03BulletSim: search the mesh and hull lists to find shapes if type is not ↵Robert Adams1-4/+6
known. This makes sure the correct accounting is done for the particular shape.
2012-11-03BulletSim: Move construction of compound linkset from ShapeCollectionRobert Adams1-16/+56
into LinksetCompound where it should be. Create meshes for native shapes when part of a compound linkset because scale is currently per object and not per collision shape. Don't schedule a LinksetCompound refresh if just changing properties.