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path: root/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs (follow)
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* BulletSim: center-of-gravity linkset changes. Not working yet.Robert Adams2013-01-231-1/+4
| | | | | | Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
* BulletSim: working on COMRobert Adams2013-01-231-3/+4
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* BulletSim: remove the unused RestoreBodyDependencies used by linksetsRobert Adams2013-01-231-7/+0
| | | | and vehicles and clean up code by removing their kludgyness.
* BulletSim: allow changing position and rotation of a child of a linksetRobert Adams2013-01-211-20/+74
| | | | | without rebuilding the whole compound shape. Should make vehicles move smoother.
* BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.Robert Adams2013-01-151-1/+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.
* BulletSim: add debugging messages to know when assets for physicalRobert Adams2013-01-151-2/+2
| | | | | objects have been fetched. Update TODO list with more work.
* BulletSim: temporarily disable banking and direction deflectionRobert Adams2013-01-151-2/+5
| | | | | because the computations are wrong. Add VehicleTorqueImpulse routines.
* BulletSim: disable center-of-mass computation for linksets until debugged. ↵Robert Adams2013-01-141-11/+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.
* BulletSim: move center of gravity of linkset to its geometric center.Robert Adams2013-01-111-13/+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.
* BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams2012-12-311-5/+0
| | | | Only initialization and debug fuctions left.
* BulletSim: remove all the debug printing of pointer formatting ↵Robert Adams2012-12-311-3/+3
| | | | (.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
* BulletSim: another round of conversion: dynamics world and collision object ↵Robert Adams2012-12-311-6/+6
| | | | functions.
* BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams2012-12-311-3/+3
| | | | BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
* BulletSim: fix buoyancy so it's properly set by a script when anRobert Adams2012-12-271-1/+1
| | | | | object is selected. Update TODO list.
* BulletSim: fix odd code that wasn't really recomputing the mass of aRobert Adams2012-12-271-7/+7
| | | | | rebuilt linkset. I was burnt by making get/set methods with side effects. I should know better.
* BulletSim: Fix single physical prim reporting its mass as zero.Robert Adams2012-12-241-6/+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.
* BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵Robert Adams2012-12-171-7/+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.
* BulletSim: add parameter to UpdateProperties call into the linkset so ↵Robert Adams2012-12-161-20/+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.
* BulletSim: rip out old code for linkset child position fetching. BulletSim ↵Robert Adams2012-12-161-14/+10
| | | | doesn't need to do that bookkeeping because SOG/SOP already does it.
* BulletSim: fix problem with continuious rebuilding of physical linksets. ↵Robert Adams2012-12-131-75/+80
| | | | This caused movement problems and large prim vehicles to take up a LOT of simulation time.
* BulletSim: remove extra linkset rebuilds.Robert Adams2012-12-131-18/+36
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* BulletSim: set mass for single prim linksets when going physical. This fixes ↵Robert Adams2012-12-111-1/+8
| | | | single prim vehicles not working (the surf board now zooms).
* BulletSim: Fix crash on the destruction of physical linksets.Robert Adams2012-12-101-17/+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.
* BulletSim: some comments about rebuilding linksets (having to recompute and ↵Robert Adams2012-12-091-3/+6
| | | | restore a child's position in the world based on its position in the moved linkset).
* BulletSim: set material properties for static objects. Move ↵Robert Adams2012-12-081-0/+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.
* BulletSim: update comments and add more to TODO list.Robert Adams2012-12-081-3/+3
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* Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie2012-11-221-3/+3
| | | | conflicts with PhysicsShape type defined in later libOMV
* BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams2012-11-211-3/+3
| | | | getting simplified out of existance someday) and update all the references to that enum.
* BulletSim: recalculate the compound shape bounding box when built.Robert Adams2012-11-061-0/+2
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* BulletSim: fix compound linkset crash by not freeing shape of child prims.Robert Adams2012-11-031-5/+6
| | | | | Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes.
* BulletSim: search the mesh and hull lists to find shapes if type is not ↵Robert Adams2012-11-031-4/+6
| | | | known. This makes sure the correct accounting is done for the particular shape.
* BulletSim: Move construction of compound linkset from ShapeCollectionRobert Adams2012-11-031-16/+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.
* BulletSim: debugging of compound shape implementation of linksets.Robert Adams2012-11-031-26/+80
| | | | | | | | | Add compound shape creation and freeing in shape manager. Add optional taint-time execution method and update code to use it. Add API2 linkage for more compound shape methods (get num, get/remove by index, ...) Modify perferred shape return so linkset children can have differet shapes than root. Add Position and Orientation calls to linksets so children can be moved around by the linkset by its own calculation. Allows for very general linkset implementations.
* BulletSim: Remove use of shapeData in ShapeCollection and rely on the ↵Robert Adams2012-11-031-172/+175
| | | | available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
* BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵Robert Adams2012-11-031-0/+173
of BSLinksetCompound.