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path: root/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs (unfollow)
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2014-02-11BulletSim: the minimum vehicle velocity was set too low so moving slowRobert Adams1-0/+6
was getting zeroed too easily. Added VehicleMinVelocity parameter.
2014-01-29BulletSim: default physical terrain implementation to heightmap.Robert Adams1-1/+1
It originally looked like mesh terrain would perform better for vehicles but, after much use, heightmap is the clear winner. Force terrain implementation to heightmap if the physics region is larger than legacy region size. This solves running out of memory for very large regions.
2013-10-23BulletSim: change collision flags for groundplane to not interact with ↵Robert Adams1-0/+5
static objects. Reorder collision flag setting code for terrain to fit pattern used elsewhere.
2013-09-20BulletSim: reduce avatar walking stopped threshold.Robert Adams1-0/+3
Add parameter for setting the walking stopped threshold. This fixes the slight jump when an avatar stops walking.
2013-09-11BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams1-1/+1
LocalID of object which created the taint.
2013-09-11BulletSim: adjust avatar capsule height calculation to be closer to defined ↵Robert Adams1-2/+2
SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
2013-09-11BulletSim: update C++ HACD parameters to values that handle enclosed hollow ↵Robert Adams1-8/+8
spaces better. This shouldn't affect many since this HACD routine is off by default.
2013-08-08BulletSim: adjust avatar position when the avatar's size is changed.Robert Adams1-2/+2
This fixes the problem of avatars bouncing when logged in. Added a little height to the avatar height fudges to eliminate a problem of feet being in the ground a bit.
2013-07-30BulletSim: make density display and return value consistant with howRobert Adams1-6/+7
the simulator expects it (scaled to 100kg/m^3).
2013-07-23BulletSim: Turn on center-of-mass calculation by default.Robert Adams1-3/+5
Reduce object density by factor of 100 to bring physical mass computations into a range better suited for Bullet.
2013-07-09BulletSim: add parameter to optionally disable vehicle linear deflection.Robert Adams1-1/+7
Add parameter to not apply vehicle linear deflection Z forces if vehicle is not colliding. This defaults to 'true' so vehicles will fall even if there is some linear deflection to apply.
2013-07-08BulletSim: make all the different angularVerticalAttraction algorithmsRobert Adams1-3/+12
selectable from configuration paramters. Changed default algorithm to "1" from previous default as it seems to handle Y axis correction a little better. Add config file independent enablement of vehicle angular forces to make debugging easier (independent testing of forces).
2013-07-06BulletSim: comments and non-functional changes working toward the ↵Robert Adams1-0/+3
center-of-gravity implementation.
2013-06-30BulletSim: add inTaintTime parameter to collision cache clear function.Robert Adams1-3/+3
2013-06-20BulletSim: rework velocity updating when not colliding and not flyingRobert Adams1-0/+3
to prevent infinite jumps. Now jumps last only AvatarJumpFrames long (default 4) which is about as high as in SL. TODO: jumping should only depend on standing (collision with feet) rather than collision anywhere on the avatar.
2013-06-05BulletSim: default PhysicsTimeStep to same as the simulator'sRobert Adams1-1/+1
heartbeat timestep when running the physics engine on a separate thread. This reduces the occurance of heartbeats that happen when there is no physics step which is seen as vehicle jerkyness.
2013-06-01BulletSim: experimental movement of physics execution off of heartbeatRobert Adams1-0/+8
thread. Off by default until more testing. Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics engine to be called on its own thread and the heartbeat thread only handles the reporting of property updates and collisions. Physics frame rate is about right but physics execution time goes to zero as accounted by the heartbeat loop.
2013-05-27BulletSim: default using mesh asset hulls to 'true'. This means that,Robert Adams1-2/+2
if the mesh asset specifies physics hulls, BulletSim will fetch and use same rather than approximating the hulls. If physics hulls are not specified, the representation will fall back to the regular physics mesh.
2013-05-26BulletSim: enable GImpact shape for prims with cuts. Include DLLs and SOsRobert Adams1-1/+1
which recompute GImpact shape bounding box after creation as Bullet doesn't do that itself (something it does for nearly every other shape). Now, physical prims without cuts become single mesh convex meshes. Physical prims with cuts become GImpact meshes. Meshes become a set of convex hulls approximated from the mesh unless the hulls are specified in the mesh asset data. The use of GImpact shapes should make some mechanical physics more stable.
2013-05-24BulletSim: add VehicleInertiaFactor to allow modifying inertia.Robert Adams1-0/+3
Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use.
2013-05-22BulletSim: correct errors caused by misspelled INI parameter spec.Robert Adams1-1/+1
Add debugging messages for hull asset use.
2013-05-22BulletSim: add code to experimentally use asset hull data.Robert Adams1-0/+3
Default to 'off' as it needs debugging.
2013-05-21Revert "BulletSim: add code to experimentally use asset hull data."Robert Adams1-3/+0
This reverts commit 2fd8819a043269f9308cb46c71893e6eb35a426e. Remove this code until I can figure out why the references that are clearly in prebuild.xml doesn't work for the 'using OpenSim.Region.Physics.Meshing' in BSShape.cs.
2013-05-21BulletSim: add code to experimentally use asset hull data.Robert Adams1-0/+3
Default to 'off' as it needs debugging.
2013-05-21BulletSim: add gImpact shape type. Add logic to use gImpact shapeRobert Adams1-0/+3
for prims that have cuts or holes. Default logic to 'off' as it needs debugging.
2013-05-13BulletSim: add adjustment for avatar capsule height scaling. MakesRobert Adams1-0/+9
avatar standing on ground view better and enables tuning.
2013-05-13BulletSim: use heightmap terrain when using BulletXNA.Robert Adams1-1/+1
Output messages on features disabled when using BulletXNA.
2013-05-06BulletSim: simplify parameter specification by reducing the number ofRobert Adams1-190/+93
specifications required for simple properties with defaults.
2013-05-02BulletSim: prims with no cuts created with single convex hull shape.Robert Adams1-0/+5
Parameter added to enable/disable this feature.
2013-04-29BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams1-3/+3
changes.
2013-04-23BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams1-2/+13
of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
2013-04-09BulletSim: add Bullet HACD library invocation. Turned off by default as notRobert Adams1-1/+52
totally debugged. Updated DLLs and SOs with more debugged HACD library code.
2013-03-28BulletSim: fix race condition when creating very large mega-regions.Robert Adams1-1/+1
The symptom was exceptions while creating physical terrain. Reduce default terrain mesh magnification to 2 from 3 because the higher resolution uses a lot of memory and doesn't solve the terrain smoothness for vehicles. Added comments here and there and improved some debugging log messages.
2013-03-25BulletSim: small tweaks and formatting in the parameter fetching code.Robert Adams1-5/+16
2013-03-25BulletSim: parameterize C# HACD hull creation. Add feature of reducing max ↵Robert Adams1-0/+33
hull count for simple (non-cut prims) meshes.
2013-03-19BulletSim: code to generate a higher resolution terrain mesh. ParameterRobert Adams1-0/+5
TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.
2013-03-19BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams1-0/+19
contact processing threshold for static object as well as mesh terrain.
2013-03-16BulletSim: add INI parameter for angular banking timescale fudge parameter.Robert Adams1-1/+6
2013-03-09BulletSim: remove the ability for avatars to fly off the edge ofRobert Adams1-0/+5
regions when there are no region neighbors. Add some terrain location processing routines to support above.
2013-03-01BulletSim: add parameters, code cleanup around checking and enforcingRobert Adams1-6/+14
maximum velocity and angular velocity values for prims.
2013-02-21BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams1-15/+28
to eliminate some of the "cannot find terrain height" warning messages.
2013-02-17BulletSim: rework parameter setting for different types of valuesRobert Adams1-348/+326
(like vectors or quaternions).
2013-02-12BulletSim: fix density since the simulator/viewer track density in aRobert Adams1-5/+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).
2013-02-08BulletSim: add parameter to set global contact breaking threshold. Update ↵Robert Adams1-0/+6
DLLs and SOs for setting same.
2013-02-08BulletSim: Change BSCharacter to use new base Density and FrictionRobert Adams1-1/+1
variables rather than own local varaibles.
2013-02-07Change passed PhysicsParameter value from float to the more general string valueRobert Adams1-18/+16
2013-02-06BulletSim: set removing zero width triangles in meshes to be enabled by ↵Robert Adams1-1/+1
default. This should fix the invisible barrier in sculptie doorways bug.
2013-02-05BulletSim: make removing zero width triangles from meshes optionalRobert Adams1-0/+6
and, for the moment, default to 'off'.
2013-02-05BulletSim: remove degenerate triangles from meshes. This fixes theRobert Adams1-6/+12
invisible barriers in sculptie doorways (Mantis 6529). Bump up level-of-detail for physical meshes to 32 (the max). This fixes the invisible barriers that showed up in prim cut arches. NOTE: the default LOD values are removed from OpenSimDefaults.ini. If you don't change your OpenSimDefaults.ini, you will continue to see the arch problem.
2013-02-05BulletSim: rework some parameter setting implementation moving functionality ↵Robert Adams1-54/+77
that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.