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path: root/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs (follow)
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* BulletSim: remove the ability for avatars to fly off the edge ofRobert Adams2013-03-091-0/+5
| | | | | regions when there are no region neighbors. Add some terrain location processing routines to support above.
* BulletSim: add parameters, code cleanup around checking and enforcingRobert Adams2013-03-011-6/+14
| | | | maximum velocity and angular velocity values for prims.
* BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams2013-02-211-15/+28
| | | | to eliminate some of the "cannot find terrain height" warning messages.
* BulletSim: rework parameter setting for different types of valuesRobert Adams2013-02-171-348/+326
| | | | (like vectors or quaternions).
* BulletSim: fix density since the simulator/viewer track density in aRobert Adams2013-02-121-5/+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).
* BulletSim: add parameter to set global contact breaking threshold. Update ↵Robert Adams2013-02-081-0/+6
| | | | DLLs and SOs for setting same.
* BulletSim: Change BSCharacter to use new base Density and FrictionRobert Adams2013-02-081-1/+1
| | | | variables rather than own local varaibles.
* Change passed PhysicsParameter value from float to the more general string valueRobert Adams2013-02-071-18/+16
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* BulletSim: set removing zero width triangles in meshes to be enabled by ↵Robert Adams2013-02-061-1/+1
| | | | default. This should fix the invisible barrier in sculptie doorways bug.
* BulletSim: make removing zero width triangles from meshes optionalRobert Adams2013-02-051-0/+6
| | | | and, for the moment, default to 'off'.
* BulletSim: remove degenerate triangles from meshes. This fixes theRobert Adams2013-02-051-6/+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.
* BulletSim: rework some parameter setting implementation moving functionality ↵Robert Adams2013-02-051-54/+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.
* BulletSim: enable angular vertical attraction.Robert Adams2013-01-281-1/+1
| | | | | Increase terrain collision margin to help vehicles from tunneling into same.
* BulletSim: simplify the initialization of some of the parameters.Robert Adams2013-01-271-26/+10
| | | | | | Disable vertical attraction for vehicles by default (for the moment). Fix bug where vehicle would go crazy when velocity got above a certain speed.
* BulletSim: parameterize the value for gravity reduction for ground vehicles ↵Robert Adams2013-01-271-3/+9
| | | | on the ground. Set defaults for vehicle factors to one. Debug logging changes.
* BulletSim: parameterize several vehicle debugging values: physical linear ↵Robert Adams2013-01-271-0/+45
| | | | and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values
* BulletSim: disable CCD (continuious collision detection) andRobert Adams2013-01-241-3/+3
| | | | | contact processing threshold since the first didn't solve tunneling problems but used resources and the latter caused instabilities.
* BulletSim: center-of-gravity linkset changes. Not working yet.Robert Adams2013-01-231-5/+2
| | | | | | Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
* BulletSim: Tweeks to vehicle motion.Robert Adams2013-01-211-1/+1
| | | | | Pass through old angular velocity making for smoother transitions. Remove some old kludges for angular motion (damping and rotvel suppression).
* BulletSim: remove unused MaxTaintsToProcessPerStep parameterRobert Adams2013-01-211-7/+3
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* BulletSim: More aggressive as setting character velocity to zeroRobert Adams2013-01-201-1/+31
| | | | | | | | | | | | when should be standing. Modify angular force routines to be the same pattern as linear force routines. BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!! Fix some bugs in BSMotor dealing with the motor going to zero. Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity, MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity, and most of the values are defaulted to values that are larger than in SL. Use the new parameters in BSPrim, BSCharacter and BSDynamic.
* BulletSim: reduce maximum force a script can apply (like in llApplyImpulse)Robert Adams2013-01-151-3/+3
| | | | to the documented maximum from the outragious number previously.
* BulletSim: by default, turn on continuious collision detection (CCD)Robert Adams2013-01-151-3/+3
| | | | | and enable friction computation caching. Remove dangerous BulletSim settings from OpenSimDefaults.ini.
* BulletSim: Redo linear function coding so they can better interact. New ↵Robert Adams2013-01-111-0/+6
| | | | algorithm for limitMotorUp that relies on going up when not colliding rather than distance from ground. Add parameter for turning on and off embedded source vehicle debugging.
* BulletSim: add function to push avatar up when hitting stairs.Robert Adams2013-01-071-0/+18
| | | | | | | | | | It looks like BulletSim and ODE rely on penetration correction to cause the avatar to move up and thus allowing walking up stairs. Object penetration was minimized for walking and flying (so one doesn't go through walls) and this stopped stairs from working. This commit introduces avatar movement code to check for collisions at the feet while walking and attempts to raise the avatar for the steps. Not yet perfect but movement is better.
* BulletSim: add ResetBroadphasePool and ResetConstraintSolver diagnosticRobert Adams2013-01-041-0/+28
| | | | | functions. If values set from console, the functions are called. Looking for why the collision pools fill up with unnecessary stuff.
* BulletSim: add parameter to have Bullet output performance statisticsRobert Adams2013-01-011-4/+4
| | | | every so many frames. Default to off.
* BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams2012-12-311-5/+5
| | | | Only initialization and debug fuctions left.
* BulletSim: another round of conversion: dynamics world and collision object ↵Robert Adams2012-12-311-4/+4
| | | | functions.
* BulletSim: add 'AvatarAlwaysRunFactor' parameter and use in setTargetVelocityRobert Adams2012-12-281-0/+6
| | | | to implement the 'always run' feature.
* BulletSim: Parameterize nominal frame rate (55) and add parameters to ↵Robert Adams2012-12-271-0/+5
| | | | dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles.
* BulletSim: add physical parameter min/max constants in BSParam. I just don't ↵Robert Adams2012-12-271-0/+12
| | | | like raw numbers scattered around the code.
* BulletSim: Default avatar density changed to 3.5 which is WAY closerRobert Adams2012-12-241-1/+1
| | | | | | to the SL value. Fixed frictin values for physical materials which were just wrong which caused things that should have slipped to not.
* BulletSim: repair vehicle problems introduced in previous 'improvements'. ↵Robert Adams2012-12-211-558/+559
| | | | Fix line endings in BSParams.
* BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams2012-12-211-0/+558
to a separate, static class for easier addition and to remove all that bulk from the BSScene class.