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path: root/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs (follow)
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* Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto2015-08-301-927/+0
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* BulletSim: add parameters and parameter definitions for VHACDRobert Adams2015-01-251-0/+44
| | | | addition coming.
* BulletSim: tweek step parameters and logic to make walking up stepsRobert Adams2015-01-071-4/+10
| | | | | | | closer to SL. This change should address small floor edges acting like walls, approaching a step at any angle (other than walking backwards) will allow walking up, and reducing the avatar pop-up when going up stairs.
* Add [BulletSim] option AvatarToAvatarCollisionsByDefault to control whether ↵Justin Clark-Casey (justincc)2014-11-251-0/+3
| | | | | | | | | avatars collide. This is true by default. This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene. So there is no provision yet for giving avatars different collision types. This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim This is equivalent to the av_av_collisions_off option in ODE.
* Allow the "debug scene set physics false|true" command to work when ↵Justin Clark-Casey (justincc)2014-07-291-0/+10
| | | | | | bulletsim physics is running in a separate thread. This will also allow the "disable physics" setting in the region debug viewer dialog to work in this circumstance.
* Bulletsim: Create AvatarTerminalVelocity to BulletSim like what ODE and SL ↵Vegaslon2014-06-271-0/+3
| | | | has. Before this falling from really high caused the avatar to fall faster then the veiwer can handle and cause camera issues.
* BulletSim: more tweeks to AliciaRaven's flying mods. Added parametersRobert Adams2014-06-181-0/+6
| | | | | | | AvatarFlyingGroundMargin and AvatarFlyingGroundUpForce set to 5.0 and 2.0 respectively which seems to give about the same action as in SL. Also moved force addition to before the velocity to force computation so the upward velocity is properly applied to the avatar mass.
* BulletSim: adjust avatar step up parameters to better walk up smallRobert Adams2014-05-171-2/+2
| | | | | staircases. This change is required because of the change in the avatar default shape from the capsule to the rectangle.
* BUlletSim: move safeynet ground plane to lower altitude. Define new BulletSimRobert Adams2014-04-281-0/+3
| | | | | | | parameter 'TerrainGroundPlane' which defaults to -500. BulletSim had assumed altitudes never went negative but that is not true. The ground plane is just a safety net so things wouldn't fall to infinity.
* BulletSim: reduce the terrain collison margin to be the same as otherRobert Adams2014-04-121-1/+1
| | | | | | | | objects in the world. This was originally changed in an attempt to make vehicles work better but the effect was not that large and it causes avatars to float above the terrain.
* BulletSim: small tweek to avatar height reduce feet embedded into prims.Robert Adams2014-04-101-1/+1
| | | | | This adjustment makes a default, shoeless avatar stand properly on a prim for the various heights (0% to 100% in the appearance adjustment).
* BulletSim: make avatar physical shape to be a rectangle rather thanRobert Adams2014-04-021-3/+6
| | | | | | | | a capsule. Set the default to be the rectangle shape and adjust the parameters in OpenSimDefaults.ini for the new shape. The rectangle shape will perform better and avatar height can be computed more accurately.
* BulletSim: the minimum vehicle velocity was set too low so moving slowRobert Adams2014-02-111-0/+6
| | | | was getting zeroed too easily. Added VehicleMinVelocity parameter.
* BulletSim: default physical terrain implementation to heightmap.Robert Adams2014-01-291-1/+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.
* BulletSim: change collision flags for groundplane to not interact with ↵Robert Adams2013-10-231-0/+5
| | | | | | static objects. Reorder collision flag setting code for terrain to fit pattern used elsewhere.
* BulletSim: reduce avatar walking stopped threshold.Robert Adams2013-09-201-0/+3
| | | | | | Add parameter for setting the walking stopped threshold. This fixes the slight jump when an avatar stops walking.
* BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams2013-09-111-1/+1
| | | | LocalID of object which created the taint.
* BulletSim: adjust avatar capsule height calculation to be closer to defined ↵Robert Adams2013-09-111-2/+2
| | | | SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
* BulletSim: update C++ HACD parameters to values that handle enclosed hollow ↵Robert Adams2013-09-111-8/+8
| | | | spaces better. This shouldn't affect many since this HACD routine is off by default.
* BulletSim: adjust avatar position when the avatar's size is changed.Robert Adams2013-08-081-2/+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.
* BulletSim: make density display and return value consistant with howRobert Adams2013-07-301-6/+7
| | | | the simulator expects it (scaled to 100kg/m^3).
* BulletSim: Turn on center-of-mass calculation by default.Robert Adams2013-07-231-3/+5
| | | | | Reduce object density by factor of 100 to bring physical mass computations into a range better suited for Bullet.
* BulletSim: add parameter to optionally disable vehicle linear deflection.Robert Adams2013-07-091-1/+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.
* BulletSim: make all the different angularVerticalAttraction algorithmsRobert Adams2013-07-081-3/+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).
* BulletSim: comments and non-functional changes working toward the ↵Robert Adams2013-07-061-0/+3
| | | | center-of-gravity implementation.
* BulletSim: add inTaintTime parameter to collision cache clear function.Robert Adams2013-06-301-3/+3
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* BulletSim: rework velocity updating when not colliding and not flyingRobert Adams2013-06-201-0/+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.
* BulletSim: default PhysicsTimeStep to same as the simulator'sRobert Adams2013-06-051-1/+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.
* BulletSim: experimental movement of physics execution off of heartbeatRobert Adams2013-06-011-0/+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.
* BulletSim: default using mesh asset hulls to 'true'. This means that,Robert Adams2013-05-271-2/+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.
* BulletSim: enable GImpact shape for prims with cuts. Include DLLs and SOsRobert Adams2013-05-261-1/+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.
* BulletSim: add VehicleInertiaFactor to allow modifying inertia.Robert Adams2013-05-241-0/+3
| | | | | Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use.
* BulletSim: correct errors caused by misspelled INI parameter spec.Robert Adams2013-05-221-1/+1
| | | | Add debugging messages for hull asset use.
* BulletSim: add code to experimentally use asset hull data.Robert Adams2013-05-221-0/+3
| | | | Default to 'off' as it needs debugging.
* Revert "BulletSim: add code to experimentally use asset hull data."Robert Adams2013-05-211-3/+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.
* BulletSim: add code to experimentally use asset hull data.Robert Adams2013-05-211-0/+3
| | | | Default to 'off' as it needs debugging.
* BulletSim: add gImpact shape type. Add logic to use gImpact shapeRobert Adams2013-05-211-0/+3
| | | | | for prims that have cuts or holes. Default logic to 'off' as it needs debugging.
* BulletSim: add adjustment for avatar capsule height scaling. MakesRobert Adams2013-05-131-0/+9
| | | | avatar standing on ground view better and enables tuning.
* BulletSim: use heightmap terrain when using BulletXNA.Robert Adams2013-05-131-1/+1
| | | | Output messages on features disabled when using BulletXNA.
* BulletSim: simplify parameter specification by reducing the number ofRobert Adams2013-05-061-190/+93
| | | | specifications required for simple properties with defaults.
* BulletSim: prims with no cuts created with single convex hull shape.Robert Adams2013-05-021-0/+5
| | | | Parameter added to enable/disable this feature.
* BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams2013-04-291-3/+3
| | | | changes.
* BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams2013-04-231-2/+13
| | | | | of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
* BulletSim: add Bullet HACD library invocation. Turned off by default as notRobert Adams2013-04-091-1/+52
| | | | totally debugged. Updated DLLs and SOs with more debugged HACD library code.
* BulletSim: fix race condition when creating very large mega-regions.Robert Adams2013-03-281-1/+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.
* BulletSim: small tweaks and formatting in the parameter fetching code.Robert Adams2013-03-251-5/+16
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* BulletSim: parameterize C# HACD hull creation. Add feature of reducing max ↵Robert Adams2013-03-251-0/+33
| | | | hull count for simple (non-cut prims) meshes.
* BulletSim: code to generate a higher resolution terrain mesh. ParameterRobert Adams2013-03-191-0/+5
| | | | | TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.
* BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams2013-03-191-0/+19
| | | | contact processing threshold for static object as well as mesh terrain.
* BulletSim: add INI parameter for angular banking timescale fudge parameter.Robert Adams2013-03-161-1/+6
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