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path: root/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs (unfollow)
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2013-09-11BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams1-29/+29
LocalID of object which created the taint.
2013-09-11BulletSim: Extension parameters passed through the classes made to pass just ↵Robert Adams1-0/+1
and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
2013-09-11BulletSim: move linkset extension operations into BSPrimLinkable where they ↵Robert Adams1-31/+1
should be.
2013-08-14BulletSim: add physical object initialized flag so updates and collisionsRobert Adams1-0/+4
don't happen until the object is completely initialized. This fixes the problem of doing a teleport while the simulator is running. The destruction of the physical object while the engine is running means that the physics parameter update would overwrite the new position of the newly created avatar.
2013-08-12BulletSim: add check in avatar stair step code to verify the collisionRobert Adams1-0/+4
is not with a volume detect object. This fixes a problem of avatars trying to step over a volume detect object that they collide with. This appeared as the avatar popping up as it started to step up but then continuing on since the object wasn't physically interacting.
2013-08-02BulletSim: add implementation of 'physSetLinksetType' and 'physGetLinksetType'Robert Adams1-0/+44
and processing routines in BulletSim. Add linkset rebuild/conversion routine in BSLinkset.
2013-07-23BulletSim: Turn on center-of-mass calculation by default.Robert Adams1-2/+2
Reduce object density by factor of 100 to bring physical mass computations into a range better suited for Bullet.
2013-07-23Revert "Revert "BulletSim: only create vehicle prim actor when vehicles are ↵Robert Adams1-11/+32
enabled."" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a.
2013-07-23Revert "Revert "BulletSim: move collision processing for linksets from ↵Robert Adams1-2/+3
BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
2013-07-22Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"Robert Adams1-3/+2
The changes don't seem to be ready for prime time. This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
2013-07-22Revert "BulletSim: only create vehicle prim actor when vehicles are enabled."Robert Adams1-32/+11
The changes don't seem to be ready for prime time. This reverts commit acb7b4a09ad564d1dfae3ad12adbb593ca3942c9.
2013-07-22BulletSim: only create vehicle prim actor when vehicles are enabled.Robert Adams1-11/+32
2013-07-22BulletSim: move collision processing for linksets from BSPrimLinkableRobert Adams1-2/+3
into the linkset implementation classes. Add HasSomeCollision attribute that remembers of any component of a linkset has a collision. Update vehicle code (BSDynamic) to use the HasSomeCollision in place of IsColliding to make constraint based linksets properly notice the ground. Add linkset functions to change physical attributes of all the members of a linkset.
2013-07-07BulletSim: rename position and orientation variables to remove theRobert Adams1-48/+36
inconsistant use of Raw* and _* conventions.
2013-07-06BulletSim: implementation of linkset center-of-mass.Robert Adams1-2/+3
Default off, for the moment, until more testing. Add separate thread and center-of-mass flags to OpenSimDefaults.ini. Clean up comments in OpenSimDefaults.ini.
2013-07-06BulletSim: non-functional updates. Comments and formatting.Robert Adams1-1/+5
Update TODO list.
2013-06-30BulletSim: remove the handle to the vehicle actor and cause routinesRobert Adams1-18/+52
that need it to look it up.
2013-06-30BulletSim: a better version of llMoveToTarget that doesn't go crazy.Robert Adams1-1/+18
There is still some overshoot but mostly fixes Mantis 6693. Fix bug where moveToTarget was active for non-physical objects and while selected. Fix bug where move target was not getting changed if the script changed the target during a move.
2013-06-01BulletSim: experimental movement of physics execution off of heartbeatRobert Adams1-1/+2
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.
2013-05-28BulletSim: don't zero motion when changing vehicle type.Robert Adams1-1/+4
Some vehicle scripts change type on the fly as an easy way of setting all the parameters (like a plane changing to a car when on the ground).
2013-05-06BulletSim: extend BSActorLockAxis to allow locking linear movement inRobert Adams1-2/+2
addition to angular movement. Not enabled by anything yet.
2013-05-03BulletSim: zero vehicle motion when changing vehicle type.Robert Adams1-1/+1
Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages.
2013-05-02BulletSim: Rebuild physical body if physical shape changes for mesh and hull.Robert Adams1-1/+1
Properly rebuilds collision caches. Release asset data fetched when building mesh or hulls.
2013-04-29BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams1-1/+1
changes.
2013-04-29BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams1-94/+94
'm_physicsScene' to match coding conventions and reduce confusion.
2013-04-29BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams1-22/+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.
2013-04-23BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams1-0/+5
of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
2013-04-08BulletSim: moving comments around. No functional change.Robert Adams1-9/+1
2013-04-08BulletSim: clean up actor code so routines use the same coding pattern.Robert Adams1-11/+11
Fix a few enabling problems.
2013-04-08BulletSim: complete movement of physical object action code out of theRobert Adams1-255/+52
physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
2013-03-31BulletSim: not quite functional axis lock code.Robert Adams1-1/+1
2013-03-31BulletSim: convert BSDynamic to a BSActor and change BSPrim to setRobert Adams1-31/+15
up the vehicle actor.
2013-03-31BulletSim: Add physical 'actors' that operate on the physical object.Robert Adams1-74/+9
Add first 'actor' for locked axis.
2013-03-25BulletSim: fix possible race condition where an prim's asset can be ↵Robert Adams1-1/+1
requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
2013-03-19BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams1-1/+1
contact processing threshold for static object as well as mesh terrain.
2013-03-01BulletSim: add parameters, code cleanup around checking and enforcingRobert Adams1-6/+41
maximum velocity and angular velocity values for prims.
2013-02-26BulletSim: fix crash around race condition when a mesh asset cannotRobert Adams1-1/+1
be fetched. Update TODO list.
2013-02-21BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams1-3/+24
to eliminate some of the "cannot find terrain height" warning messages.
2013-02-17BulletSim: experimental lock axis code using constraints. Not enabledRobert Adams1-20/+72
by default. Like more debugging is needed.
2013-02-16BulletSim: fix physical object appearing to slowly float off whenRobert Adams1-1/+1
they stop moving.
2013-02-12BulletSim: fix density since the simulator/viewer track density in aRobert Adams1-3/+52
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 Adams1-2/+2
simulator to update info.
2013-02-08BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams1-144/+51
layers for physical (vs simulator) location displacement and linksets.
2013-02-07BulletSim: Adapt BulletSim to the newer physical properties. ViewerRobert Adams1-29/+25
dialog setting of friction, restitution, ... working.
2013-02-07BulletSim: fix exceptions caused by setting physical properties before the ↵Robert Adams1-5/+10
prim body is initialized.
2013-02-07BulletSim: add user setting of friction, density and restitution.Robert Adams1-20/+79
2013-01-31BulletSim: fix crash caused when linksets were rebuilt. A problem addedRobert Adams1-4/+12
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 Adams1-2/+2
physical by delaying setting until pre-step time. Change vehicle.Refresh() to schedule the pre-step setting. Comments and updating of TODO list.
2013-01-29BulletSim: fix physics repositioning when under ground to only happenRobert Adams1-1/+5
for physical objects. Non-physical objects can go anywhere they want.
2013-01-28BulletSim: first unit test: vehicle angular attractionRobert Adams1-16/+16