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path: root/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs (follow)
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* BulletSim: When converting linkset types, don't try to change the listRobert Adams2013-08-021-9/+20
| | | | of linkset children while iterating through the list.
* BulletSim: add implementation of 'physSetLinksetType' and 'physGetLinksetType'Robert Adams2013-08-021-0/+30
| | | | | and processing routines in BulletSim. Add linkset rebuild/conversion routine in BSLinkset.
* Revert "Revert "BulletSim: move collision processing for linksets from ↵Robert Adams2013-07-231-7/+25
| | | | | | | | BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
* Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"Robert Adams2013-07-221-25/+7
| | | | | | The changes don't seem to be ready for prime time. This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
* BulletSim: move collision processing for linksets from BSPrimLinkableRobert Adams2013-07-221-7/+25
| | | | | | | | | | 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.
* BulletSim: implementation of linkset center-of-mass.Robert Adams2013-07-061-4/+7
| | | | | | 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.
* BulletSim: More tweaking on center-of-mass. Almost there. Changes have no ↵Robert Adams2013-07-061-0/+10
| | | | effect if LinksetOffsetCenterOfMass=false (the default).
* BulletSim: comments and non-functional changes working toward the ↵Robert Adams2013-07-061-4/+15
| | | | center-of-gravity implementation.
* BulletSim: set linkset type to be prim specific rather than a simulatorRobert Adams2013-06-301-1/+4
| | | | | wide default. This allows individual prims to differ in the underlying linkset implementation.
* BulletSim: zero vehicle motion when changing vehicle type.Robert Adams2013-05-031-0/+4
| | | | | Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages.
* BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams2013-04-291-4/+4
| | | | 'm_physicsScene' to match coding conventions and reduce confusion.
* BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams2013-04-291-6/+3
| | | | 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.
* BulletSim: moving comments around. No functional change.Robert Adams2013-04-081-0/+9
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* BulletSim: fix density since the simulator/viewer track density in aRobert Adams2013-02-121-1/+2
| | | | | | | | | | | 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: More work on center-of-mass. Remove linksetinfo and rely on ↵Robert Adams2013-02-121-1/+3
| | | | simulator to update info.
* BulletSim: fix avatar bobbing or jiggling while stationary flying.Robert Adams2013-02-081-1/+1
| | | | Various comments and debugging message mods.
* BulletSim: reclass BSPrim into layers so linkset and physical world ↵Robert Adams2013-02-081-0/+179
displacement is implemented as overlay classes rather than if statements scattered about.