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path: root/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs (follow)
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* BulletSim: first unit test: vehicle angular attractionRobert Adams2013-01-281-1/+1
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* BulletSim: fix the trimming of colliders so only the top 25 are returned.Robert Adams2013-01-281-2/+2
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* BulletSim: fix compile error from last commitRobert Adams2013-01-271-2/+2
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* BulletSim: first attempt at reporting top collidersRobert Adams2013-01-271-1/+16
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* BulletSim: remove exception that can happen when setting physics parameters ↵Robert Adams2013-01-241-2/+2
| | | | from the console.
* BulletSim: pass up and report the real collision penetration.Robert Adams2013-01-231-2/+3
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* BulletSim: center-of-gravity linkset changes. Not working yet.Robert Adams2013-01-231-2/+2
| | | | | | Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
* BulletSim: allow changing position and rotation of a child of a linksetRobert Adams2013-01-211-4/+0
| | | | | without rebuilding the whole compound shape. Should make vehicles move smoother.
* BulletSim: remove unused MaxTaintsToProcessPerStep parameterRobert Adams2013-01-211-1/+0
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* BulletSim: fix not moving physical objects below terrain to over terrain.Robert Adams2013-01-141-4/+13
| | | | | Add locking on register prestep action list preventing potential race conditions. Little comment and formatting changes.
* BulletSim: add osGetPhysicsEngineType() LSL function and updateRobert Adams2013-01-111-2/+7
| | | | | | | | the physics engines to return the name that is specified in the INI file ("physics = XXX") as the type of engine. This os function is a little different than the others in that it does not throw an exception of one is not privilaged to use it. It merely returns an empty string.
* BulletSim: remove double application of buoyancy. Centralize computation of ↵Robert Adams2013-01-111-0/+1
| | | | buoyancy. Add motor angular debugging controls.
* BulletSim: add parameter to have Bullet output performance statisticsRobert Adams2013-01-011-0/+4
| | | | every so many frames. Default to off.
* BulletSim: move over and port the interface for BulletXNA.Robert Adams2013-01-011-1/+1
| | | | | | | | Copied BulletSNPlugin.BulletSimAPI to a new BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to comply with the BSAPITemplate definition. Not totally debugged but the code is all there for an INI variable to select either unmanaged C++ Bullet or the C# version of Bullet.
* BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate.Robert Adams2012-12-311-65/+62
| | | | Update BulletSim DLLs and SOs with simplier step function interface.
* BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams2012-12-311-1/+1
| | | | Only initialization and debug fuctions left.
* BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams2012-12-311-2/+8
| | | | BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
* BulletSim: correct collision mask definition for linkset children.Robert Adams2012-12-271-0/+1
| | | | Remove unused code. Add comments and TODOs.
* BulletSim: Parameterize nominal frame rate (55) and add parameters to ↵Robert Adams2012-12-271-3/+8
| | | | 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 Adams2012-12-271-9/+0
| | | | like raw numbers scattered around the code.
* BulletSim: scale the force for external AddForce by the simulationRobert Adams2012-12-261-0/+4
| | | | | step time so it will be applied completely the next step. The internal AddForce routine does not scale the force.
* BulletSim: Rename some of the interface structures (BulletWorld, ...)Robert Adams2012-12-241-2/+2
| | | | | | | | to get ready for... Start creation of BulletAPITemplate. This defines the abstract interface functions. Following commits will move over to the new interface. This will enable switching between the managed and unmanaged version of Bullet.
* BulletSim: remove post step one-time taints (doesn't make any sense). Rename ↵Robert Adams2012-12-221-82/+30
| | | | pre and post step event invocation routines to Trigger* to be consistant. Remove old, unused code.
* BulletSim: remove all special vehicle code from BSScene. Replace per-frame ↵Robert Adams2012-12-211-81/+14
| | | | updates for vehicles with per-frame action registration. One fewer special case.
* BulletSim: repair vehicle problems introduced in previous 'improvements'. ↵Robert Adams2012-12-211-1/+1
| | | | Fix line endings in BSParams.
* BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams2012-12-211-515/+34
| | | | to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
* BulletSim: begin movement of parameters from pinned memory block to ↵Robert Adams2012-12-211-0/+10
| | | | variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list.
* BulletSim: apply friction to linear and angular motion before returning ↵Robert Adams2012-12-171-6/+0
| | | | advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning.
* BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵Robert Adams2012-12-171-1/+1
| | | | doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
* BulletSim: add parameter to UpdateProperties call into the linkset so ↵Robert Adams2012-12-161-3/+7
| | | | changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
* BulletSim: remove some errors on shutdown by moving terrain destruction ↵Robert Adams2012-12-161-2/+7
| | | | until after physical object destruction. TerrainManager also made disposable and that feature used.
* BulletSim: non-functional commenting and reorganization of material ↵Robert Adams2012-12-121-0/+1
| | | | attribute specifications.
* BulletSim: add ini file and command line parameters to controlRobert Adams2012-12-111-2/+10
| | | | | | | | | dumping of physical vehicle parameters (out of Bullet) on each simulation step and to optionally scale vehicle angular velocity by the time step. The latter looks to be part of a difference between angular parameters for ODE and BulletSim. SL docs say angular velocity is measured in radians/timeScale. Not sure if this is different than what ODE does.
* BulletSim: comment out some chatty debug logging. Rearrange some code in ↵Robert Adams2012-12-101-2/+2
| | | | BSDynamics to make velocity vs force calculation clearer.
* BulletSim: rework angular corrections to remove any hybrid code and compute ↵Robert Adams2012-12-031-2/+2
| | | | absolute collections.
* BulletSim: add stubs for generalization of preStep actions. Will eventually ↵Robert Adams2012-12-031-2/+17
| | | | replace the specialized vehicle processing with preStep event processing. Add TODO comments about this feature. Redo line endings in TODO file to be all Linux.
* BulletSim: Add DumpActivationInfo2 function. Change static objects from ↵Robert Adams2012-12-011-0/+2
| | | | DISABLE_SIMULATION to ISLAND_SLEEPING. Update DLLs and SOs to add DumpActivationInfo2 function.
* BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain.Robert Adams2012-11-281-10/+7
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* BulletSim: increase vehicle stability by suppressing Bullet's update to ↵Robert Adams2012-11-261-6/+6
| | | | angular velocity.
* BulletSim: up the vehicle angular damping to 0.95. Still trying to overcome ↵Robert Adams2012-11-251-2/+2
| | | | the movement added by Bullet.
* BulletSim: clean up TODO list. It is kept somewhere wlse that should be more ↵Robert Adams2012-11-251-17/+16
| | | | public. Add error logging for the detail log writer so a message is output when it cannot write to the specified logging directory. Modify friction defaults to be closer to ODE's values. Add new collision margin and vehicle angular damping parameters.
* BulletSim: Add tables and initialization for different attributes for ↵Robert Adams2012-11-251-0/+7
| | | | different materials. For the moment, the per material tables are not used.
* BulletSim: Make avatar capsule so it is not circular.Robert Adams2012-11-211-7/+11
| | | | | | | | | Simple attempt to make avatars better shaped. Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth' and 'avatarCapsuleDepth'. More tweeking to avatar height calculation. A little better but short avatar's feet are above the terrain and tall avatar's feet are a little below the ground.
* BulletSim: add terrainImplementation parameter with default to Mesh.Robert Adams2012-11-211-0/+5
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* BulletSim: tweek avatar capsule parameters so avatar feet don't go below ↵Robert Adams2012-11-211-5/+6
| | | | ground. This solves the bouncing, short avatar problem (Mantis 6403).
* BulletSim: Use base class constructors for initialization of BSShape and ↵Robert Adams2012-11-181-1/+1
| | | | other classes.
* BulletSim: remove limit on taints that can happen before a step. Remove some ↵Robert Adams2012-11-061-12/+16
| | | | debugging code (detail log flushing).
* BulletSim: fix compound linkset crash by not freeing shape of child prims.Robert Adams2012-11-031-2/+2
| | | | | Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes.
* BulletSim: search the mesh and hull lists to find shapes if type is not ↵Robert Adams2012-11-031-1/+1
| | | | known. This makes sure the correct accounting is done for the particular shape.
* BulletSim: Move construction of compound linkset from ShapeCollectionRobert Adams2012-11-031-2/+22
| | | | | | | into LinksetCompound where it should be. Create meshes for native shapes when part of a compound linkset because scale is currently per object and not per collision shape. Don't schedule a LinksetCompound refresh if just changing properties.