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* Merge branch 'master' into careminsterMelanie2013-03-261-19/+55
|\ | | | | | | | | Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
| * BulletSim: fix possible race condition where an prim's asset can be ↵Robert Adams2013-03-251-6/+15
| | | | | | | | 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.
| * BulletSim: parameterize C# HACD hull creation. Add feature of reducing max ↵Robert Adams2013-03-251-14/+41
| | | | | | | | hull count for simple (non-cut prims) meshes.
* | Merge branch 'master' into careminsterMelanie2013-03-221-1/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
| * BulletSim: change 'degenerate mesh' message from Error to Debug because thereRobert Adams2013-03-191-1/+1
| | | | | | | | | | seem to be lots of sculpties with this problem while the condition really doesn't change region operation.
* | Merge branch 'master' into careminsterMelanie2013-02-221-1/+1
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| * BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams2013-02-211-1/+1
| | | | | | | | to eliminate some of the "cannot find terrain height" warning messages.
* | Merge branch 'master' into careminsterMelanie2013-02-071-11/+23
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
| * BulletSim: check for completely degenerate meshes (ones with allRobert Adams2013-02-061-9/+19
| | | | | | | | | | triangles having zero width) and output an error rather than throwing and exception.
| * BulletSim: remove an exception which occurs if a physics meshRobert Adams2013-02-061-2/+4
| | | | | | | | asset is not found.
* | Merge branch 'master' into careminsterMelanie2013-02-061-15/+47
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
| * BulletSim: make removing zero width triangles from meshes optionalRobert Adams2013-02-051-24/+27
| | | | | | | | and, for the moment, default to 'off'.
| * BulletSim: remove degenerate triangles from meshes. This fixes theRobert Adams2013-02-051-38/+43
| | | | | | | | | | | | | | | | | | 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: add debugging looking for doorway sculpty problemsRobert Adams2013-02-051-4/+26
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* | Merge branch 'master' into careminsterMelanie2013-02-041-66/+59
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| * BulletSim: fix crash caused when linksets were rebuilt. A problem addedRobert Adams2013-01-311-60/+54
| | | | | | | | | | when individual child pos/rot changes were implementated a week or so ago. Remove some passing of inTaintTime flag when it was never false.
| * BulletSim: make sure vehicle physical properties are set when goingRobert Adams2013-01-311-6/+5
| | | | | | | | | | | | physical by delaying setting until pre-step time. Change vehicle.Refresh() to schedule the pre-step setting. Comments and updating of TODO list.
* | Merge branch 'master' into careminsterMelanie2013-01-161-21/+37
|\ \ | |/ | | | | | | | | | | Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs
| * BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.Robert Adams2013-01-151-8/+10
| | | | | | | | | | It was a dumb idea to try and do a nose over feature for jumping cars anyway. Add better logging of native shape creation/reuse so can tell the difference.
| * BulletSim: add debugging messages to know when assets for physicalRobert Adams2013-01-151-14/+28
| | | | | | | | | | objects have been fetched. Update TODO list with more work.
* | Merge commit '8bf0a9f85dda4b1831630b65620d5c6868196c11' into careminsterMelanie2013-01-161-1/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
| * BulletSim: move center of gravity of linkset to its geometric center.Robert Adams2013-01-111-1/+1
| | | | | | | | | | | | | | Necessitated allowing simulator and physical position of a body to get out of sync since Bullet assumes that <0,0,0> is the center of mass. Update DLLs and SOs for the UpdateChildTransform so positions of individual prim in a linkset can be implemented.
* | Merge branch 'master' into careminsterMelanie2013-01-061-0/+1
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| * BulletSim: fix problem where mesh shapes were physically just their bounding ↵Robert Adams2013-01-041-0/+1
| | | | | | | | box and not the complete mesh. Fill mesh physical objects are back.
* | Merge branch 'master' into careminsterMelanie2013-01-021-57/+49
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * BulletSim: move over and port the interface for BulletXNA.Robert Adams2013-01-011-2/+2
| | | | | | | | | | | | | | | | 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: subclass Bullet[World|Body|Shape|Constraint] for unmanagedRobert Adams2013-01-011-14/+13
| | | | | | | | | | to have pointers and managed to have objects. Initial paste of XNA code. Commented out.
| * BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams2012-12-311-5/+5
| | | | | | | | Only initialization and debug fuctions left.
| * BulletSim: remove all the debug printing of pointer formatting ↵Robert Adams2012-12-311-4/+4
| | | | | | | | (.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
| * BulletSim: another round of conversion: dynamics world and collision object ↵Robert Adams2012-12-311-3/+3
| | | | | | | | functions.
| * BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams2012-12-311-35/+28
| | | | | | | | BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
* | Merge branch 'master' into careminsterMelanie2012-12-301-2/+4
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * BulletSim: tweeking avatar capsule code in an attempt to haveRobert Adams2012-12-291-2/+4
| | | | | | | | | | | | | | | | | | asymmetrical avatar capsule work now that rotation is being passed from the simulator. Turns out the Bullet capsule is just not very functional: it doesn't scale properly, the implementation only half does asymmetry and, in general, is hard to work with. Avatar shape is about what it was before these changes. Added initial data structures for avatar shape mesh.
* | Merge branch 'master' into careminsterMelanie2012-12-261-3/+3
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| * BulletSim: Rename some of the interface structures (BulletWorld, ...)Robert Adams2012-12-241-3/+3
| | | | | | | | | | | | | | | | 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.
* | Merge branch 'master' into careminsterMelanie2012-12-231-6/+6
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| * BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams2012-12-211-6/+6
| | | | | | | | to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
* | Merge branch 'master' into careminsterMelanie2012-12-161-18/+23
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
| * BulletSim: fix problem of avatar's floating off the ground after unsitting. ↵Robert Adams2012-12-121-9/+14
| | | | | | | | Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
| * BulletSim: add ini file and command line parameters to controlRobert Adams2012-12-111-1/+1
| | | | | | | | | | | | | | | | | | 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: Fix crash on the destruction of physical linksets.Robert Adams2012-12-101-8/+8
| | | | | | | | | | | | | | | | | | While fixing the above, add methods to physical body and shape pointer wrapper so routines won't have to know that IntPtr.Zero means no physical instance. Fix problem with physical linksets failing after a few sits and unsits by properly restoring child prom positions for compound linksets after multiple selection and deselections.
* | Merge branch 'master' into careminsterMelanie2012-12-091-6/+9
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| * BulletSim: fix small problem with setting size/scale of native shapes which ↵Robert Adams2012-12-081-6/+9
| | | | | | | | caused the native shapes to be rebuilt when not necessary.
* | Merge branch 'master' into careminsterMelanie2012-12-071-27/+34
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs OpenSim/Region/Framework/Scenes/Scene.cs
| * BulletSim: add detail logging detail flag so I don't have to comment and ↵Robert Adams2012-12-061-27/+34
| | | | | | | | uncomment the detail logging when changing the depth of logged info.
* | Merge branch 'master' into careminsterMelanie2012-11-301-4/+3
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Physics/Manager/IMesher.cs
| * BulletSim: add expanded call to IMesher/Meshmerizer which enables/disables ↵Robert Adams2012-11-291-4/+3
|/ | | | mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh.
* Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie2012-11-221-28/+28
| | | | conflicts with PhysicsShape type defined in later libOMV
* BulletSim: Make avatar capsule so it is not circular.Robert Adams2012-11-211-4/+5
| | | | | | | | | 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: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵Robert Adams2012-11-211-3/+3
| | | | having mesh avatars.