| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
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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.
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hull count for simple (non-cut prims) meshes.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
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seem to be lots of sculpties with this problem while the condition really doesn't
change region operation.
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to eliminate some of the "cannot find terrain height" warning messages.
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Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
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triangles having zero width) and output an error rather than
throwing and exception.
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asset is not found.
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Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
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and, for the moment, default to 'off'.
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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.
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when individual child pos/rot changes were implementated a week or so ago.
Remove some passing of inTaintTime flag when it was never false.
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physical by delaying setting until pre-step time. Change vehicle.Refresh()
to schedule the pre-step setting.
Comments and updating of TODO list.
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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
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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.
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objects have been fetched.
Update TODO list with more work.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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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.
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box and not the complete mesh. Fill mesh physical objects are back.
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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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.
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to have pointers and managed to have objects.
Initial paste of XNA code. Commented out.
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Only initialization and debug fuctions left.
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(.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
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functions.
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BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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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.
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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.
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to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
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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.
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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.
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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.
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caused the native shapes to be rebuilt when not necessary.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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uncomment the detail logging when changing the depth of logged info.
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Conflicts:
OpenSim/Region/Physics/Manager/IMesher.cs
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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.
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conflicts with PhysicsShape type defined in later libOMV
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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.
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having mesh avatars.
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