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path: root/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs (follow)
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* BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams2013-04-291-3/+3
| | | | changes.
* BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams2013-04-291-14/+14
| | | | 'm_physicsScene' to match coding conventions and reduce confusion.
* 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: eliminate the use of the unmanaged HeightMapInfo structure.Robert Adams2012-12-311-8/+6
| | | | | Remove all related calls from the unmanaged and BSAPITemplate interfaces. Update DLLs and SOs to include the version without HeightMapInfo structures.
* BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate.Robert Adams2012-12-311-6/+6
| | | | 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: another round of conversion: dynamics world and collision object ↵Robert Adams2012-12-311-12/+11
| | | | functions.
* BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams2012-12-311-4/+3
| | | | BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
* BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams2012-12-211-4/+4
| | | | to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
* BulletSim: Add 'BulletSimData' which separates structures createdRobert Adams2012-12-131-3/+2
| | | | | | for the operation of BulletSim and those defintiions/structures defined so they can be used in the unmanaged world. Consolidate setting of collision flags so implementation is not scattered.
* BulletSim: Fix crash on the destruction of physical linksets.Robert Adams2012-12-101-1/+1
| | | | | | | | | 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.
* BulletSim: Reduce idle region physics overhead where there are MANYRobert Adams2012-12-031-2/+2
| | | | | | | | | | | | static objects by more restrictive selection of objects that collide with static objects. Rename collision mask fuctions from 'filter' to 'group' so it is clear what is being set. Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above. Restore passing of time step to linear and angular motion component routines. Use buffering vehicle physical parameter get/set routines consistantly. Make range enforcement clearer by using ClampInRange() function for parameter setting. Remove commented out experimental vehicle calculations.
* BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain.Robert Adams2012-11-281-1/+7
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* BulletSim: add parameter for terrain collision margin.Robert Adams2012-11-251-1/+1
| | | | Add locking around unlikely but possible race conditions on terrain list.
* Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie2012-11-221-1/+1
| | | | conflicts with PhysicsShape type defined in later libOMV
* BulletSim: fix line endings to be all Linux style (windows style keeps ↵Robert Adams2012-11-211-170/+170
| | | | creeping in)
* BulletSim: enablement and debugging of mesh terrain.Robert Adams2012-11-211-16/+12
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* BulletSim: pull heightmap implementation out of the terrain manager so a ↵Robert Adams2012-11-211-0/+174
mesh terrain can be implemented.