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* BulletSim: freshen up the code for constraint based linksets.Robert Adams2013-07-223-23/+64
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* BulletSim: add position resetting for stationary avatars so they don'tRobert Adams2013-07-182-5/+20
| | | | | | move around when standing on a stationary object. Create proper linkage between BSCharacter and its actor by generating a UpdatedProperties event the same way BSPrim does.
* BulletSim: fix small bug where everything looked like it was collidingRobert Adams2013-07-172-6/+10
| | | | before the first simulator step.
* BulletSim: add parameter to optionally disable vehicle linear deflection.Robert Adams2013-07-092-16/+34
| | | | | | Add parameter to not apply vehicle linear deflection Z forces if vehicle is not colliding. This defaults to 'true' so vehicles will fall even if there is some linear deflection to apply.
* BulletSim: make all the different angularVerticalAttraction algorithmsRobert Adams2013-07-084-138/+146
| | | | | | | | selectable from configuration paramters. Changed default algorithm to "1" from previous default as it seems to handle Y axis correction a little better. Add config file independent enablement of vehicle angular forces to make debugging easier (independent testing of forces).
* BulletSim: Different Implementation of Angular Deflection for vehicles, ↵Vegaslon2013-07-071-15/+16
| | | | | | Activates it again and fixes problem with fighting with vertical attractor removing wobble of forward axis. Comments on testing welcome, May require adjustments of this force or other forces after this commit, exact tweaking to come after testing on other hardware. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: fix jumping up and down of linksets when center-of-massRobert Adams2013-07-071-6/+2
| | | | | | was enabled. Didn't effect the physical position but the viewer saw the linkset jumping between its simulator center and its physical center.
* BulletSim: rename position and orientation variables to remove theRobert Adams2013-07-073-95/+71
| | | | inconsistant use of Raw* and _* conventions.
* BulletSim: implementation of linkset center-of-mass.Robert Adams2013-07-065-29/+70
| | | | | | 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 Adams2013-07-064-101/+51
| | | | effect if LinksetOffsetCenterOfMass=false (the default).
* BulletSim: comments and non-functional changes working toward the ↵Robert Adams2013-07-064-20/+39
| | | | center-of-gravity implementation.
* BulletSim: non-functional updates. Comments and formatting.Robert Adams2013-07-064-43/+67
| | | | Update TODO list.
* BulletSim: add the reset of the last commit for flush log file problems.Robert Adams2013-06-302-2/+2
| | | | Fix small typo in one log message.
* BulletSim: fix an occasional crash with flushing log files.Robert Adams2013-06-301-4/+2
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* BulletSim: remove the handle to the vehicle actor and cause routinesRobert Adams2013-06-302-32/+70
| | | | that need it to look it up.
* BulletSim: set linkset type to be prim specific rather than a simulatorRobert Adams2013-06-303-15/+8
| | | | | wide default. This allows individual prims to differ in the underlying linkset implementation.
* BulletSim: a better version of llMoveToTarget that doesn't go crazy.Robert Adams2013-06-305-19/+98
| | | | | | | | There is still some overshoot but mostly fixes Mantis 6693. Fix bug where moveToTarget was active for non-physical objects and while selected. Fix bug where move target was not getting changed if the script changed the target during a move.
* BulletSim: add inTaintTime parameter to collision cache clear function.Robert Adams2013-06-301-3/+3
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* BulletSim: move new linear deflection code to own routine.Robert Adams2013-06-211-29/+35
| | | | | Remove VehicleForwardVelocity changed storage since the value will be modified as movement is processed.
* BulletSim: Implementation of Linear Deflection, it is a partial help for the ↵Vegaslon2013-06-201-5/+33
| | | | | | vehicle tuning diffrence between Opensim and Second life. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: rework velocity updating when not colliding and not flyingRobert Adams2013-06-202-5/+42
| | | | | | | to prevent infinite jumps. Now jumps last only AvatarJumpFrames long (default 4) which is about as high as in SL. TODO: jumping should only depend on standing (collision with feet) rather than collision anywhere on the avatar.
* BulletSim: when meshing or asset fetching fails, include positionRobert Adams2013-06-112-14/+30
| | | | and region with the offending object's name in the error message.
* BulletSim: add failure flag for meshing failure vs asset fetch failureRobert Adams2013-06-104-34/+51
| | | | | | so error messages make more sense. Change some BulletSim status log messages from WARN to INFO. Update TODO list.
* BulletSim: default PhysicsTimeStep to same as the simulator'sRobert Adams2013-06-051-1/+1
| | | | | | heartbeat timestep when running the physics engine on a separate thread. This reduces the occurance of heartbeats that happen when there is no physics step which is seen as vehicle jerkyness.
* BulletSim: fix corner case when rebuilding a compound linkset whileRobert Adams2013-06-051-11/+46
| | | | | | a mesh/hull while a mesh or hull is being rebuilt when its asset is fetched. This fixes a 'pure virtual function' crash when changing physical state of complex linksets that include many meshes.
* BulletSim: experimental movement of physics execution off of heartbeatRobert Adams2013-06-013-73/+209
| | | | | | | | | | thread. Off by default until more testing. Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics engine to be called on its own thread and the heartbeat thread only handles the reporting of property updates and collisions. Physics frame rate is about right but physics execution time goes to zero as accounted by the heartbeat loop.
* BulletSim: don't zero motion when changing vehicle type.Robert Adams2013-05-281-1/+4
| | | | | Some vehicle scripts change type on the fly as an easy way of setting all the parameters (like a plane changing to a car when on the ground).
* BulletSim: default using mesh asset hulls to 'true'. This means that,Robert Adams2013-05-271-2/+2
| | | | | | if the mesh asset specifies physics hulls, BulletSim will fetch and use same rather than approximating the hulls. If physics hulls are not specified, the representation will fall back to the regular physics mesh.
* BulletSim: enable GImpact shape for prims with cuts. Include DLLs and SOsRobert Adams2013-05-261-1/+1
| | | | | | | | | | | which recompute GImpact shape bounding box after creation as Bullet doesn't do that itself (something it does for nearly every other shape). Now, physical prims without cuts become single mesh convex meshes. Physical prims with cuts become GImpact meshes. Meshes become a set of convex hulls approximated from the mesh unless the hulls are specified in the mesh asset data. The use of GImpact shapes should make some mechanical physics more stable.
* BulletSim: add VehicleInertiaFactor to allow modifying inertia.Robert Adams2013-05-242-1/+5
| | | | | Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use.
* BulletSim: properly set mesh hash key in use tracking structure.Robert Adams2013-05-241-1/+4
| | | | Shouldn't see any functional difference.
* BulletSim: add locking around Meshmerizer use to eliminate possible raceRobert Adams2013-05-231-145/+157
| | | | condition when extracting the convex hulls.
* BulletSim: correct errors caused by misspelled INI parameter spec.Robert Adams2013-05-222-4/+7
| | | | Add debugging messages for hull asset use.
* BulletSim: add code to experimentally use asset hull data.Robert Adams2013-05-222-4/+54
| | | | Default to 'off' as it needs debugging.
* BulletSim: fix problem with walking up stairs that are orientedRobert Adams2013-05-221-2/+9
| | | | | in certain directions. The problem was really that the avatar capsule orientation was being set incorrectly.
* Revert "BulletSim: add code to experimentally use asset hull data."Robert Adams2013-05-212-54/+4
| | | | | | | | This reverts commit 2fd8819a043269f9308cb46c71893e6eb35a426e. Remove this code until I can figure out why the references that are clearly in prebuild.xml doesn't work for the 'using OpenSim.Region.Physics.Meshing' in BSShape.cs.
* BulletSim: add code to experimentally use asset hull data.Robert Adams2013-05-212-4/+54
| | | | Default to 'off' as it needs debugging.
* BulletSim: add gImpact shape type. Add logic to use gImpact shapeRobert Adams2013-05-217-14/+167
| | | | | for prims that have cuts or holes. Default logic to 'off' as it needs debugging.
* BulletSim: fix BulletSim crashing if there is no [BulletSim] sectionRobert Adams2013-05-172-8/+12
| | | | in any INI file. Update TODO list.
* BulletSim: Fix for mantis 6487, also minor adjustment to fix flying while ↵Vegaslon2013-05-141-2/+5
| | | | | | you are running. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: add a lock to try and catch a native shape creation/destructionRobert Adams2013-05-131-2/+7
| | | | race condition.
* BulletSim: add adjustment for avatar capsule height scaling. MakesRobert Adams2013-05-132-4/+32
| | | | avatar standing on ground view better and enables tuning.
* BulletSim: use heightmap terrain when using BulletXNA.Robert Adams2013-05-132-1/+5
| | | | Output messages on features disabled when using BulletXNA.
* BulletSim: fix CPU loop that occurs when any 'degenerate' sculptieRobert Adams2013-05-101-2/+6
| | | | | is in a region. This fixes the high CPU usage for regions with nothing else going on.
* Bulletsim: and the rotational friction.Vegaslon2013-05-071-3/+5
| | | | Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: Another way to create vehicle framed friction.Vegaslon2013-05-071-3/+5
| | | | Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: normalize quaternian rotations when building compound linksets.Robert Adams2013-05-061-7/+7
| | | | Attempt to fix vehicles being twisted off the ground when they go physical.
* BulletSim: properly free references to simple convex hull shapes. Didn'tRobert Adams2013-05-061-8/+37
| | | | loose memory since shapes are shared but did mess up usage accounting.
* BulletSim: apply linear and angular friction in vehicle coordinatesRobert Adams2013-05-061-6/+6
| | | | and not world coordinates.
* BulletSim: remove friction calcuation from BSMotor and move linear andRobert Adams2013-05-067-67/+47
| | | | | | | angular friction computation into linear and angular movement code. The friction wasn't being applied properly. This will make it so vehicles don't drift as much and the drift is tunable by changing the friction timescales.