| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
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).
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
Another parameter for vehicle operation tuning.
Default to <1,1,1> which means nothing is different under normal use.
|
|
|
|
| |
Shouldn't see any functional difference.
|
|
|
|
| |
condition when extracting the convex hulls.
|
|
|
|
| |
Add debugging messages for hull asset use.
|
|
|
|
| |
Default to 'off' as it needs debugging.
|
|
|
|
|
| |
in certain directions. The problem was really that the avatar capsule
orientation was being set incorrectly.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
Default to 'off' as it needs debugging.
|
|
|
|
|
| |
for prims that have cuts or holes. Default logic to 'off' as it
needs debugging.
|
|
|
|
| |
in any INI file. Update TODO list.
|
|
|
|
|
|
| |
you are running.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
|
|
|
|
| |
race condition.
|
|
|
|
| |
avatar standing on ground view better and enables tuning.
|
|
|
|
| |
Output messages on features disabled when using BulletXNA.
|
|
|
|
|
| |
is in a region. This fixes the high CPU usage for regions with nothing
else going on.
|
|
|
|
| |
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
|
|
|
|
| |
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
|
|
|
|
| |
Attempt to fix vehicles being twisted off the ground when they go physical.
|
|
|
|
| |
loose memory since shapes are shared but did mess up usage accounting.
|
|
|
|
| |
and not world coordinates.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
specifications required for simple properties with defaults.
|
|
|
|
| |
addition to angular movement. Not enabled by anything yet.
|
|
|
|
|
| |
Rebuild compound linkset of any child in the linkset changes shape.
Comments and better detailed logging messages.
|
|
|
|
| |
Parameter added to enable/disable this feature.
|
|
|
|
|
| |
Properly rebuilds collision caches.
Release asset data fetched when building mesh or hulls.
|
|
|
|
|
| |
the first time.
Debugging added for mesh/hull asset fetch.
|
|
|
|
| |
Not all working yet.
|
|\ |
|
| |
| |
| |
| |
| | |
collisions. Usually happens when logging in an avatar that had been
previously flying. Uninitialized variable.
|
| |
| |
| |
| | |
working yet.
|
| |
| |
| |
| |
| |
| |
| | |
to an existing shape instance.
BSShapeNative rebuilds shape for all references.
BSShapeCompound returns another reference copy if the compound shape
already exists (for linksets).
|
| |
| |
| |
| |
| |
| |
| | |
child prims so compound shape can do all collisions.
Don't try to build a compound linkset for non-physical linksets.
Remove and replace root body when compound shape is added so collision
cache is rebuilt.
|
| |
| |
| |
| | |
changes.
|
| |
| |
| |
| | |
'm_physicsScene' to match coding conventions and reduce confusion.
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
|
|/ |
|
|
|
|
|
| |
different physical mesh representations (simplified convex meshes)
and avatar mesh.
|
|
|
|
|
| |
glibc (2.14) since that is not yet in some Linux distributions.
Add unmanaged API calls and code for creating single convex hull shapes.
|
|
|
|
|
| |
of both position change and up force that move avatars over barrier.
Default parameters are for steps up to 0.5m in height.
|
|
|
|
| |
check for an object being linked into the world does not work for Bullet's ghost objects so BulletSim was deleting the object while it was still linked into the physical world structures.
|