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* 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.
* BulletSim: simplify parameter specification by reducing the number ofRobert Adams2013-05-062-191/+94
| | | | specifications required for simple properties with defaults.
* BulletSim: extend BSActorLockAxis to allow locking linear movement inRobert Adams2013-05-063-10/+28
| | | | addition to angular movement. Not enabled by anything yet.
* BulletSim: zero vehicle motion when changing vehicle type.Robert Adams2013-05-036-26/+18
| | | | | Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages.
* BulletSim: prims with no cuts created with single convex hull shape.Robert Adams2013-05-024-2/+99
| | | | Parameter added to enable/disable this feature.
* BulletSim: Rebuild physical body if physical shape changes for mesh and hull.Robert Adams2013-05-024-24/+73
| | | | | Properly rebuilds collision caches. Release asset data fetched when building mesh or hulls.
* BulletSim: fix crash when mesh asset wasn't available when meshingRobert Adams2013-05-012-10/+19
| | | | | the first time. Debugging added for mesh/hull asset fetch.
* BulletSim: rework LinksetCompound to work with new BSShape system.Robert Adams2013-05-011-106/+40
| | | | Not all working yet.
* Merge branch 'master' into bulletsim4Robert Adams2013-05-011-0/+3
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| * BulletSim: fix error messages created while an avatar has no initialRobert Adams2013-04-301-0/+3
| | | | | | | | | | collisions. Usually happens when logging in an avatar that had been previously flying. Uninitialized variable.
* | BulletSim: improvements to LinksetCompound and PrimDisplaced. Not all ↵Robert Adams2013-04-305-17/+50
| | | | | | | | working yet.
* | BulletSim: Add non-static BSShape.GetReference for getting another referenceRobert Adams2013-04-292-32/+102
| | | | | | | | | | | | | | to an existing shape instance. BSShapeNative rebuilds shape for all references. BSShapeCompound returns another reference copy if the compound shape already exists (for linksets).
* | BulletSim: LinksetCompound work to disable collision for root andRobert Adams2013-04-291-14/+30
| | | | | | | | | | | | | | 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.
* | BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams2013-04-2920-152/+152
| | | | | | | | changes.
* | BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams2013-04-2911-282/+282
| | | | | | | | 'm_physicsScene' to match coding conventions and reduce confusion.
* | BulletSim: first cut at new linksetCompound shape building.Robert Adams2013-04-291-63/+27
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* | BulletSim: fix crash when creating new hull.Robert Adams2013-04-291-13/+14
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* | BulletSim: code for creating the avatar capsule shape.Robert Adams2013-04-291-0/+13
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* | BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams2013-04-2920-1050/+290
| | | | | | | | 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.
* | BulletSim: complete BSShape classes.Robert Adams2013-04-293-19/+316
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* BulletSim: partial addition of BSShape class code preparing forRobert Adams2013-04-242-52/+191
| | | | | different physical mesh representations (simplified convex meshes) and avatar mesh.
* BulletSim: update DLLs and SOs to they have no dependencies on newerRobert Adams2013-04-243-0/+44
| | | | | glibc (2.14) since that is not yet in some Linux distributions. Add unmanaged API calls and code for creating single convex hull shapes.
* BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams2013-04-235-25/+123
| | | | | of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
* BulletSim: fix crash when deleting llVolumeDetect enabled objects. Bullet's ↵Robert Adams2013-04-221-5/+2
| | | | 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.