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* BulletSim: complete movement of physical object action code out of theRobert Adams2013-04-0811-636/+1078
| | | | | physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
* BulletSim: create axis lock constraint with proper orientation andRobert Adams2013-04-021-4/+2
| | | | enable axis lock functionality.
* BulletSim: update unmanaged API for HACD parameter passing. Bullet HACDRobert Adams2013-04-013-6/+20
| | | | | mesh to hull conversion calls in place but code not working. Update BulletSim DLLs and SOs for new API and HACD code.
* BulletSim: rearrange mega-region terrain code to make the thread flowRobert Adams2013-04-011-15/+18
| | | | a little clearer.
* BulletSim: stop an avatar from moving if standing on a stationaryRobert Adams2013-03-311-1/+8
| | | | | | object. This will stop avatars from sliding down steep terrains or objects while still allowing an avatar to be moved if standing on a moving object.
* BulletSim: not quite functional axis lock code.Robert Adams2013-03-315-35/+43
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* BulletSim: start the renaming of local variables to m_ form to match the ↵Robert Adams2013-03-311-23/+23
| | | | OpenSim coding conventions.
* BulletSim: fix line endings in BSActor*Robert Adams2013-03-312-291/+302
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* BulletSim: convert BSDynamic to a BSActor and change BSPrim to setRobert Adams2013-03-315-112/+149
| | | | up the vehicle actor.
* BulletSim: Add physical 'actors' that operate on the physical object.Robert Adams2013-03-314-74/+311
| | | | Add first 'actor' for locked axis.
* BulletSim: fix race condition when creating very large mega-regions.Robert Adams2013-03-285-22/+35
| | | | | | | | The symptom was exceptions while creating physical terrain. Reduce default terrain mesh magnification to 2 from 3 because the higher resolution uses a lot of memory and doesn't solve the terrain smoothness for vehicles. Added comments here and there and improved some debugging log messages.
* BulletSim: tweaks to terrain boundry computation. No functional changes.Robert Adams2013-03-281-21/+29
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* BulletSim: prevent asset fetching loop when the fetched asset fails to mesh.Robert Adams2013-03-261-52/+64
| | | | | | | Check for the case where the fetched mesh asset fails meshing (degenerate triangles or no physical mesh). In this case, the asset is marked 'failed' and BulletSim doesn't keep trying to fetch over-and-over trying to get a good asset.
* BulletSim: new algorithm for vertical attraction which uses quaternionRobert Adams2013-03-251-3/+45
| | | | | arithmetic to compute the shortest path between the current tilt and vertical.
* BulletSim: small tweaks and formatting in the parameter fetching code.Robert Adams2013-03-251-5/+16
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* BulletSim: fix possible race condition where an prim's asset can be ↵Robert Adams2013-03-253-11/+24
| | | | 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.
* BulletSim: parameterize C# HACD hull creation. Add feature of reducing max ↵Robert Adams2013-03-252-14/+74
| | | | hull count for simple (non-cut prims) meshes.
* BulletSim: change 'degenerate mesh' message from Error to Debug because thereRobert Adams2013-03-191-1/+1
| | | | | seem to be lots of sculpties with this problem while the condition really doesn't change region operation.
* BulletSim: code to generate a higher resolution terrain mesh. ParameterRobert Adams2013-03-194-18/+189
| | | | | TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.
* BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams2013-03-194-1/+23
| | | | contact processing threshold for static object as well as mesh terrain.
* BulletSim: add INI parameter for angular banking timescale fudge parameter.Robert Adams2013-03-162-7/+12
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* BulletSim: Working Implementation of Angular Banking for Vehicles (Not SL ↵Vegaslon2013-03-161-16/+17
| | | | | | Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis) Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: Tweak vertical angular attraction to remove double ↵Vegaslon2013-03-151-1/+1
| | | | | | VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: remove the ability for avatars to fly off the edge ofRobert Adams2013-03-094-23/+117
| | | | | regions when there are no region neighbors. Add some terrain location processing routines to support above.
* BulletSim: more things into the TODO list.Robert Adams2013-03-011-1/+6
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* BulletSim: add parameters, code cleanup around checking and enforcingRobert Adams2013-03-013-14/+57
| | | | maximum velocity and angular velocity values for prims.
* BulletSim: fix crash around race condition when a mesh asset cannotRobert Adams2013-02-262-8/+12
| | | | | be fetched. Update TODO list.
* BulletSim: tweeks to make avatar jump work better.Robert Adams2013-02-251-4/+6
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* BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams2013-02-215-33/+68
| | | | to eliminate some of the "cannot find terrain height" warning messages.
* Deleted all AssemblyFileVersion directivesDiva Canto2013-02-191-1/+1
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* BulletSim: experimental lock axis code using constraints. Not enabledRobert Adams2013-02-172-22/+74
| | | | by default. Like more debugging is needed.
* BulletSim: add calls for creating all the different Bullet constraint types.Robert Adams2013-02-175-47/+338
| | | | | Updated the DLLs and SOs and code for BulletXNA to create the types. All the detailed control calls are not all in place yet.
* BulletSim: rework parameter setting for different types of valuesRobert Adams2013-02-175-394/+348
| | | | (like vectors or quaternions).
* BulletSim: fix physical object appearing to slowly float off whenRobert Adams2013-02-161-1/+1
| | | | they stop moving.
* BulletSim: fix density since the simulator/viewer track density in aRobert Adams2013-02-127-25/+150
| | | | | | | | | | | funny unit that is 100 times real density (default 1000). Fix avatar drifting slowly when stationary flying. Fix for physical prims getting corrected for being under terrain when it was just its geometric center that was below terrain. Add PreUpdatePropertyAction allowing plugable modifiction of phys parameters returned from Bullet. Fix an exception setting GravityMultiplier on initialization. Update DLLs and SOs for good measure (no functional change).
* BulletSim: More work on center-of-mass. Remove linksetinfo and rely on ↵Robert Adams2013-02-128-124/+162
| | | | simulator to update info.
* BulletSim: add parameter to set global contact breaking threshold. Update ↵Robert Adams2013-02-082-0/+7
| | | | DLLs and SOs for setting same.
* BulletSim: Change BSCharacter to use new base Density and FrictionRobert Adams2013-02-082-16/+12
| | | | variables rather than own local varaibles.
* BulletSim: fix avatar bobbing or jiggling while stationary flying.Robert Adams2013-02-085-18/+25
| | | | Various comments and debugging message mods.
* BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams2013-02-088-225/+109
| | | | layers for physical (vs simulator) location displacement and linksets.
* BulletSim: reclass BSPrim into layers so linkset and physical world ↵Robert Adams2013-02-082-0/+297
| | | | displacement is implemented as overlay classes rather than if statements scattered about.
* BulletSim: Adapt BulletSim to the newer physical properties. ViewerRobert Adams2013-02-072-30/+28
| | | | dialog setting of friction, restitution, ... working.
* BulletSim: fix exceptions caused by setting physical properties before the ↵Robert Adams2013-02-071-5/+10
| | | | prim body is initialized.
* BulletSim: add user setting of friction, density and restitution.Robert Adams2013-02-073-27/+94
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* Change passed PhysicsParameter value from float to the more general string valueRobert Adams2013-02-072-26/+49
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* BulletSim: set removing zero width triangles in meshes to be enabled by ↵Robert Adams2013-02-062-1/+2
| | | | default. This should fix the invisible barrier in sculptie doorways bug.
* BulletSim: check for completely degenerate meshes (ones with allRobert Adams2013-02-061-9/+19
| | | | | triangles having zero width) and output an error rather than throwing and exception.
* BulletSim: remove an exception which occurs if a physics meshRobert Adams2013-02-061-2/+4
| | | | asset is not found.
* BulletSim: make removing zero width triangles from meshes optionalRobert Adams2013-02-052-24/+33
| | | | and, for the moment, default to 'off'.
* BulletSim: remove degenerate triangles from meshes. This fixes theRobert Adams2013-02-053-44/+57
| | | | | | | | | 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.