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2014-07-19revert to capsule representation of avatar colliderUbitUmarov1-297/+28
2014-07-18reduce avatar hover in basic ode pluginUbitUmarov1-1/+1
2013-05-29retouch prim stopped condition testUbitUmarov1-3/+3
2013-05-29 removed spurius ref to ode.dll from odeapiUbitUmarov1-1/+1
2013-05-29correction to previus comment: all parameters but gravity modifier haveUbitUmarov1-1/+0
efect on all prims.
2013-05-29let gravity modifier, friction, restitution and density changes be appliedUbitUmarov2-6/+65
to prim. Only have efect on root prim. Density doesn't get effect imediatly, only on next change of size or shape. density change implies a full body rebuild to be done later, after reducing the number of sets sop does. Other parameters should work. **** mainly untested ***
2013-05-29 make sure friction slip parameters are zero ( or other value ) and notUbitUmarov1-3/+3
default cmf
2013-05-29missing fileUbitUmarov1-0/+5
2013-05-29missing filesUbitUmarov2-5/+6
2013-05-29*** DANGER TESTING **** changed prims mesh generation hopefully removingUbitUmarov9-1178/+503
spurius faces. CHanged several aspects. Fixed prims inertia that was too low, still using box as model. Increased number of quickstep SOR iterations to 15. Keep it 15 even on heavy load ( will only jump simulation time).
2013-05-14* This fixes the avatar stuck in objects on login and teleport by gently ↵teravus1-0/+12
applying an upward motion when stuck in things on the Z * Comments describe how it filters out good, normal collisions, from 'stuck' collisions.. It's especially sensitive in feetbox collisions since this is where normal collisions happen under usual circumstances.
2013-05-14* Tweaks the hard cut to apply to collisions of Greater then Normal Z 0.95. ↵teravus1-1/+27
This fits within Ubit's framework of multi-body collisions, just moves the reactive force to the Midboxgeom(actual detection) instead of the bigbox geom(pre detection)
2013-03-28BulletSim: fix race condition when creating very large mega-regions.Robert Adams5-22/+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.
2013-03-28BulletSim: tweaks to terrain boundry computation. No functional changes.Robert Adams1-21/+29
2013-03-26BulletSim: prevent asset fetching loop when the fetched asset fails to mesh.Robert Adams1-52/+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.
2013-03-25BulletSim: new algorithm for vertical attraction which uses quaternionRobert Adams1-3/+45
arithmetic to compute the shortest path between the current tilt and vertical.
2013-03-25BulletSim: small tweaks and formatting in the parameter fetching code.Robert Adams1-5/+16
2013-03-25BulletSim: fix possible race condition where an prim's asset can be ↵Robert Adams3-11/+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.
2013-03-25BulletSim: parameterize C# HACD hull creation. Add feature of reducing max ↵Robert Adams2-14/+74
hull count for simple (non-cut prims) meshes.
2013-03-19BulletSim: change 'degenerate mesh' message from Error to Debug because thereRobert Adams1-1/+1
seem to be lots of sculpties with this problem while the condition really doesn't change region operation.
2013-03-19BulletSim: code to generate a higher resolution terrain mesh. ParameterRobert Adams4-18/+189
TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.
2013-03-19BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams4-1/+23
contact processing threshold for static object as well as mesh terrain.
2013-03-16BulletSim: add INI parameter for angular banking timescale fudge parameter.Robert Adams2-7/+12
2013-03-16BulletSim: Working Implementation of Angular Banking for Vehicles (Not SL ↵Vegaslon1-16/+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>
2013-03-15BulletSim: Tweak vertical angular attraction to remove double ↵Vegaslon1-1/+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>
2013-03-12Spot fix the interpenetration issue. Thanks, Ter.Melanie1-2/+2
2013-03-09BulletSim: remove the ability for avatars to fly off the edge ofRobert Adams4-23/+117
regions when there are no region neighbors. Add some terrain location processing routines to support above.
2013-03-06Add regression test for presence crossing between regions on the same simulator.Justin Clark-Casey (justincc)1-2/+7
Unlike a much earlier commented out version of this test, this is done in synchronous mode.
2013-03-01BulletSim: more things into the TODO list.Robert Adams1-1/+6
2013-03-01BulletSim: add parameters, code cleanup around checking and enforcingRobert Adams3-14/+57
maximum velocity and angular velocity values for prims.
2013-02-26BulletSim: fix crash around race condition when a mesh asset cannotRobert Adams2-8/+12
be fetched. Update TODO list.
2013-02-25BulletSim: tweeks to make avatar jump work better.Robert Adams1-4/+6
2013-02-21BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams5-33/+68
to eliminate some of the "cannot find terrain height" warning messages.
2013-02-19Deleted all AssemblyFileVersion directivesDiva Canto3-3/+3
2013-02-17BulletSim: experimental lock axis code using constraints. Not enabledRobert Adams2-22/+74
by default. Like more debugging is needed.
2013-02-17BulletSim: add calls for creating all the different Bullet constraint types.Robert Adams5-47/+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.
2013-02-17BulletSim: rework parameter setting for different types of valuesRobert Adams5-394/+348
(like vectors or quaternions).
2013-02-16BulletSim: fix physical object appearing to slowly float off whenRobert Adams1-1/+1
they stop moving.
2013-02-12BulletSim: fix density since the simulator/viewer track density in aRobert Adams7-25/+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).
2013-02-12BulletSim: More work on center-of-mass. Remove linksetinfo and rely on ↵Robert Adams8-124/+162
simulator to update info.
2013-02-08BulletSim: add parameter to set global contact breaking threshold. Update ↵Robert Adams2-0/+7
DLLs and SOs for setting same.
2013-02-08BulletSim: Change BSCharacter to use new base Density and FrictionRobert Adams2-16/+12
variables rather than own local varaibles.
2013-02-08BulletSim: fix avatar bobbing or jiggling while stationary flying.Robert Adams5-18/+25
Various comments and debugging message mods.
2013-02-08BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams8-225/+109
layers for physical (vs simulator) location displacement and linksets.
2013-02-08BulletSim: reclass BSPrim into layers so linkset and physical world ↵Robert Adams2-0/+297
displacement is implemented as overlay classes rather than if statements scattered about.
2013-02-07BulletSim: Adapt BulletSim to the newer physical properties. ViewerRobert Adams2-30/+28
dialog setting of friction, restitution, ... working.
2013-02-07BulletSim: fix exceptions caused by setting physical properties before the ↵Robert Adams1-5/+10
prim body is initialized.
2013-02-07BulletSim: add user setting of friction, density and restitution.Robert Adams3-27/+94
2013-02-07Add some more code from Avination. This changes physics actor stuff aroundMelanie2-3/+13
to work with the new params. Not actually plumbed just yet.
2013-02-07Rename "Bounce" to "Restitution" in PhysicsActor as well. It appears theseMelanie1-1/+1
values are not even used.