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2013-06-11BulletSim: when meshing or asset fetching fails, include positionRobert Adams2-14/+30
and region with the offending object's name in the error message.
2013-06-10BulletSim: add failure flag for meshing failure vs asset fetch failureRobert Adams4-34/+51
so error messages make more sense. Change some BulletSim status log messages from WARN to INFO. Update TODO list.
2013-06-05BulletSim: default PhysicsTimeStep to same as the simulator'sRobert Adams1-1/+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.
2013-06-05BulletSim: fix corner case when rebuilding a compound linkset whileRobert Adams1-11/+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.
2013-06-01BulletSim: experimental movement of physics execution off of heartbeatRobert Adams3-73/+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.
2013-05-28BulletSim: don't zero motion when changing vehicle type.Robert Adams1-1/+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).
2013-05-27BulletSim: default using mesh asset hulls to 'true'. This means that,Robert Adams1-2/+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.
2013-05-26BulletSim: enable GImpact shape for prims with cuts. Include DLLs and SOsRobert Adams1-1/+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.
2013-05-24Meshmerizer: remember to add the copied hull verts to the list of hulls.Robert Adams1-0/+1
2013-05-24BulletSim: add VehicleInertiaFactor to allow modifying inertia.Robert Adams2-1/+5
Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use.
2013-05-24BulletSim: properly set mesh hash key in use tracking structure.Robert Adams1-1/+4
Shouldn't see any functional difference.
2013-05-24Meshmerizer: add INI parameter to enable DEBUG mesh detail logging.Robert Adams1-3/+6
Default to off. To turn mesh parsing DEBUG detail logging on, add [Mesh] LogMeshDetail=true to the INI file.
2013-05-24change a hull debugging message to Debug instead of Infodahlia1-1/+1
2013-05-24correct some errors in decoding of mesh asset convex decomposition datadahlia1-53/+83
2013-05-23add decoder for bounding convex hulldahlia1-4/+53
2013-05-23Add DEBUG level logging in Meshmerizer for mesh parsing. There isRobert Adams1-2/+25
a compile time variable to turn this logging off if it is too spammy.
2013-05-23BulletSim: add locking around Meshmerizer use to eliminate possible raceRobert Adams1-145/+157
condition when extracting the convex hulls.
2013-05-22BulletSim: correct errors caused by misspelled INI parameter spec.Robert Adams2-4/+7
Add debugging messages for hull asset use.
2013-05-22BulletSim: add code to experimentally use asset hull data.Robert Adams2-4/+54
Default to 'off' as it needs debugging.
2013-05-22BulletSim: fix problem with walking up stairs that are orientedRobert Adams1-2/+9
in certain directions. The problem was really that the avatar capsule orientation was being set incorrectly.
2013-05-21Revert "BulletSim: add code to experimentally use asset hull data."Robert Adams2-54/+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.
2013-05-21BulletSim: add code to experimentally use asset hull data.Robert Adams2-4/+54
Default to 'off' as it needs debugging.
2013-05-21BulletSim: add gImpact shape type. Add logic to use gImpact shapeRobert Adams7-14/+167
for prims that have cuts or holes. Default logic to 'off' as it needs debugging.
2013-05-18fix error in hull point indexingdahlia1-1/+1
2013-05-18remove duplicate hull scalingdahlia1-3/+3
2013-05-18add prototype code to decode convex hulls from mesh assets. Please do not ↵dahlia1-21/+110
use yet; the interface will be defined in a later commit.
2013-05-17BulletSim: fix BulletSim crashing if there is no [BulletSim] sectionRobert Adams2-8/+12
in any INI file. Update TODO list.
2013-05-15fall back to using a display mesh for physics proxy if no physics_mesh entry ↵dahlia1-0/+4
was wound in a mesh asset
2013-05-14BulletSim: Fix for mantis 6487, also minor adjustment to fix flying while ↵Vegaslon1-2/+5
you are running. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-05-13BulletSim: add a lock to try and catch a native shape creation/destructionRobert Adams1-2/+7
race condition.
2013-05-13BulletSim: add adjustment for avatar capsule height scaling. MakesRobert Adams2-4/+32
avatar standing on ground view better and enables tuning.
2013-05-13BulletSim: use heightmap terrain when using BulletXNA.Robert Adams2-1/+5
Output messages on features disabled when using BulletXNA.
2013-05-10BulletSim: fix CPU loop that occurs when any 'degenerate' sculptieRobert Adams1-2/+6
is in a region. This fixes the high CPU usage for regions with nothing else going on.
2013-05-07Bulletsim: and the rotational friction.Vegaslon1-3/+5
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-05-07BulletSim: Another way to create vehicle framed friction.Vegaslon1-3/+5
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-05-06BulletSim: normalize quaternian rotations when building compound linksets.Robert Adams1-7/+7
Attempt to fix vehicles being twisted off the ground when they go physical.
2013-05-06BulletSim: properly free references to simple convex hull shapes. Didn'tRobert Adams1-8/+37
loose memory since shapes are shared but did mess up usage accounting.
2013-05-06BulletSim: apply linear and angular friction in vehicle coordinatesRobert Adams1-6/+6
and not world coordinates.
2013-05-06BulletSim: remove friction calcuation from BSMotor and move linear andRobert Adams7-67/+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.
2013-05-06BulletSim: simplify parameter specification by reducing the number ofRobert Adams2-191/+94
specifications required for simple properties with defaults.
2013-05-06BulletSim: extend BSActorLockAxis to allow locking linear movement inRobert Adams3-10/+28
addition to angular movement. Not enabled by anything yet.
2013-05-03BulletSim: zero vehicle motion when changing vehicle type.Robert Adams6-26/+18
Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages.
2013-05-02BulletSim: prims with no cuts created with single convex hull shape.Robert Adams4-2/+99
Parameter added to enable/disable this feature.
2013-05-02BulletSim: Rebuild physical body if physical shape changes for mesh and hull.Robert Adams4-24/+73
Properly rebuilds collision caches. Release asset data fetched when building mesh or hulls.
2013-05-01BulletSim: fix crash when mesh asset wasn't available when meshingRobert Adams2-10/+19
the first time. Debugging added for mesh/hull asset fetch.
2013-05-01BulletSim: rework LinksetCompound to work with new BSShape system.Robert Adams1-106/+40
Not all working yet.
2013-04-30BulletSim: fix error messages created while an avatar has no initialRobert Adams1-0/+3
collisions. Usually happens when logging in an avatar that had been previously flying. Uninitialized variable.
2013-04-30BulletSim: improvements to LinksetCompound and PrimDisplaced. Not all ↵Robert Adams5-17/+50
working yet.
2013-04-29BulletSim: Add non-static BSShape.GetReference for getting another referenceRobert Adams2-32/+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).
2013-04-29BulletSim: LinksetCompound work to disable collision for root andRobert Adams1-14/+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.