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2013-07-30BulletSim: distribute vehicle physical settings to all members ofRobert Adams3-43/+61
a linkset. Enables constraint based linksets. Rename some internal variables to clarify whether values world or vehicle relative.
2013-07-30BulletSim: make density display and return value consistant with howRobert Adams3-8/+22
the simulator expects it (scaled to 100kg/m^3).
2013-07-23BulletSim: Turn on center-of-mass calculation by default.Robert Adams2-5/+7
Reduce object density by factor of 100 to bring physical mass computations into a range better suited for Bullet.
2013-07-23Revert "Revert "BulletSim: Add logic to linksets to change physical ↵Robert Adams3-7/+59
properties for"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 84d0699761b8da546f9faef084240d7b15f16321.
2013-07-23Revert "Revert "BulletSim: change BSDynamics to expect to be passed a ↵Robert Adams1-2/+15
BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 7b187deb19517aa7c880458894643a5448566a94.
2013-07-23Revert "Revert "BulletSim: only create vehicle prim actor when vehicles are ↵Robert Adams2-12/+33
enabled."" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a.
2013-07-23Revert "Revert "BulletSim: move collision processing for linksets from ↵Robert Adams5-18/+121
BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
2013-07-23Revert "Revert "Add experimental stubs for an extension function interface ↵Robert Adams2-0/+15
on both"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 89857378ce79f93a265bc1eb151e17742032abfa.
2013-07-23Revert "Revert "BulletSim: freshen up the code for constraint based linksets.""Robert Adams3-23/+64
Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 44543ebe638f391fc1c7ff532fe4470006dec55a.
2013-07-22Revert "BulletSim: freshen up the code for constraint based linksets."Robert Adams3-64/+23
The changes don't seem to be ready for prime time. This reverts commit 803632f8f32d91bb4aec678d8b45a8430c2703e1.
2013-07-22Revert "Add experimental stubs for an extension function interface on both"Robert Adams2-15/+0
The changes don't seem to be ready for prime time. This reverts commit 13a4a80b3893af13ab748c177b731fed813974ca.
2013-07-22Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"Robert Adams5-121/+18
The changes don't seem to be ready for prime time. This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
2013-07-22Revert "BulletSim: only create vehicle prim actor when vehicles are enabled."Robert Adams2-33/+12
The changes don't seem to be ready for prime time. This reverts commit acb7b4a09ad564d1dfae3ad12adbb593ca3942c9.
2013-07-22Revert "BulletSim: change BSDynamics to expect to be passed a BSPrimLinkable"Robert Adams1-15/+2
The changes don't seem to be ready for prime time. This reverts commit d0d654e2186c8b81c1150da89a549e4f7162a2b4.
2013-07-22Revert "BulletSim: Add logic to linksets to change physical properties for"Robert Adams3-59/+7
The changes don't seem to be ready for prime time. This reverts commit b44f0e1a00eba7f76401692322e48a3b23a81164.
2013-07-22BulletSim: Add logic to linksets to change physical properties forRobert Adams3-7/+59
whole linkset. Override physical property setting for BSLinksetCompound as there are not children to the compound spape.
2013-07-22BulletSim: change BSDynamics to expect to be passed a BSPrimLinkableRobert Adams1-2/+15
and start changing the logic to handle the base prim as a complex object (ie, a linkset).
2013-07-22BulletSim: only create vehicle prim actor when vehicles are enabled.Robert Adams2-12/+33
2013-07-22BulletSim: move collision processing for linksets from BSPrimLinkableRobert Adams5-18/+121
into the linkset implementation classes. Add HasSomeCollision attribute that remembers of any component of a linkset has a collision. Update vehicle code (BSDynamic) to use the HasSomeCollision in place of IsColliding to make constraint based linksets properly notice the ground. Add linkset functions to change physical attributes of all the members of a linkset.
2013-07-22Add experimental stubs for an extension function interface on bothRobert Adams2-0/+15
PhysicsScene and PhysicsActor.
2013-07-22BulletSim: freshen up the code for constraint based linksets.Robert Adams3-23/+64
2013-07-18BulletSim: add position resetting for stationary avatars so they don'tRobert Adams2-5/+20
move around when standing on a stationary object. Create proper linkage between BSCharacter and its actor by generating a UpdatedProperties event the same way BSPrim does.
2013-07-17BulletSim: fix small bug where everything looked like it was collidingRobert Adams2-6/+10
before the first simulator step.
2013-07-09BulletSim: add parameter to optionally disable vehicle linear deflection.Robert Adams2-16/+34
Add parameter to not apply vehicle linear deflection Z forces if vehicle is not colliding. This defaults to 'true' so vehicles will fall even if there is some linear deflection to apply.
2013-07-08BulletSim: make all the different angularVerticalAttraction algorithmsRobert Adams4-138/+146
selectable from configuration paramters. Changed default algorithm to "1" from previous default as it seems to handle Y axis correction a little better. Add config file independent enablement of vehicle angular forces to make debugging easier (independent testing of forces).
2013-07-08minor: remove some mono compiler warnings in OdePluginJustin Clark-Casey (justincc)2-2/+1
2013-07-07BulletSim: Different Implementation of Angular Deflection for vehicles, ↵Vegaslon1-15/+16
Activates it again and fixes problem with fighting with vertical attractor removing wobble of forward axis. Comments on testing welcome, May require adjustments of this force or other forces after this commit, exact tweaking to come after testing on other hardware. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-07-07BulletSim: fix jumping up and down of linksets when center-of-massRobert Adams1-6/+2
was enabled. Didn't effect the physical position but the viewer saw the linkset jumping between its simulator center and its physical center.
2013-07-07BulletSim: rename position and orientation variables to remove theRobert Adams3-95/+71
inconsistant use of Raw* and _* conventions.
2013-07-06BulletSim: implementation of linkset center-of-mass.Robert Adams5-29/+70
Default off, for the moment, until more testing. Add separate thread and center-of-mass flags to OpenSimDefaults.ini. Clean up comments in OpenSimDefaults.ini.
2013-07-06BulletSim: More tweaking on center-of-mass. Almost there. Changes have no ↵Robert Adams4-101/+51
effect if LinksetOffsetCenterOfMass=false (the default).
2013-07-06BulletSim: comments and non-functional changes working toward the ↵Robert Adams4-20/+39
center-of-gravity implementation.
2013-07-06BulletSim: non-functional updates. Comments and formatting.Robert Adams4-43/+67
Update TODO list.
2013-06-30BulletSim: add the reset of the last commit for flush log file problems.Robert Adams2-2/+2
Fix small typo in one log message.
2013-06-30BulletSim: fix an occasional crash with flushing log files.Robert Adams1-4/+2
2013-06-30BulletSim: remove the handle to the vehicle actor and cause routinesRobert Adams2-32/+70
that need it to look it up.
2013-06-30BulletSim: set linkset type to be prim specific rather than a simulatorRobert Adams3-15/+8
wide default. This allows individual prims to differ in the underlying linkset implementation.
2013-06-30BulletSim: a better version of llMoveToTarget that doesn't go crazy.Robert Adams5-19/+98
There is still some overshoot but mostly fixes Mantis 6693. Fix bug where moveToTarget was active for non-physical objects and while selected. Fix bug where move target was not getting changed if the script changed the target during a move.
2013-06-30BulletSim: add inTaintTime parameter to collision cache clear function.Robert Adams1-3/+3
2013-06-21BulletSim: move new linear deflection code to own routine.Robert Adams1-29/+35
Remove VehicleForwardVelocity changed storage since the value will be modified as movement is processed.
2013-06-20BulletSim: Implementation of Linear Deflection, it is a partial help for the ↵Vegaslon1-5/+33
vehicle tuning diffrence between Opensim and Second life. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-06-20BulletSim: rework velocity updating when not colliding and not flyingRobert Adams2-5/+42
to prevent infinite jumps. Now jumps last only AvatarJumpFrames long (default 4) which is about as high as in SL. TODO: jumping should only depend on standing (collision with feet) rather than collision anywhere on the avatar.
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.