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