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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.
2013-04-29BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams20-152/+152
changes.
2013-04-29BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams11-282/+282
'm_physicsScene' to match coding conventions and reduce confusion.
2013-04-29BulletSim: first cut at new linksetCompound shape building.Robert Adams1-63/+27
2013-04-29BulletSim: fix crash when creating new hull.Robert Adams1-13/+14
2013-04-29BulletSim: code for creating the avatar capsule shape.Robert Adams1-0/+13
2013-04-29BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams20-1050/+290
from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
2013-04-29BulletSim: complete BSShape classes.Robert Adams3-19/+316
2013-04-24BulletSim: partial addition of BSShape class code preparing forRobert Adams2-52/+191
different physical mesh representations (simplified convex meshes) and avatar mesh.
2013-04-24BulletSim: update DLLs and SOs to they have no dependencies on newerRobert Adams3-0/+44
glibc (2.14) since that is not yet in some Linux distributions. Add unmanaged API calls and code for creating single convex hull shapes.
2013-04-23BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams5-25/+123
of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
2013-04-22BulletSim: fix crash when deleting llVolumeDetect enabled objects. Bullet's ↵Robert Adams1-5/+2
check for an object being linked into the world does not work for Bullet's ghost objects so BulletSim was deleting the object while it was still linked into the physical world structures.
2013-04-09BulletSim: fixing problems with llMoveToTarget. Not all fixed yet.Robert Adams3-6/+18
2013-04-09BulletSim: some formatting changes.Robert Adams1-10/+17
2013-04-09Another algorithm for AngularVerticalAttraction. This one Takes into account ↵Vegaslon1-0/+23
all rotations before it and makes the corrections more close to the time that sl does. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-04-09BulletSim: add Bullet HACD library invocation. Turned off by default as notRobert Adams3-94/+183
totally debugged. Updated DLLs and SOs with more debugged HACD library code.
2013-04-09BulletSim: fix problem where large sets of mega-regions weren't registeringRobert Adams1-3/+3
all the terrain with the base region.
2013-04-08BulletSim: moving comments around. No functional change.Robert Adams3-10/+11
2013-04-08BulletSim: clean up actor code so routines use the same coding pattern.Robert Adams10-123/+137
Fix a few enabling problems.
2013-04-08BulletSim: complete movement of physical object action code out of theRobert Adams11-636/+1078
physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
2013-04-02BulletSim: create axis lock constraint with proper orientation andRobert Adams1-4/+2
enable axis lock functionality.
2013-04-01BulletSim: update unmanaged API for HACD parameter passing. Bullet HACDRobert Adams3-6/+20
mesh to hull conversion calls in place but code not working. Update BulletSim DLLs and SOs for new API and HACD code.
2013-04-01BulletSim: rearrange mega-region terrain code to make the thread flowRobert Adams1-15/+18
a little clearer.
2013-03-31BulletSim: stop an avatar from moving if standing on a stationaryRobert Adams1-1/+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.
2013-03-31BulletSim: not quite functional axis lock code.Robert Adams5-35/+43
2013-03-31BulletSim: start the renaming of local variables to m_ form to match the ↵Robert Adams1-23/+23
OpenSim coding conventions.
2013-03-31BulletSim: fix line endings in BSActor*Robert Adams2-291/+302
2013-03-31BulletSim: convert BSDynamic to a BSActor and change BSPrim to setRobert Adams5-112/+149
up the vehicle actor.
2013-03-31BulletSim: Add physical 'actors' that operate on the physical object.Robert Adams4-74/+311
Add first 'actor' for locked axis.
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.