aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics (unfollow)
Commit message (Collapse)AuthorFilesLines
2012-12-04raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov1-4/+4
reduce head size a bit
2012-12-03*TEST* diferent avatar colliderUbitUmarov2-101/+337
2012-12-03fix vertex rounding directionUbitUmarov1-1/+8
2012-12-03 *TEST* reduce all mesh vertices resolution to 1e-5. This reduces numberUbitUmarov1-0/+16
of unique vertices only originated by math errors in PrimMesher
2012-12-03adjust avatar standing Z positionUbitUmarov1-5/+11
2012-11-24don't zero constant force and torque in selectionUbitUmarov1-6/+6
2012-11-22Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie11-54/+54
conflicts with PhysicsShape type defined in later libOMV
2012-11-21BulletSim: Make avatar capsule so it is not circular.Robert Adams6-21/+39
Simple attempt to make avatars better shaped. Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth' and 'avatarCapsuleDepth'. More tweeking to avatar height calculation. A little better but short avatar's feet are above the terrain and tall avatar's feet are a little below the ground.
2012-11-21BulletSim: Properly position mesh terrain on creation (fixes terrain not ↵Robert Adams2-76/+44
appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages.
2012-11-21BulletSim: add terrainImplementation parameter with default to Mesh.Robert Adams3-5/+46
2012-11-21BulletSim: fix line endings to be all Linux style (windows style keeps ↵Robert Adams2-454/+454
creeping in)
2012-11-21BulletSim: enablement and debugging of mesh terrain.Robert Adams4-36/+253
2012-11-21BulletSim: pull heightmap implementation out of the terrain manager so a ↵Robert Adams4-181/+327
mesh terrain can be implemented.
2012-11-21BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵Robert Adams4-8/+8
having mesh avatars.
2012-11-21BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is ↵Robert Adams3-20/+22
getting simplified out of existance someday) and update all the references to same.
2012-11-21BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams9-66/+67
getting simplified out of existance someday) and update all the references to that enum.
2012-11-21BulletSim: change PositionSanityCheck to apply a force to correct position ↵Robert Adams2-33/+30
corrections (below ground and floating).
2012-11-21BulletSim: tweek avatar capsule parameters so avatar feet don't go below ↵Robert Adams2-8/+10
ground. This solves the bouncing, short avatar problem (Mantis 6403).
2012-11-18BulletSim: Use base class constructors for initialization of BSShape and ↵Robert Adams4-216/+214
other classes.
2012-11-18BulletSim: fix the problem with flying being disabled when crossing region ↵Robert Adams1-2/+6
boundries.
2012-11-18BulletSim: remove the obsolete interface to the Bullet code. Update ↵Robert Adams1-134/+0
BulletSim libraries with code stripped of the obsolete code.
2012-11-15Revert "Merge master into teravuswork", it should have been avination, not ↵teravus20-5509/+2360
master. This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
2012-11-14Added AssemblyInfos to every dll in the OpenSim.Region namespace.Diva Canto6-4/+70
2012-11-13Updated all existing AssemblyVersions's to 0.7.5.*. Many DLLs still don't ↵Diva Canto5-5/+5
have an AssemblyInfo file.
2012-11-08ODECharacter overrides TargetVelocity. No change to existing behaviorDan Lake1-1/+15
2012-11-07BulletSim: add skeleton classes for shape objectification. This will ↵Robert Adams1-0/+213
eventually replace all the if's and switches in ShapeCollection with polymorphism.
2012-11-07BulletSim: add classes for physics motors. Eventually these will replace the ↵Robert Adams1-0/+104
manual code for vehicles and add PID functionality to avatar movement.
2012-11-06BulletSim: many changes to tune vehicles for BulletSim.Robert Adams1-63/+161
The problem left is that the vehicle sitting on something needs to press down for gravity and what its sitting on pushes up so the vehicle does not penetrate. The effect is Bullet calculates a lot of random angular motion for the vehicle. Various schemes of damping and zeroing has not resolved the problem.
2012-11-06BulletSim: Add ZeroAngularMotion method to physical objects. Add inTaint ↵Robert Adams4-28/+82
flag to ZeroMotion method. Update the references to those functions.
2012-11-06BulletSim: remove limit on taints that can happen before a step. Remove some ↵Robert Adams1-12/+16
debugging code (detail log flushing).
2012-11-06BulletSim: recalculate the compound shape bounding box when built.Robert Adams1-0/+2
2012-11-06BulletSim: only compute linkset mass when membership changes rather than ↵Robert Adams1-2/+6
everytime someone asks for it.
2012-11-06BulletSim: Add separate linear and angular damping function calls. Add ↵Robert Adams1-0/+9
function for recalculating compound shape bounding box.
2012-11-03BulletSim: fix compound linkset crash by not freeing shape of child prims.Robert Adams6-17/+25
Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes.
2012-11-03BulletSim: search the mesh and hull lists to find shapes if type is not ↵Robert Adams4-20/+96
known. This makes sure the correct accounting is done for the particular shape.
2012-11-03BulletSim: Move construction of compound linkset from ShapeCollectionRobert Adams3-61/+120
into LinksetCompound where it should be. Create meshes for native shapes when part of a compound linkset because scale is currently per object and not per collision shape. Don't schedule a LinksetCompound refresh if just changing properties.
2012-11-03BulletSim: parameterize selection of linkset implementationRobert Adams3-10/+24
2012-11-03BulletSim: debugging of compound shape implementation of linksets.Robert Adams10-132/+274
Add compound shape creation and freeing in shape manager. Add optional taint-time execution method and update code to use it. Add API2 linkage for more compound shape methods (get num, get/remove by index, ...) Modify perferred shape return so linkset children can have differet shapes than root. Add Position and Orientation calls to linksets so children can be moved around by the linkset by its own calculation. Allows for very general linkset implementations.
2012-11-03BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename ↵Robert Adams5-17/+39
MassRaw to RawMass. Fix BSShapeCollection to use Raw* for creating the body to eliminate exception from referencing the physical body before it has been created.
2012-11-03BulletSim: Remove use of shapeData in ShapeCollection and rely on the ↵Robert Adams7-266/+256
available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
2012-11-03BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵Robert Adams9-176/+328
of BSLinksetCompound.
2012-11-03BulletSim: vehicle tweeking.Robert Adams3-93/+90
Add AddTorque() method to BSPrim. Remove some manual motor actions in computing angular force (will eventually be replaced with motor class). Remove some experimental changes.
2012-11-03BulletSim: remove center-of-mass setting for linksets because it causes the ↵Robert Adams5-54/+33
constraint calculation to pull the objects together.
2012-11-03BulletSim: Use the PostTaints operation to build the linkset once before the ↵Robert Adams2-124/+68
next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code.
2012-11-03BulletSim: Add gravity force to vehicle. Some debugging additions.Robert Adams1-2/+6
2012-11-03BulletSim: fix problem with multiple linksets stepping on each other if they ↵Robert Adams1-3/+4
are built at the same time.
2012-11-03BulletSim: add definitions for linkset collision maskRobert Adams1-0/+3
2012-11-03BulletSim: code rearrangementRobert Adams2-8/+6
2012-11-03BulletSim: Use Refresh/PostTaints to cause recomputing of constraint ↵Robert Adams1-29/+36
variables before the simulation step. Update logging and messages to properly name LinksetConstraints. Use UpdatePhysicalMassProperties to put the whole linkset mass into all the physical linkset members so they have the inertia to move the whole linkset.
2012-11-03BulletSim: add post taint taints and post step taints. The post taints ↵Robert Adams1-16/+122
operation is most useful and is used by linksets to build and rebuild only once before the simulation step.