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* BulletSim: default physical terrain implementation to heightmap.Robert Adams2014-01-292-1/+9
| | | | | | | | It originally looked like mesh terrain would perform better for vehicles but, after much use, heightmap is the clear winner. Force terrain implementation to heightmap if the physics region is larger than legacy region size. This solves running out of memory for very large regions.
* Merge branch 'master' into varregionRobert Adams2014-01-111-7/+32
|\ | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/SceneBase.cs OpenSim/Services/Interfaces/IGridService.cs OpenSim/Services/LLLoginService/LLLoginResponse.cs (conflicts were debug statements that are commented out in master branch)
| * Fix crash in BulletSim which sometimes happens making a linkset physicalRobert Adams2014-01-101-7/+32
| | | | | | | | | | | | (like sitting on and activating a vehicle) and crossing borders. This keeps better bookkeeping on compound shapes so BulletSim can identify them when being freed.
* | varregion: many more updates removing the constant RegionSize and replacingRobert Adams2013-12-262-1/+2
| | | | | | | | with a passed region size. This time in the map code and grid services code.
* | Merge branch 'master' into varregionRobert Adams2013-12-172-16/+9
|\ \ | |/ | | | | | | | | | | | | Add new region crossing code to varregion Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Fix TestSitAndStandWithNoSitTarget NPC and SP tests.Justin Clark-Casey (justincc)2013-12-141-8/+1
| | | | | | | | | | These stopped working because current code calculates sit heights based on avatar physics rather than appearance data. Also changed BasicPhysics to not divide Z param of all set sizes by 2 - there's no obvious good reason for this and basicphysics is only used in tests
| * apparently mono DeflateStream has no CopyTo method =(dahlia2013-12-061-1/+5
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| * use System.IO.Compression.DeflateStream for mesh decompression in an attempt ↵dahlia2013-12-061-9/+5
| | | | | | | | to reduce mesh asset decoding failures
* | Merge branch 'master' into varregionRobert Adams2013-11-041-5/+9
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| * add null check for jpeg2000 sculpt image decode failure. Note: the ↵dahlia2013-11-011-0/+9
| | | | | | | | j2kDecodeCache folder should be cleared after updating to this revision so that sculpts containing alpha can be re-decoded and successfully meshed.
| * discard alpha in 4-plane sculpt textures before generating physics proxy meshdahlia2013-11-011-12/+7
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* | varregion: add plumbing to pass region size from Scene down to theRobert Adams2013-11-046-10/+32
| | | | | | | | | | | | physics engine. Older physics engines will default to the legacy region size. Update BulletSim to use the new region size information.
* | varregion: remove uses of region size constant. In particular, update sceneRobert Adams2013-11-041-5/+6
|/ | | | to check for border crossings based on the size of the region.
* BulletSim: update collision flags to make sure they fit in the shorts provided.Robert Adams2013-10-261-7/+7
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* BulletSim: change collision flags for groundplane to not interact with ↵Robert Adams2013-10-234-7/+13
| | | | | | static objects. Reorder collision flag setting code for terrain to fit pattern used elsewhere.
* BulletSim: implement the SL bug where VEHICLE_HOVER_UP_ONLY disablesRobert Adams2013-10-151-0/+12
| | | | | | | | | | | the vehicle buoyancy if the vehicle is above its hover height. This is a known misfeature of this vehicle flag which has been accepted since it would break too many implementations. The problem is noticed when creating a jetski-like vehicle that jumps over sand bars. A boat normally is configured with neutral buoyancy and hovering at water height. When it jumps the sandbar, it needs to have gravity applied to get back to water level.
* BulletSim: Fix snap back from edge of region problem. Mantis 6794.Robert Adams2013-10-111-2/+13
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* Bump OPenSimulator version and assembly versions up to 0.8.0 DevJustin Clark-Casey (justincc)2013-10-047-7/+7
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* BulletSim: reduce avatar walking stopped threshold.Robert Adams2013-09-202-0/+4
| | | | | | Add parameter for setting the walking stopped threshold. This fixes the slight jump when an avatar stops walking.
* BulletSim: zero velocity when avatar not moving.Robert Adams2013-09-201-0/+1
| | | | | This fixes a movement jitter that happens when an avatar is standing on a tilted surface.
* BulletSim: remove collision cache clearing logic for physical objects.Robert Adams2013-09-111-2/+5
| | | | This fixes constraints from getting messed up when properties change.
* BulletSim: add ClearCollisionProxyCache function to API.Robert Adams2013-09-114-2/+35
| | | | | | Add proxy cache clearing when some properties are changed. This fixes a problem where objects would stop colliding of they were moved with setPosition mulitple times.
* BulletSim: add LSL function and plumbing for setting a springRobert Adams2013-09-113-2/+37
| | | | equilibrium point in the physics engine constraint.
* BulletSim: add extended physics LSL constants for axis specification.Robert Adams2013-09-112-35/+60
| | | | | Add specific error warnings for mis-matched parameter types in extended physics functions.
* BulletSim: ability to specify groups of axis to modify in constraint ↵Robert Adams2013-09-111-8/+45
| | | | parameters that control multiple axis. Add useLinearReferenceFrameA constraint parameter.
* BulletSim: add axis parameter for specifying enable, damping, and stiffness ↵Robert Adams2013-09-113-17/+38
| | | | for spring constraints. Renumber parameter ops since I can as no one is using them yet.
* BulletSim: implementation of setting spring specific physical parameters. ↵Robert Adams2013-09-113-35/+76
| | | | Add setting of linkset type to physChangeLinkParams. Lots of detail logging for setting of linkset constraint parameters.
* BulletSim: add requestor's ID to post taint detail log message.Robert Adams2013-09-111-2/+3
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* BulletSim: pass both root and child BSPhysObjects to Extension function. ↵Robert Adams2013-09-112-22/+24
| | | | Update routines to use the new parameters list from above change.
* BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams2013-09-118-70/+89
| | | | LocalID of object which created the taint.
* BulletSim: Extension parameters passed through the classes made to pass just ↵Robert Adams2013-09-114-30/+80
| | | | and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
* BulletSim: adjust avatar capsule height calculation to be closer to defined ↵Robert Adams2013-09-112-7/+12
| | | | SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
* BulletSim: add extended physics function physGetLinkType(linkNum). Add ↵Robert Adams2013-09-113-23/+144
| | | | implementation of physChangeLinkParams() in BSLinksetConstraint.
* BulletSim: change ExtendedPhysics constants to 'const' so they can be used ↵Robert Adams2013-09-111-0/+22
| | | | as case variables in switch statements.
* BulletSim: add physChangeLinkParams to set individual parameters on link ↵Robert Adams2013-09-115-73/+153
| | | | constraints. Not fully functional. Remove double definition of ExtendedPhysics parameters by having BulletSim reference the optional module (addition to prebuild.xml and usings).
* BulletSim: update C++ HACD parameters to values that handle enclosed hollow ↵Robert Adams2013-09-111-8/+8
| | | | spaces better. This shouldn't affect many since this HACD routine is off by default.
* BulletSim: add physChangeLinkSpring to change linkset link to be a spring ↵Robert Adams2013-09-114-11/+128
| | | | constraint. Add implementation to create spring constraint. Send up property updates for linkset children at the end of flexible linkset links. The simulator probably doesn't do the right thing yet.
* BulletSim: Linkset.Refresh() calls internal ScheduleRebuild() to recreate ↵Robert Adams2013-09-112-14/+14
| | | | the linkset physics at next PostTaint time. Replace the existing calls to ScheduleRebuild to be calls to Refresh(). This allows external routines to make changes to parameters and then cause the linkset to rebuild.
* BulletSim: initial implementation of physChangeLinkFixed that resets a ↵Robert Adams2013-09-112-9/+24
| | | | linkset's link back to a fixed, non-moving connection.
* BulletSim: move linkset extension operations into BSPrimLinkable where they ↵Robert Adams2013-09-112-31/+42
| | | | should be.
* BulletSim: add unmanaged and XNA functions for hinge, slider and spring ↵Robert Adams2013-09-113-2/+241
| | | | constraints.
* BulletSim: complete linkage of spring constraint into linkset constraint.Robert Adams2013-09-113-15/+77
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* BulletSim: add spring constraint to linkset constraint types.Robert Adams2013-09-111-0/+85
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* BulletSim: add API and calls for spring constraint parameters.Robert Adams2013-09-113-0/+82
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* BulletSim: fixes for change linkset implementation of physical linksets.Robert Adams2013-09-114-17/+22
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* BulletSim: add some protections for processing when shutting down.Robert Adams2013-08-271-2/+2
| | | | Attempt to fix Mantis 6740 (http://opensimulator.org/mantis/view.php?id=6740).
* * Fix some threading issues in BulletXNA (the managed bullet library), this ↵teravus2013-08-201-1/+45
| | | | | | should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs. * Fixed a null ref during shutdown.
* BulletSim: include check for volume detect in check for zeroing avatar motion.Robert Adams2013-08-142-2/+6
| | | | | | | Normally, avatar motion is zeroed if colliding with a stationary object so they don't slide down hills and such. Without volume detect check this also allowed avatars to stand on volume detect objects and to have some jiggling when they were in the volume detect object. This commit fixes both.
* BulletSim: add physical object initialized flag so updates and collisionsRobert Adams2013-08-145-5/+23
| | | | | | | | | don't happen until the object is completely initialized. This fixes the problem of doing a teleport while the simulator is running. The destruction of the physical object while the engine is running means that the physics parameter update would overwrite the new position of the newly created avatar.
* BulletSim: move the creation of the avatar movement actor creating toRobert Adams2013-08-131-7/+7
| | | | | | taint time. Attempt to fix a problem of teleporting within the same region where the remove and addition of the physical avatar occasionally ends up with a non-moving avatar.