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| * | BulletSim: Remove use of shapeData in ShapeCollection and rely on the ↵Robert Adams2012-11-037-266/+256
| | | | | | | | | | | | available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
| * | BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵Robert Adams2012-11-039-176/+328
| | | | | | | | | | | | of BSLinksetCompound.
| * | BulletSim: vehicle tweeking.Robert Adams2012-11-033-93/+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.
| * | BulletSim: remove center-of-mass setting for linksets because it causes the ↵Robert Adams2012-11-035-54/+33
| | | | | | | | | | | | constraint calculation to pull the objects together.
| * | BulletSim: Use the PostTaints operation to build the linkset once before the ↵Robert Adams2012-11-032-124/+68
| | | | | | | | | | | | next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code.
| * | BulletSim: Add gravity force to vehicle. Some debugging additions.Robert Adams2012-11-031-2/+6
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| * | BulletSim: fix problem with multiple linksets stepping on each other if they ↵Robert Adams2012-11-031-3/+4
| | | | | | | | | | | | are built at the same time.
| * | BulletSim: add definitions for linkset collision maskRobert Adams2012-11-031-0/+3
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| * | BulletSim: code rearrangementRobert Adams2012-11-032-8/+6
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| * | BulletSim: Use Refresh/PostTaints to cause recomputing of constraint ↵Robert Adams2012-11-031-29/+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.
| * | BulletSim: add post taint taints and post step taints. The post taints ↵Robert Adams2012-11-031-16/+122
| | | | | | | | | | | | operation is most useful and is used by linksets to build and rebuild only once before the simulation step.
| * | BulletSim: remove unneeded parameter from Refresh().Robert Adams2012-11-031-1/+1
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| * | BulletSim: centralize mass/inertia computation with ↵Robert Adams2012-11-033-18/+38
| | | | | | | | | | | | UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty.
| * | BulletSim: rename constraint classes so they show up together alphabetically.Robert Adams2012-11-033-6/+6
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| * | BulletSim: many small changes for vehicles simulation.Robert Adams2012-11-031-31/+40
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| * | BulletSim: add ForEachMember(action) call for linkset.Robert Adams2012-11-031-8/+28
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| * | BulletSim: Add activations after vehicle properties change. Problem was the ↵Robert Adams2012-11-031-12/+62
| | | | | | | | | | | | vehicle was going to sleep while waiting for commands. Make AddAngularForce work the same way as AddForce -- accumulates values and pushes them once into Bullet.
| * | BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'.Robert Adams2012-11-033-3/+7
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| * | BulletSim: Add banking and other new code to vechile dynamics. Add third ↵Robert Adams2012-11-0311-188/+323
| | | | | | | | | | | | party license and contributor in for for Aurora-Sim project for physics code.
* | | Merge branch 'avination' into careminsterMelanie2012-11-044-33/+36
|\ \ \ | | |/ | |/| | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
| * | lock unique and uniqueReleased in same order when both locks are neededUbitUmarov2012-11-021-20/+14
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| * | revert last changeUbitUmarov2012-10-281-2/+1
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| * | fix ode timingUbitUmarov2012-10-281-1/+2
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| * | minor changeUbitUmarov2012-10-281-0/+1
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| * | test limit ode exec time by time not number of loops doneUbitUmarov2012-10-281-8/+13
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| * | bug fixUbitUmarov2012-10-202-1/+3
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| * | UbitOde stop doing a copy of the asset data using just the reference toUbitUmarov2012-10-191-2/+3
| | | | | | | | | | | | it. It costs a lot of cpu and doesn't seem all that usefull.
* | | Merge branch 'master' into careminsterMelanie2012-11-011-0/+6
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| * | Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵Dan Lake2012-10-311-0/+6
| | | | | | | | | | | | No change to existing functions.
* | | Merge branch 'master' into careminsterMelanie2012-10-311-1/+7
|\ \ \ | |/ / | | | | | | | | | | | | Conflicts: OpenSim/Framework/ChildAgentDataUpdate.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * | Log warning if mesh/sculpt asset couldn't be found by ↵Justin Clark-Casey (justincc)2012-10-301-0/+6
| | | | | | | | | | | | | | | | | | ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.
| * | Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵Justin Clark-Casey (justincc)2012-10-301-1/+1
| | | | | | | | | | | | | | | | | | exception. In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved).
* | | Merge branch 'master' into careminsterMelanie2012-10-301-3/+2
|\ \ \ | |/ / | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * | Make MeshAssetReceived private.Justin Clark-Casey (justincc)2012-10-301-1/+1
| | | | | | | | | | | | Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity.
| * | correct ODEPrim.MeshAssetReveived -> MeshAssetReceivedJustin Clark-Casey (justincc)2012-10-301-3/+2
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* | | Merge branch 'avination' into careminsterMelanie2012-10-281-7/+13
|\ \ \ | | |/ | |/| | | | | | | Conflicts: OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
| * | [UNTESTED] core Ode: let broken mesh physical prims collide with land asUbitUmarov2012-10-191-6/+11
| | | | | | | | | | | | the defaul basic box so they don't go off world.
| * | [UNTESTED] core Ode: stop trying to load a broken asset. Make brokenUbitUmarov2012-10-191-21/+97
| | | | | | | | | | | | assets behave like phantom by Nebadon request
* | | Merge branch 'master' into careminsterMelanie2012-10-264-18/+26
|\ \ \ | | |/ | |/| | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
| * | BulletSim: fix problem with avatars sinking into the ground.Robert Adams2012-10-234-15/+23
| | | | | | | | | | | | Change terrain activation state to DISABLE_SIMULATION for better performance.
| * | BulletSim: minor change to insure avatar body recreation when shape changes.Robert Adams2012-10-231-3/+3
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* | | Merge branch 'master' into careminsterMelanie2012-10-2310-374/+510
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| * | BulletSim: remove chatty debug message.Robert Adams2012-10-222-2/+2
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| * | BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh ↵Robert Adams2012-10-228-35/+51
| | | | | | | | | | | | assets weren't already in the cache. Comment cleanups.
| * | BulletSim: fix problem of not rebuilding shape by clearing last rebuild ↵Robert Adams2012-10-222-2/+8
| | | | | | | | | | | | failed flag in BSPrim.ForceBodyShapeRebuild()
| * | BulletSim: remove trailing spaces to make git happy.Robert Adams2012-10-228-36/+36
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| * | BulletSim: encorporate UBit's suggestion to save a copy of mesh raw data.Robert Adams2012-10-221-2/+1
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| * | BulletSim: Create LinkSet abstract class and sparate constraint based ↵Robert Adams2012-10-223-319/+434
| | | | | | | | | | | | linksets into own subclass. Will eventually add manual movement linkset subclass.
* | | Merge branch 'master' into careminsterMelanie2012-10-231-12/+14
|\ \ \ | |/ / | | | | | | | | | Conflicts: OpenSim/Framework/LandData.cs
| * | minor: remove unnecessary bit of method doc from ↵Justin Clark-Casey (justincc)2012-10-201-3/+0
| | | | | | | | | | | | OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically