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* Merge branch 'avination' into ubitworkMelanie2012-12-033-102/+367
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| * *TEST* diferent avatar colliderUbitUmarov2012-12-032-101/+337
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| * fix vertex rounding directionUbitUmarov2012-12-031-1/+8
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| * *TEST* reduce all mesh vertices resolution to 1e-5. This reduces numberUbitUmarov2012-12-031-0/+16
| | | | | | | | of unique vertices only originated by math errors in PrimMesher
| * adjust avatar standing Z positionUbitUmarov2012-12-031-5/+11
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* | don't zero constant force and torque in selectionUbitUmarov2012-11-241-6/+6
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* Merge branch 'master' into careminsterMelanie2012-11-2211-54/+54
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| * Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie2012-11-2211-54/+54
| | | | | | | | conflicts with PhysicsShape type defined in later libOMV
* | Merge branch 'master' into careminsterMelanie2012-11-2212-321/+713
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| * BulletSim: Make avatar capsule so it is not circular.Robert Adams2012-11-216-21/+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.
| * BulletSim: Properly position mesh terrain on creation (fixes terrain not ↵Robert Adams2012-11-212-76/+44
| | | | | | | | appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages.
| * BulletSim: add terrainImplementation parameter with default to Mesh.Robert Adams2012-11-213-5/+46
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| * BulletSim: fix line endings to be all Linux style (windows style keeps ↵Robert Adams2012-11-212-454/+454
| | | | | | | | creeping in)
| * BulletSim: enablement and debugging of mesh terrain.Robert Adams2012-11-214-36/+253
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| * BulletSim: pull heightmap implementation out of the terrain manager so a ↵Robert Adams2012-11-214-181/+327
| | | | | | | | mesh terrain can be implemented.
| * BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵Robert Adams2012-11-214-8/+8
| | | | | | | | having mesh avatars.
| * BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is ↵Robert Adams2012-11-213-20/+22
| | | | | | | | getting simplified out of existance someday) and update all the references to same.
| * BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams2012-11-219-66/+67
| | | | | | | | getting simplified out of existance someday) and update all the references to that enum.
| * BulletSim: change PositionSanityCheck to apply a force to correct position ↵Robert Adams2012-11-212-33/+30
| | | | | | | | corrections (below ground and floating).
| * BulletSim: tweek avatar capsule parameters so avatar feet don't go below ↵Robert Adams2012-11-212-8/+10
| | | | | | | | ground. This solves the bouncing, short avatar problem (Mantis 6403).
* | Merge branch 'master' into careminsterMelanie2012-11-196-352/+220
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| * BulletSim: Use base class constructors for initialization of BSShape and ↵Robert Adams2012-11-184-216/+214
| | | | | | | | other classes.
| * BulletSim: fix the problem with flying being disabled when crossing region ↵Robert Adams2012-11-181-2/+6
| | | | | | | | boundries.
| * BulletSim: remove the obsolete interface to the Bullet code. Update ↵Robert Adams2012-11-181-134/+0
| | | | | | | | BulletSim libraries with code stripped of the obsolete code.
* | Merge branch 'avination' into careminsterMelanie2012-11-171-2/+2
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| * | add debug position on bad primmesh errorUbitUmarov2012-11-021-2/+2
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* | | Merge branch 'master' into careminsterMelanie2012-11-157-9/+75
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| * | Added AssemblyInfos to every dll in the OpenSim.Region namespace.Diva Canto2012-11-146-4/+70
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| * | Updated all existing AssemblyVersions's to 0.7.5.*. Many DLLs still don't ↵Diva Canto2012-11-135-5/+5
| | | | | | | | | | | | have an AssemblyInfo file.
* | | Merge branch 'master' into careminsterMelanie2012-11-091-1/+15
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| * | ODECharacter overrides TargetVelocity. No change to existing behaviorDan Lake2012-11-081-1/+15
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* | | Merge branch 'master' into careminsterMelanie2012-11-0811-105/+593
|\ \ \ | |/ / | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
| * | BulletSim: add skeleton classes for shape objectification. This will ↵Robert Adams2012-11-071-0/+213
| | | | | | | | | | | | eventually replace all the if's and switches in ShapeCollection with polymorphism.
| * | BulletSim: add classes for physics motors. Eventually these will replace the ↵Robert Adams2012-11-071-0/+104
| | | | | | | | | | | | manual code for vehicles and add PID functionality to avatar movement.
| * | BulletSim: many changes to tune vehicles for BulletSim.Robert Adams2012-11-061-63/+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.
| * | BulletSim: Add ZeroAngularMotion method to physical objects. Add inTaint ↵Robert Adams2012-11-064-28/+82
| | | | | | | | | | | | flag to ZeroMotion method. Update the references to those functions.
| * | BulletSim: remove limit on taints that can happen before a step. Remove some ↵Robert Adams2012-11-061-12/+16
| | | | | | | | | | | | debugging code (detail log flushing).
| * | BulletSim: recalculate the compound shape bounding box when built.Robert Adams2012-11-061-0/+2
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| * | BulletSim: only compute linkset mass when membership changes rather than ↵Robert Adams2012-11-061-2/+6
| | | | | | | | | | | | everytime someone asks for it.
| * | BulletSim: Add separate linear and angular damping function calls. Add ↵Robert Adams2012-11-061-0/+9
| | | | | | | | | | | | function for recalculating compound shape bounding box.
* | | Merge branch 'master' into careminsterMelanie2012-11-0415-843/+1583
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| * | BulletSim: fix compound linkset crash by not freeing shape of child prims.Robert Adams2012-11-036-17/+25
| | | | | | | | | | | | | | | Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes.
| * | BulletSim: search the mesh and hull lists to find shapes if type is not ↵Robert Adams2012-11-034-20/+96
| | | | | | | | | | | | known. This makes sure the correct accounting is done for the particular shape.
| * | BulletSim: Move construction of compound linkset from ShapeCollectionRobert Adams2012-11-033-61/+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.
| * | BulletSim: parameterize selection of linkset implementationRobert Adams2012-11-033-10/+24
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| * | BulletSim: debugging of compound shape implementation of linksets.Robert Adams2012-11-0310-132/+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.
| * | BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename ↵Robert Adams2012-11-035-17/+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.
| * | 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.