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* Merge branch 'avination' into careminsterMelanie2012-12-188-352/+976
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| * *TESTP unscripted sit: missing filesUbitUmarov2012-12-172-0/+6
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| * * TEST * unscripted sitUbitUmarov2012-12-172-2/+196
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| * make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov2012-12-111-14/+37
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| * changes on the fast speed avatars collider, collisions from above, etcUbitUmarov2012-12-111-62/+64
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| * fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2012-12-113-13/+8
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| * missing files remove some warnings...UbitUmarov2012-12-113-4/+3
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| * missing fileUbitUmarov2012-12-111-0/+9
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| * a few more changes on avatar colliderUbitUmarov2012-12-112-299/+363
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| * create a new ode character also with the new informationUbitUmarov2012-12-073-5/+20
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| * *TEST* Use new avatar size in ubitODE.UbitUmarov2012-12-073-4/+50
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| * avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2012-12-053-101/+74
| | | | | | | | avatar collider, just rounding the boxes, etc
| * move characters (avatars) to own collision space, also fixing a problemUbitUmarov2012-12-043-14/+47
| | | | | | | | with previus code that was still assuming the avatar is g2
| * raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov2012-12-041-4/+4
| | | | | | | | reduce head size a bit
| * 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 careminsterMelanie2012-12-185-37/+28
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| * | BulletSim: apply friction to linear and angular motion before returning ↵Robert Adams2012-12-173-14/+2
| | | | | | | | | | | | advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning.
| * | BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵Robert Adams2012-12-174-29/+32
| | | | | | | | | | | | doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
* | | Merge branch 'master' into careminsterMelanie2012-12-1810-123/+195
|\ \ \ | |/ / | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
| * | BulletSim: fix vehicles being shot in the air at border crossings because of ↵Robert Adams2012-12-161-2/+5
| | | | | | | | | | | | mis-application of correction to postion for below groundness.
| * | BulletSim: add parameter to UpdateProperties call into the linkset so ↵Robert Adams2012-12-166-36/+65
| | | | | | | | | | | | changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
| * | BulletSim: add even more to the TODO list.Robert Adams2012-12-161-4/+27
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| * | BulletSim: add check for border crossing in character position sanity check.Robert Adams2012-12-161-2/+10
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| * | BulletSim: refactor to combine common terrain height testing code. Add ↵Robert Adams2012-12-161-38/+48
| | | | | | | | | | | | function to test if a position is over known terrain.
| * | BulletSim: remove some errors on shutdown by moving terrain destruction ↵Robert Adams2012-12-162-3/+16
| | | | | | | | | | | | until after physical object destruction. TerrainManager also made disposable and that feature used.
| * | BulletSim: rip out old code for linkset child position fetching. BulletSim ↵Robert Adams2012-12-165-45/+31
| | | | | | | | | | | | doesn't need to do that bookkeeping because SOG/SOP already does it.
* | | Merge branch 'master' into careminsterMelanie2012-12-1620-407/+789
|\ \ \ | |/ / | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
| * | BulletSim: Add more to the TODO list. Clean up and improve some comments.Robert Adams2012-12-132-10/+9
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| * | Return the last set targetVelocity rather than the current velocity as the ↵Robert Adams2012-12-131-5/+8
| | | | | | | | | | | | default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around.
| * | BulletSim: fix problem with continuious rebuilding of physical linksets. ↵Robert Adams2012-12-133-79/+88
| | | | | | | | | | | | This caused movement problems and large prim vehicles to take up a LOT of simulation time.
| * | BulletSim: correct line endings in new BulletSimData.cs file.Robert Adams2012-12-131-282/+282
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| * | BulletSim: Add 'BulletSimData' which separates structures createdRobert Adams2012-12-137-205/+308
| | | | | | | | | | | | | | | | | | for the operation of BulletSim and those defintiions/structures defined so they can be used in the unmanaged world. Consolidate setting of collision flags so implementation is not scattered.
| * | BulletSim: remove extra linkset rebuilds.Robert Adams2012-12-131-18/+36
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| * | BulletSim: fix problem of avatar's floating off the ground after unsitting. ↵Robert Adams2012-12-124-24/+27
| | | | | | | | | | | | Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
| * | BulletSim: non-functional commenting and reorganization of material ↵Robert Adams2012-12-122-33/+49
| | | | | | | | | | | | attribute specifications.
| * | BulletSim: updates and rearrangement of the TODO list.Robert Adams2012-12-121-14/+33
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| * | BulletSim: do not return the current velocity for targetVelocity.Robert Adams2012-12-121-0/+11
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| * | BulletSim: fix crash caused by the creation of a linkset child that is under ↵Robert Adams2012-12-111-4/+4
| | | | | | | | | | | | the terrain. Users can sure find some interesting corner conditions.
| * | BulletSim: protect character property setting to remove crash from taints ↵Robert Adams2012-12-112-21/+42
| | | | | | | | | | | | setting properties after the destroy character taint.
| * | BulletSim: protect prim property setting to remove crash from taints setting ↵Robert Adams2012-12-113-20/+45
| | | | | | | | | | | | properties after the destroy object taint has happened.
| * | BulletSim: modify LIMIT_MOTOR_UP to limit BOAT types to be at water rather ↵Robert Adams2012-12-111-2/+2
| | | | | | | | | | | | than ground level. This makes boats float at water level better but not perfectly. There probably needs to be some interaction between HOVER and LIMIT_MOTOR_UP.
| * | BulletSim: add ini file and command line parameters to controlRobert Adams2012-12-114-8/+22
| | | | | | | | | | | | | | | | | | | | | | | | | | | dumping of physical vehicle parameters (out of Bullet) on each simulation step and to optionally scale vehicle angular velocity by the time step. The latter looks to be part of a difference between angular parameters for ODE and BulletSim. SL docs say angular velocity is measured in radians/timeScale. Not sure if this is different than what ODE does.
| * | BulletSim: set mass for single prim linksets when going physical. This fixes ↵Robert Adams2012-12-111-1/+8
| | | | | | | | | | | | single prim vehicles not working (the surf board now zooms).
| * | BulletSim: comment out some chatty debug logging. Rearrange some code in ↵Robert Adams2012-12-102-5/+7
| | | | | | | | | | | | BSDynamics to make velocity vs force calculation clearer.
| * | BulletSim: Fix crash on the destruction of physical linksets.Robert Adams2012-12-1012-38/+155
| | | | | | | | | | | | | | | | | | | | | | | | | | | While fixing the above, add methods to physical body and shape pointer wrapper so routines won't have to know that IntPtr.Zero means no physical instance. Fix problem with physical linksets failing after a few sits and unsits by properly restoring child prom positions for compound linksets after multiple selection and deselections.