Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | BulletSim: not quite functional axis lock code. | Robert Adams | 2013-03-31 | 5 | -35/+43 | |
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* | BulletSim: start the renaming of local variables to m_ form to match the ↵ | Robert Adams | 2013-03-31 | 1 | -23/+23 | |
| | | | | OpenSim coding conventions. | |||||
* | BulletSim: fix line endings in BSActor* | Robert Adams | 2013-03-31 | 2 | -291/+302 | |
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* | BulletSim: convert BSDynamic to a BSActor and change BSPrim to set | Robert Adams | 2013-03-31 | 5 | -112/+149 | |
| | | | | up the vehicle actor. | |||||
* | BulletSim: Add physical 'actors' that operate on the physical object. | Robert Adams | 2013-03-31 | 4 | -74/+311 | |
| | | | | Add first 'actor' for locked axis. | |||||
* | BulletSim: fix race condition when creating very large mega-regions. | Robert Adams | 2013-03-28 | 5 | -22/+35 | |
| | | | | | | | | The symptom was exceptions while creating physical terrain. Reduce default terrain mesh magnification to 2 from 3 because the higher resolution uses a lot of memory and doesn't solve the terrain smoothness for vehicles. Added comments here and there and improved some debugging log messages. | |||||
* | BulletSim: tweaks to terrain boundry computation. No functional changes. | Robert Adams | 2013-03-28 | 1 | -21/+29 | |
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* | BulletSim: prevent asset fetching loop when the fetched asset fails to mesh. | Robert Adams | 2013-03-26 | 1 | -52/+64 | |
| | | | | | | | Check for the case where the fetched mesh asset fails meshing (degenerate triangles or no physical mesh). In this case, the asset is marked 'failed' and BulletSim doesn't keep trying to fetch over-and-over trying to get a good asset. | |||||
* | BulletSim: new algorithm for vertical attraction which uses quaternion | Robert Adams | 2013-03-25 | 1 | -3/+45 | |
| | | | | | arithmetic to compute the shortest path between the current tilt and vertical. | |||||
* | BulletSim: small tweaks and formatting in the parameter fetching code. | Robert Adams | 2013-03-25 | 1 | -5/+16 | |
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* | BulletSim: fix possible race condition where an prim's asset can be ↵ | Robert Adams | 2013-03-25 | 3 | -11/+24 | |
| | | | | requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box. | |||||
* | BulletSim: parameterize C# HACD hull creation. Add feature of reducing max ↵ | Robert Adams | 2013-03-25 | 2 | -14/+74 | |
| | | | | hull count for simple (non-cut prims) meshes. | |||||
* | BulletSim: change 'degenerate mesh' message from Error to Debug because there | Robert Adams | 2013-03-19 | 1 | -1/+1 | |
| | | | | | seem to be lots of sculpties with this problem while the condition really doesn't change region operation. | |||||
* | BulletSim: code to generate a higher resolution terrain mesh. Parameter | Robert Adams | 2013-03-19 | 4 | -18/+189 | |
| | | | | | TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3. | |||||
* | BulletSim: add terrain contact processing threshold parameter. Initialize ↵ | Robert Adams | 2013-03-19 | 4 | -1/+23 | |
| | | | | contact processing threshold for static object as well as mesh terrain. | |||||
* | BulletSim: add INI parameter for angular banking timescale fudge parameter. | Robert Adams | 2013-03-16 | 2 | -7/+12 | |
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* | BulletSim: Working Implementation of Angular Banking for Vehicles (Not SL ↵ | Vegaslon | 2013-03-16 | 1 | -16/+17 | |
| | | | | | | Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis) Signed-off-by: Robert Adams <Robert.Adams@intel.com> | |||||
* | BulletSim: Tweak vertical angular attraction to remove double ↵ | Vegaslon | 2013-03-15 | 1 | -1/+1 | |
| | | | | | | VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side. Signed-off-by: Robert Adams <Robert.Adams@intel.com> | |||||
* | BulletSim: remove the ability for avatars to fly off the edge of | Robert Adams | 2013-03-09 | 4 | -23/+117 | |
| | | | | | regions when there are no region neighbors. Add some terrain location processing routines to support above. | |||||
* | Add regression test for presence crossing between regions on the same simulator. | Justin Clark-Casey (justincc) | 2013-03-06 | 1 | -2/+7 | |
| | | | | Unlike a much earlier commented out version of this test, this is done in synchronous mode. | |||||
* | BulletSim: more things into the TODO list. | Robert Adams | 2013-03-01 | 1 | -1/+6 | |
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* | BulletSim: add parameters, code cleanup around checking and enforcing | Robert Adams | 2013-03-01 | 3 | -14/+57 | |
| | | | | maximum velocity and angular velocity values for prims. | |||||
* | BulletSim: fix crash around race condition when a mesh asset cannot | Robert Adams | 2013-02-26 | 2 | -8/+12 | |
| | | | | | be fetched. Update TODO list. | |||||
* | BulletSim: tweeks to make avatar jump work better. | Robert Adams | 2013-02-25 | 1 | -4/+6 | |
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* | BulletSim: add OutOfBounds logic and some position sanity checking | Robert Adams | 2013-02-21 | 5 | -33/+68 | |
| | | | | to eliminate some of the "cannot find terrain height" warning messages. | |||||
* | Deleted all AssemblyFileVersion directives | Diva Canto | 2013-02-19 | 3 | -3/+3 | |
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* | BulletSim: experimental lock axis code using constraints. Not enabled | Robert Adams | 2013-02-17 | 2 | -22/+74 | |
| | | | | by default. Like more debugging is needed. | |||||
* | BulletSim: add calls for creating all the different Bullet constraint types. | Robert Adams | 2013-02-17 | 5 | -47/+338 | |
| | | | | | Updated the DLLs and SOs and code for BulletXNA to create the types. All the detailed control calls are not all in place yet. | |||||
* | BulletSim: rework parameter setting for different types of values | Robert Adams | 2013-02-17 | 5 | -394/+348 | |
| | | | | (like vectors or quaternions). | |||||
* | BulletSim: fix physical object appearing to slowly float off when | Robert Adams | 2013-02-16 | 1 | -1/+1 | |
| | | | | they stop moving. | |||||
* | BulletSim: fix density since the simulator/viewer track density in a | Robert Adams | 2013-02-12 | 7 | -25/+150 | |
| | | | | | | | | | | | funny unit that is 100 times real density (default 1000). Fix avatar drifting slowly when stationary flying. Fix for physical prims getting corrected for being under terrain when it was just its geometric center that was below terrain. Add PreUpdatePropertyAction allowing plugable modifiction of phys parameters returned from Bullet. Fix an exception setting GravityMultiplier on initialization. Update DLLs and SOs for good measure (no functional change). | |||||
* | BulletSim: More work on center-of-mass. Remove linksetinfo and rely on ↵ | Robert Adams | 2013-02-12 | 8 | -124/+162 | |
| | | | | simulator to update info. | |||||
* | BulletSim: add parameter to set global contact breaking threshold. Update ↵ | Robert Adams | 2013-02-08 | 2 | -0/+7 | |
| | | | | DLLs and SOs for setting same. | |||||
* | BulletSim: Change BSCharacter to use new base Density and Friction | Robert Adams | 2013-02-08 | 2 | -16/+12 | |
| | | | | variables rather than own local varaibles. | |||||
* | BulletSim: fix avatar bobbing or jiggling while stationary flying. | Robert Adams | 2013-02-08 | 5 | -18/+25 | |
| | | | | Various comments and debugging message mods. | |||||
* | BulletSim: include the linkage to the layered prim implementation. Separate ↵ | Robert Adams | 2013-02-08 | 8 | -225/+109 | |
| | | | | layers for physical (vs simulator) location displacement and linksets. | |||||
* | BulletSim: reclass BSPrim into layers so linkset and physical world ↵ | Robert Adams | 2013-02-08 | 2 | -0/+297 | |
| | | | | displacement is implemented as overlay classes rather than if statements scattered about. | |||||
* | BulletSim: Adapt BulletSim to the newer physical properties. Viewer | Robert Adams | 2013-02-07 | 2 | -30/+28 | |
| | | | | dialog setting of friction, restitution, ... working. | |||||
* | BulletSim: fix exceptions caused by setting physical properties before the ↵ | Robert Adams | 2013-02-07 | 1 | -5/+10 | |
| | | | | prim body is initialized. | |||||
* | BulletSim: add user setting of friction, density and restitution. | Robert Adams | 2013-02-07 | 3 | -27/+94 | |
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* | Add some more code from Avination. This changes physics actor stuff around | Melanie | 2013-02-07 | 2 | -3/+13 | |
| | | | | to work with the new params. Not actually plumbed just yet. | |||||
* | Revert "Add plumbing for physics properties to get to the physics engine." | Melanie | 2013-02-07 | 1 | -5/+0 | |
| | | | | This reverts commit c658fa1c0dd83f23c66ccfedb12e8ab02ff01d0a. | |||||
* | Add plumbing for physics properties to get to the physics engine. | Robert Adams | 2013-02-07 | 1 | -0/+5 | |
| | | | | Addition of entries to PhysicsActor and setting code in SceneObjectPart. | |||||
* | Change passed PhysicsParameter value from float to the more general string value | Robert Adams | 2013-02-07 | 3 | -29/+52 | |
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* | BulletSim: set removing zero width triangles in meshes to be enabled by ↵ | Robert Adams | 2013-02-06 | 2 | -1/+2 | |
| | | | | default. This should fix the invisible barrier in sculptie doorways bug. | |||||
* | BulletSim: check for completely degenerate meshes (ones with all | Robert Adams | 2013-02-06 | 1 | -9/+19 | |
| | | | | | triangles having zero width) and output an error rather than throwing and exception. | |||||
* | BulletSim: remove an exception which occurs if a physics mesh | Robert Adams | 2013-02-06 | 1 | -2/+4 | |
| | | | | asset is not found. | |||||
* | BulletSim: make removing zero width triangles from meshes optional | Robert Adams | 2013-02-05 | 2 | -24/+33 | |
| | | | | and, for the moment, default to 'off'. | |||||
* | BulletSim: remove degenerate triangles from meshes. This fixes the | Robert Adams | 2013-02-05 | 5 | -45/+59 | |
| | | | | | | | | | invisible barriers in sculptie doorways (Mantis 6529). Bump up level-of-detail for physical meshes to 32 (the max). This fixes the invisible barriers that showed up in prim cut arches. NOTE: the default LOD values are removed from OpenSimDefaults.ini. If you don't change your OpenSimDefaults.ini, you will continue to see the arch problem. | |||||
* | BulletSim: add debugging looking for doorway sculpty problems | Robert Adams | 2013-02-05 | 3 | -4/+33 | |
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