aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Merge branch 'master' into careminsterMelanie2013-06-114-34/+51
|\ | | | | | | | | | | | | Conflicts: OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
| * BulletSim: add failure flag for meshing failure vs asset fetch failureRobert Adams2013-06-104-34/+51
| | | | | | | | | | | | so error messages make more sense. Change some BulletSim status log messages from WARN to INFO. Update TODO list.
* | Merge branch 'avination-current' into careminsterMelanie2013-06-061-1/+39
|\ \ | | | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
| * | * This fixes the avatar stuck in objects on login and teleport by gently ↵teravus2013-05-141-0/+12
| | | | | | | | | | | | | | | | | | applying an upward motion when stuck in things on the Z * Comments describe how it filters out good, normal collisions, from 'stuck' collisions.. It's especially sensitive in feetbox collisions since this is where normal collisions happen under usual circumstances.
| * | * Tweaks the hard cut to apply to collisions of Greater then Normal Z 0.95. ↵teravus2013-05-141-1/+27
| | | | | | | | | | | | This fits within Ubit's framework of multi-body collisions, just moves the reactive force to the Midboxgeom(actual detection) instead of the bigbox geom(pre detection)
* | | Merge commit 'e449950030decf7e65e7d9b334ddaed25c1bd629' into careminsterMelanie2013-06-062-12/+47
|\ \ \ | | |/ | |/|
| * | BulletSim: default PhysicsTimeStep to same as the simulator'sRobert Adams2013-06-051-1/+1
| | | | | | | | | | | | | | | | | | heartbeat timestep when running the physics engine on a separate thread. This reduces the occurance of heartbeats that happen when there is no physics step which is seen as vehicle jerkyness.
| * | BulletSim: fix corner case when rebuilding a compound linkset whileRobert Adams2013-06-051-11/+46
| | | | | | | | | | | | | | | | | | a mesh/hull while a mesh or hull is being rebuilt when its asset is fetched. This fixes a 'pure virtual function' crash when changing physical state of complex linksets that include many meshes.
* | | Merge branch 'master' into careminsterMelanie2013-06-043-73/+209
|\ \ \ | |/ / | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
| * | BulletSim: experimental movement of physics execution off of heartbeatRobert Adams2013-06-013-73/+209
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | thread. Off by default until more testing. Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics engine to be called on its own thread and the heartbeat thread only handles the reporting of property updates and collisions. Physics frame rate is about right but physics execution time goes to zero as accounted by the heartbeat loop.
* | | Merge branch 'master' into careminsterMelanie2013-05-302-2/+5
|\ \ \ | |/ / | | | | | | | | | | | | Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
| * | BulletSim: don't zero motion when changing vehicle type.Robert Adams2013-05-281-1/+4
| | | | | | | | | | | | | | | Some vehicle scripts change type on the fly as an easy way of setting all the parameters (like a plane changing to a car when on the ground).
| * | BulletSim: default using mesh asset hulls to 'true'. This means that,Robert Adams2013-05-271-2/+2
| | | | | | | | | | | | | | | | | | if the mesh asset specifies physics hulls, BulletSim will fetch and use same rather than approximating the hulls. If physics hulls are not specified, the representation will fall back to the regular physics mesh.
| * | BulletSim: enable GImpact shape for prims with cuts. Include DLLs and SOsRobert Adams2013-05-261-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | which recompute GImpact shape bounding box after creation as Bullet doesn't do that itself (something it does for nearly every other shape). Now, physical prims without cuts become single mesh convex meshes. Physical prims with cuts become GImpact meshes. Meshes become a set of convex hulls approximated from the mesh unless the hulls are specified in the mesh asset data. The use of GImpact shapes should make some mechanical physics more stable.
* | | Merge branch 'master' into careminsterMelanie2013-05-254-5/+16
|\ \ \ | |/ /
| * | Meshmerizer: remember to add the copied hull verts to the list of hulls.Robert Adams2013-05-241-0/+1
| | |
| * | BulletSim: add VehicleInertiaFactor to allow modifying inertia.Robert Adams2013-05-242-1/+5
| | | | | | | | | | | | | | | Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use.
| * | BulletSim: properly set mesh hash key in use tracking structure.Robert Adams2013-05-241-1/+4
| | | | | | | | | | | | Shouldn't see any functional difference.
| * | Meshmerizer: add INI parameter to enable DEBUG mesh detail logging.Robert Adams2013-05-241-3/+6
| | | | | | | | | | | | | | | | | | | | | | | | Default to off. To turn mesh parsing DEBUG detail logging on, add [Mesh] LogMeshDetail=true to the INI file.
* | | Merge commit '440905ad14d4261df9da0fd2ce7e20a350982af1' into careminsterMelanie2013-05-251-53/+83
|\ \ \ | |/ /
| * | change a hull debugging message to Debug instead of Infodahlia2013-05-241-1/+1
| | |
| * | correct some errors in decoding of mesh asset convex decomposition datadahlia2013-05-241-53/+83
| | |
* | | Merge branch 'master' into careminsterMelanie2013-05-243-154/+241
|\ \ \ | |/ / | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
| * | add decoder for bounding convex hulldahlia2013-05-231-4/+53
| | |
| * | Add DEBUG level logging in Meshmerizer for mesh parsing. There isRobert Adams2013-05-231-2/+25
| | | | | | | | | | | | a compile time variable to turn this logging off if it is too spammy.
| * | BulletSim: add locking around Meshmerizer use to eliminate possible raceRobert Adams2013-05-231-145/+157
| | | | | | | | | | | | condition when extracting the convex hulls.
| * | BulletSim: correct errors caused by misspelled INI parameter spec.Robert Adams2013-05-222-4/+7
| | | | | | | | | | | | Add debugging messages for hull asset use.
* | | Merge branch 'master' into careminsterMelanie2013-05-2410-49/+352
|\ \ \ | |/ / | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * | BulletSim: add code to experimentally use asset hull data.Robert Adams2013-05-222-4/+54
| | | | | | | | | | | | Default to 'off' as it needs debugging.
| * | BulletSim: fix problem with walking up stairs that are orientedRobert Adams2013-05-221-2/+9
| | | | | | | | | | | | | | | in certain directions. The problem was really that the avatar capsule orientation was being set incorrectly.
| * | Revert "BulletSim: add code to experimentally use asset hull data."Robert Adams2013-05-212-54/+4
| | | | | | | | | | | | | | | | | | | | | | | | This reverts commit 2fd8819a043269f9308cb46c71893e6eb35a426e. Remove this code until I can figure out why the references that are clearly in prebuild.xml doesn't work for the 'using OpenSim.Region.Physics.Meshing' in BSShape.cs.
| * | BulletSim: add code to experimentally use asset hull data.Robert Adams2013-05-212-4/+54
| | | | | | | | | | | | Default to 'off' as it needs debugging.
| * | BulletSim: add gImpact shape type. Add logic to use gImpact shapeRobert Adams2013-05-217-14/+167
| | | | | | | | | | | | | | | for prims that have cuts or holes. Default logic to 'off' as it needs debugging.
| * | Merge branch 'master' of git://opensimulator.org/git/opensimRobert Adams2013-05-211-21/+110
| |\ \
| | * | fix error in hull point indexingdahlia2013-05-181-1/+1
| | | |
| | * | remove duplicate hull scalingdahlia2013-05-181-3/+3
| | | |
| | * | add prototype code to decode convex hulls from mesh assets. Please do not ↵dahlia2013-05-181-21/+110
| | | | | | | | | | | | | | | | use yet; the interface will be defined in a later commit.
| * | | BulletSim: fix BulletSim crashing if there is no [BulletSim] sectionRobert Adams2013-05-172-8/+12
| |/ / | | | | | | | | | in any INI file. Update TODO list.
* | | Merge branch 'master' into careminsterMelanie2013-05-165-9/+53
|\ \ \ | |/ / | | | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
| * | fall back to using a display mesh for physics proxy if no physics_mesh entry ↵dahlia2013-05-151-0/+4
| | | | | | | | | | | | was wound in a mesh asset
| * | BulletSim: Fix for mantis 6487, also minor adjustment to fix flying while ↵Vegaslon2013-05-141-2/+5
| | | | | | | | | | | | | | | | | | you are running. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
| * | BulletSim: add a lock to try and catch a native shape creation/destructionRobert Adams2013-05-131-2/+7
| | | | | | | | | | | | race condition.
| * | BulletSim: add adjustment for avatar capsule height scaling. MakesRobert Adams2013-05-132-4/+32
| | | | | | | | | | | | avatar standing on ground view better and enables tuning.
| * | BulletSim: use heightmap terrain when using BulletXNA.Robert Adams2013-05-132-1/+5
| | | | | | | | | | | | Output messages on features disabled when using BulletXNA.
* | | Merge branch 'master' into careminsterMelanie2013-05-111-2/+6
|\ \ \ | |/ / | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Services/LLLoginService/LLLoginResponse.cs OpenSim/Services/LLLoginService/LLLoginService.cs OpenSim/Tests/Common/Mock/TestClient.cs
| * | BulletSim: fix CPU loop that occurs when any 'degenerate' sculptieRobert Adams2013-05-101-2/+6
| | | | | | | | | | | | | | | is in a region. This fixes the high CPU usage for regions with nothing else going on.
* | | Merge branch 'master' into careminsterMelanie2013-05-083-21/+54
|\ \ \ | |/ / | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
| * | Bulletsim: and the rotational friction.Vegaslon2013-05-071-3/+5
| | | | | | | | | | | | Signed-off-by: Robert Adams <Robert.Adams@intel.com>
| * | BulletSim: Another way to create vehicle framed friction.Vegaslon2013-05-071-3/+5
| | | | | | | | | | | | Signed-off-by: Robert Adams <Robert.Adams@intel.com>
| * | BulletSim: normalize quaternian rotations when building compound linksets.Robert Adams2013-05-061-7/+7
| | | | | | | | | | | | Attempt to fix vehicles being twisted off the ground when they go physical.