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path: root/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs (unfollow)
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2017-09-03BulletSim: first version of raycast. Only single contact point and noRobert Adams1-2/+0
filtering.
2017-08-28BulletSim: add clock and change logic for taint processing a littleRobert Adams1-1/+1
so taints check if they are not in simulation time and execute immediately if not.
2017-01-05Massive tab and trailing space cleanupMelanie Thielker1-4/+4
2016-11-13BulletSim: update avatar velocity setting to the new TargetVelocity pattern.Robert Adams1-11/+0
Now PhysicsActor.Velocity.set and PhysicsActor.SetMomentum do the same thing of setting the instantanious avatar velocity. PhysicsActor.TargetVelocity sets a velocity target and the movement motor is used to accelerate the' avatar to that velocity.
2016-09-30BulletSim: fix problem with avatar velocity going to zero when flying acrossRobert Adams1-43/+10
region boundries. Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and have both BSPrim and BSCharacter share the code.
2016-01-18BulletSim: change method signatures for internal AddForce methods to removeRobert Adams1-6/+10
confusion about push forces. The latter is an external, physics engine interface feature (the force parameter has a different unit if pushing vs adding force) and that distinction is not used internally.
2015-10-21 remove the use of Vector3 for axis locks on the rest of enginesUbitUmarov1-5/+5
2015-10-02Implement an overridable implementation of PhysicsActor.SetVehicle()Robert Adams1-0/+53
that works for all physics engines. BulletSim: implement an optimized version of SetVehicle() that still uses the vehicle code to do bounds checking but does it in one taint operation.
2015-09-30 add get method on physics actors PIDHoverActiveUbitUmarov1-0/+4
2015-09-09 demote ConvexDecompositionDotNet to a simple dll, i had made it a region moduleUbitUmarov1-1/+1
2015-09-08a mess with Modules and ModuleUbitUmarov1-1/+1
2015-09-08 fix some compileUbitUmarov1-1/+1
2015-09-01Moved ExtendedPhysics from OptionalModules to Bullet project, because it's ↵Diva Canto1-1/+0
very much an optional Bullet feature. This way, Bullet doesn't need to depend on the OptionalModules dll. No changes in configs or behavior.
2015-08-30More namespace and dll name changes. Still no functional changes.Diva Canto1-1/+1
2015-08-30Renamed the namespaces tooDiva Canto1-3/+3
2015-08-30Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto1-0/+0
2015-08-06BulletSim: clean up some code for axis locking. No functional change.Robert Adams1-74/+13
2014-12-31BulletSim: add the beginnings of hull creation unit testing.Robert Adams1-3/+2
Change how physics engine is created in unit tests to resolve a lib reference problem. Add ShapeInfoInfo class to collect info about the created physical shape for debugging and unit test testing.
2014-12-31BulletSim: Add axis locking enabled through the ExtendedPhysics module.Robert Adams1-15/+319
Allows locking of prim/linkset relative moving in each of the linear and angular axis. Limits on movement or rotation can be set.
2014-11-30BulletSim: add shape and linkset rebuild scheduled flags. Add ↵Robert Adams1-3/+39
BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
2014-11-19If calling llStopMoveToTarget() on an in-world prim, don't send an ↵Justin Clark-Casey1-3/+11
unnecessary object update if the prim was not moving to target. This involves making PhysicsActor.PIDActive get as well as set. On physics components that don't implement this (all characters and some phys engines) we return false.
2013-11-04varregion: remove uses of region size constant. In particular, update sceneRobert Adams1-5/+6
to check for border crossings based on the size of the region.
2013-09-11BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams1-29/+29
LocalID of object which created the taint.
2013-09-11BulletSim: Extension parameters passed through the classes made to pass just ↵Robert Adams1-0/+1
and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
2013-09-11BulletSim: move linkset extension operations into BSPrimLinkable where they ↵Robert Adams1-31/+1
should be.
2013-08-14BulletSim: add physical object initialized flag so updates and collisionsRobert Adams1-0/+4
don't happen until the object is completely initialized. This fixes the problem of doing a teleport while the simulator is running. The destruction of the physical object while the engine is running means that the physics parameter update would overwrite the new position of the newly created avatar.
2013-08-12BulletSim: add check in avatar stair step code to verify the collisionRobert Adams1-0/+4
is not with a volume detect object. This fixes a problem of avatars trying to step over a volume detect object that they collide with. This appeared as the avatar popping up as it started to step up but then continuing on since the object wasn't physically interacting.
2013-08-02BulletSim: add implementation of 'physSetLinksetType' and 'physGetLinksetType'Robert Adams1-0/+44
and processing routines in BulletSim. Add linkset rebuild/conversion routine in BSLinkset.
2013-07-23BulletSim: Turn on center-of-mass calculation by default.Robert Adams1-2/+2
Reduce object density by factor of 100 to bring physical mass computations into a range better suited for Bullet.
2013-07-23Revert "Revert "BulletSim: only create vehicle prim actor when vehicles are ↵Robert Adams1-11/+32
enabled."" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a.
2013-07-23Revert "Revert "BulletSim: move collision processing for linksets from ↵Robert Adams1-2/+3
BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
2013-07-22Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"Robert Adams1-3/+2
The changes don't seem to be ready for prime time. This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
2013-07-22Revert "BulletSim: only create vehicle prim actor when vehicles are enabled."Robert Adams1-32/+11
The changes don't seem to be ready for prime time. This reverts commit acb7b4a09ad564d1dfae3ad12adbb593ca3942c9.
2013-07-22BulletSim: only create vehicle prim actor when vehicles are enabled.Robert Adams1-11/+32
2013-07-22BulletSim: move collision processing for linksets from BSPrimLinkableRobert Adams1-2/+3
into the linkset implementation classes. Add HasSomeCollision attribute that remembers of any component of a linkset has a collision. Update vehicle code (BSDynamic) to use the HasSomeCollision in place of IsColliding to make constraint based linksets properly notice the ground. Add linkset functions to change physical attributes of all the members of a linkset.
2013-07-07BulletSim: rename position and orientation variables to remove theRobert Adams1-48/+36
inconsistant use of Raw* and _* conventions.
2013-07-06BulletSim: implementation of linkset center-of-mass.Robert Adams1-2/+3
Default off, for the moment, until more testing. Add separate thread and center-of-mass flags to OpenSimDefaults.ini. Clean up comments in OpenSimDefaults.ini.
2013-07-06BulletSim: non-functional updates. Comments and formatting.Robert Adams1-1/+5
Update TODO list.
2013-06-30BulletSim: remove the handle to the vehicle actor and cause routinesRobert Adams1-18/+52
that need it to look it up.
2013-06-30BulletSim: a better version of llMoveToTarget that doesn't go crazy.Robert Adams1-1/+18
There is still some overshoot but mostly fixes Mantis 6693. Fix bug where moveToTarget was active for non-physical objects and while selected. Fix bug where move target was not getting changed if the script changed the target during a move.
2013-06-01BulletSim: experimental movement of physics execution off of heartbeatRobert Adams1-1/+2
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.
2013-05-28BulletSim: don't zero motion when changing vehicle type.Robert Adams1-1/+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).
2013-05-06BulletSim: extend BSActorLockAxis to allow locking linear movement inRobert Adams1-2/+2
addition to angular movement. Not enabled by anything yet.
2013-05-03BulletSim: zero vehicle motion when changing vehicle type.Robert Adams1-1/+1
Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages.
2013-05-02BulletSim: Rebuild physical body if physical shape changes for mesh and hull.Robert Adams1-1/+1
Properly rebuilds collision caches. Release asset data fetched when building mesh or hulls.
2013-04-29BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams1-1/+1
changes.
2013-04-29BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams1-94/+94
'm_physicsScene' to match coding conventions and reduce confusion.
2013-04-29BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams1-22/+12
from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
2013-04-23BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams1-0/+5
of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
2013-04-08BulletSim: moving comments around. No functional change.Robert Adams1-9/+1