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path: root/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs (unfollow)
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2015-08-31All physics plugins are now region modules. Compiles but doesn't run.Diva Canto1-1/+0
2015-08-30More namespace and dll name changes. Still no functional changes.Diva Canto1-1/+1
2015-08-30Renamed the namespaces tooDiva Canto1-2/+2
2015-08-30Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto1-0/+0
2014-04-28BulletSim: non-functional changes to debugging statements and formatting.Robert Adams1-6/+6
2014-04-28BUlletSim: move safeynet ground plane to lower altitude. Define new BulletSimRobert Adams1-2/+3
parameter 'TerrainGroundPlane' which defaults to -500. BulletSim had assumed altitudes never went negative but that is not true. The ground plane is just a safety net so things wouldn't fall to infinity.
2013-11-04varregion: add plumbing to pass region size from Scene down to theRobert Adams1-2/+4
physics engine. Older physics engines will default to the legacy region size. Update BulletSim to use the new region size information.
2013-10-23BulletSim: change collision flags for groundplane to not interact with ↵Robert Adams1-3/+4
static objects. Reorder collision flag setting code for terrain to fit pattern used elsewhere.
2013-10-11BulletSim: Fix snap back from edge of region problem. Mantis 6794.Robert Adams1-2/+13
2013-04-29BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams1-5/+5
changes.
2013-04-29BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams1-28/+28
'm_physicsScene' to match coding conventions and reduce confusion.
2013-04-09BulletSim: fix problem where large sets of mega-regions weren't registeringRobert Adams1-3/+3
all the terrain with the base region.
2013-04-01BulletSim: rearrange mega-region terrain code to make the thread flowRobert Adams1-15/+18
a little clearer.
2013-03-28BulletSim: fix race condition when creating very large mega-regions.Robert Adams1-14/+24
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.
2013-03-28BulletSim: tweaks to terrain boundry computation. No functional changes.Robert Adams1-21/+29
2013-03-19BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams1-0/+1
contact processing threshold for static object as well as mesh terrain.
2013-03-09BulletSim: remove the ability for avatars to fly off the edge ofRobert Adams1-5/+95
regions when there are no region neighbors. Add some terrain location processing routines to support above.
2012-12-31BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams1-1/+1
Only initialization and debug fuctions left.
2012-12-31BulletSim: another round of conversion: dynamics world and collision object ↵Robert Adams1-8/+5
functions.
2012-12-31BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams1-4/+4
BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
2012-12-21BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams1-5/+5
to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
2012-12-16BulletSim: refactor to combine common terrain height testing code. Add ↵Robert Adams1-38/+48
function to test if a position is over known terrain.
2012-12-16BulletSim: remove some errors on shutdown by moving terrain destruction ↵Robert Adams1-1/+9
until after physical object destruction. TerrainManager also made disposable and that feature used.
2012-12-13BulletSim: Add 'BulletSimData' which separates structures createdRobert Adams1-2/+2
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.
2012-12-10BulletSim: Fix crash on the destruction of physical linksets.Robert Adams1-2/+2
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.
2012-12-03BulletSim: Reduce idle region physics overhead where there are MANYRobert Adams1-2/+2
static objects by more restrictive selection of objects that collide with static objects. Rename collision mask fuctions from 'filter' to 'group' so it is clear what is being set. Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above. Restore passing of time step to linear and angular motion component routines. Use buffering vehicle physical parameter get/set routines consistantly. Make range enforcement clearer by using ClampInRange() function for parameter setting. Remove commented out experimental vehicle calculations.
2012-11-28BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain.Robert Adams1-2/+31
2012-11-25BulletSim: add parameter for terrain collision margin.Robert Adams1-49/+44
Add locking around unlikely but possible race conditions on terrain list.
2012-11-22Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie1-1/+1
conflicts with PhysicsShape type defined in later libOMV
2012-11-21BulletSim: Make avatar capsule so it is not circular.Robert Adams1-1/+1
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.
2012-11-21BulletSim: Properly position mesh terrain on creation (fixes terrain not ↵Robert Adams1-39/+35
appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages.
2012-11-21BulletSim: add terrainImplementation parameter with default to Mesh.Robert Adams1-5/+40
2012-11-21BulletSim: enablement and debugging of mesh terrain.Robert Adams1-8/+18
2012-11-21BulletSim: pull heightmap implementation out of the terrain manager so a ↵Robert Adams1-179/+78
mesh terrain can be implemented.
2012-11-21BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams1-2/+2
getting simplified out of existance someday) and update all the references to that enum.
2012-11-15Revert "Merge master into teravuswork", it should have been avination, not ↵teravus1-479/+0
master. This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
2012-11-03BulletSim: debugging of compound shape implementation of linksets.Robert Adams1-17/+4
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.
2012-11-03BulletSim: Add banking and other new code to vechile dynamics. Add third ↵Robert Adams1-1/+1
party license and contributor in for for Aurora-Sim project for physics code.
2012-10-23BulletSim: fix problem with avatars sinking into the ground.Robert Adams1-2/+2
Change terrain activation state to DISABLE_SIMULATION for better performance.
2012-10-22BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh ↵Robert Adams1-3/+1
assets weren't already in the cache. Comment cleanups.
2012-10-19BulletSim: reorder avatar collision checking to eliminate double collision_end.Robert Adams1-0/+1
Various tweekings to avatar shape/mass/inertia/etc. Remove change from avatar radius to diameter. But still the avatar sinks. Collision_end now happens immediately rather than at the next subscription time.
2012-10-19BulletSim: remove code in ShapeCollection that hinted at shape sharing.Robert Adams1-1/+2
Add new function to ParameterDefn for calling BulletSimAPI to set values. Tweaking to BSCharacter parameter setting to try and have avatars stand.
2012-10-11BulletSim: Change defaults for constraint CFM and ERP to make large linksets ↵Robert Adams1-9/+6
more rigid. Remove mass calculation for terrain (it should stay a static object).
2012-10-11BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to ↵Robert Adams1-6/+8
improve interactions.
2012-09-27BulletSim: remove the trailing spaces from lines to make git happierRobert Adams1-16/+16
2012-09-27BulletSim: Fix linkset crash. Caused by the different body and shapeRobert Adams1-1/+2
pointers at runtime and at taint-time. Now passes the body into the taint. Vehicles zero inertia when active to eliminate Bullet's contribution to vehicle motion.
2012-09-27BulletSim: Terrain sets proper collision flags on creation.Robert Adams1-10/+10
Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION. Might reconsider this and, alternatively, have dynamic objects force activation. Clean up use of DetailLog().
2012-09-27BulletSim: btGhostObjects working to make 'volume detect' work.Robert Adams1-2/+10
Rearrangement and cleanup of shape collection code. Much more readable. Enabling and use of collision filters and masks. Addition of ID to body creation BulletSimAPI calls so always set in shape for collision reporting. Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE which makes volume detect fail.
2012-09-27BulletSim: renamed members of BulletShape, BulletSim and BulletBodyRobert Adams1-23/+23
so the members case is consistant. Caused modifications everywhere. New logic in BSShapeCollection to track use and sharing of shapes. I just reslized, though, that shapes cannot be shared because the shape's UserPointer is the localID of the prim and is required for tracking collisions. More changes coming. Added DuplicateCollisionShape2() to API and changed BuildNativeShape2 to take a ShapeData structure so don't have to pass so many parameters. This matches the latest version of BulletSim.dll. Additions and removal of DetailLog() statements for debugging.
2012-09-27BulletSim: add class and infrastructure for shape and objectRobert Adams1-2/+5
tracking in the C# code. Needed for the changing body type (to and from GhostObjects) for volumeDetect.