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2019-03-06BulletSim: Add delay to stationary check after adding force to Avatar.Robert Adams3-10/+19
Fix to Mantis 8496. Add parameter [BulletSim] AvatarAddForceFrames.
2019-02-05Remove some more cut-and-paste typos in 6dof constraint setup in XNARobert Adams1-3/+3
version of BulletSim. Could only effect operation of flexible linksets when using the C# version of the Bullet physics engine. Found by Tampa and AliciaRaven and reported in Mantis 7612.
2019-02-05Remove cut-and-paste typo in 6dof contstrain setup in XNA version ofRobert Adams1-1/+1
BulletSim. Could only effect operation of flexible linksets when using the C# version of the Bullet physics engine. Found by Tampa and reported in Mantis 7612.
2018-12-28now break several things at same time... sog/sop updates, threads options,...UbitUmarov1-10/+2
2018-11-15avoid a null ref on BulletUbitUmarov1-1/+2
2018-10-28reduce some threads priorityUbitUmarov1-1/+0
2018-10-21oops some code got in ahead of timeUbitUmarov1-2/+6
2018-10-21mantis 8387: (try) avoid potencial out of order phys operationsUbitUmarov1-7/+6
2018-10-03mantis 8384: try to fix bullet heimap managed memory sharing with unmanaged libUbitUmarov2-1/+10
2018-01-15shut up some pesty warningsUbitUmarov2-1/+2
2017-10-13BulletSim: Add parameter "[BulletSim]AvatarWalkVelocityFactor=1.0" toRobert Adams2-4/+13
adjust the walking speed passed from the simulator. Default is 1.0f so there should be no change for regions who do not change the factor. The adjustment for walking speed and AlwaysRun speed should be in the simulator and not the physics engines (who all assume TargetVelocity.set is only used for avatar walking/running) but that would require tweaking all the phyiscs engines.
2017-09-05BulletSim: add raycast filteringRobert Adams1-3/+35
2017-09-03BulletSim: first version of raycast. Only single contact point and noRobert Adams8-128/+137
filtering.
2017-09-02BulletSim: most of the plumbing for raycast. Needs new BulletSim.dll toRobert Adams8-0/+252
work.
2017-08-28BulletSim: add clock and change logic for taint processing a littleRobert Adams5-27/+62
so taints check if they are not in simulation time and execute immediately if not.
2017-08-14BulletSim: remove chatty debug message.Robert Adams1-2/+2
2017-08-14BUlletSim: return better terrain height inRobert Adams1-4/+20
BSTerrainHeightMap.GetTerrainHeightAtXYZ(). Partial fix for Mantis 8011. Problem is that computed terrain height is different than mesh height in the physics engine. For small shapes, they would have their position corrected to above terrain so they would never collide.
2017-01-05Massive tab and trailing space cleanupMelanie Thielker15-353/+353
2016-11-13BulletSim: update avatar velocity setting to the new TargetVelocity pattern.Robert Adams4-51/+47
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.
2016-10-03BulletSim: zero velocity target when setting velocity through theRobert Adams2-2/+12
SetMomentum method.
2016-09-30BulletSim: fix problem with avatar velocity going to zero when flying acrossRobert Adams3-59/+58
region boundries. Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and have both BSPrim and BSCharacter share the code.
2016-09-01remove some MegaRegions code from physicsUbitUmarov1-19/+0
2016-07-25change bullet relative velocity sign to match ubOdeUbitUmarov1-1/+1
2016-07-04add EngineName also to the othersUbitUmarov1-0/+6
2016-04-07CR safari. Remove gratuitious CRs in some filesMelanie Thielker1-56/+56
2016-03-06BulletSim: use the new 'setAvatarSize' physics call introduced in 0.9.Robert Adams3-91/+129
This disables all the avatar size fudge numbers previously used by BulletSim. If you have your region tuned to the old way, set "[BulletSim]AvatarUseBefore09SizeComputation=true" in your INI files.
2016-03-06BulletSim: Send out avatar position update if velocity is now zeroRobert Adams1-1/+1
and it wasn't zero last tick. This will prevent some avatar creeping. Adjust BulletSim default avatar velocity zeroing so the avatar stops sooner.
2016-02-21Pushed AssemblyVersion up to VersionInfo, so that we don't need to do global ↵Diva Canto1-1/+1
replace anymore.
2016-01-20BulletSim: increase default value of AvatarStopZeroThreshold as this reducesRobert Adams1-1/+1
the occurance of stopped avatar drifting in the viewer. Not sure why but this is a short term fix while investigation continues.
2016-01-19BulletSim: make collision sounds work most of the time. Seems that collisionsRobert Adams3-5/+9
usually stop the collider so velocity is often small. Also remove some chatty debug messages.
2016-01-18BulletSim: add stationary suppression on AddForce application. This enablesRobert Adams1-0/+4
small pushing of avatars (Mantis 7779).
2016-01-18BulletSim: fix problem of not zeroing motion when stationary (drift problem fromRobert Adams1-66/+40
Mantis 7813). Redo Z computations for movement. Clean up code to simplify tests. Add function to suppress stationary tests unless velocity drops.
2016-01-18BulletSim: change method signatures for internal AddForce methods to removeRobert Adams6-17/+21
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.
2016-01-18BulletSim: revert avatar stationary testing for having slight velocity.Robert Adams1-5/+14
This fix causes drift (Mantis 7813). This revision will rebreak pushing (Mantis 7779) but drifting is bad and pushing will be fixed in future commits.
2016-01-10BulletSim: fix Mantis 7798: land collisions not working.Robert Adams1-2/+6
2016-01-10BulletSim: tweaking so avatar can be pushed. In particular, llPushObject,Robert Adams5-18/+57
which called BSCharacter.AddForce, can now move a character.
2015-12-12improve a bit llpushobject on avatars using bullet, but force is ignored a ↵UbitUmarov1-0/+8
few seconds after a movement comand. RAdams plz take a look
2015-11-30BulletSim: fix collision sound calculation. Modify some routines to makeRobert Adams4-20/+27
collider and collidee clearer. Also fix (when did it break?) avatars not moving if standing on a moving object. Now friction will move avatars if standing on a disc or the top of a train.
2015-11-29let Bullet do collision sounds (RAdams plz fix the relative speed)UbitUmarov1-1/+8
2015-10-21 remove the use of Vector3 for axis locks on the rest of enginesUbitUmarov2-6/+6
2015-10-18On to 0.8.3!Diva Canto1-1/+1
Conflicts: OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs
2015-10-18On to 0.8.3!Diva Canto1-1/+1
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 PIDHoverActiveUbitUmarov2-1/+5
2015-09-17recover bulletS fps math change lost in mergeUbitUmarov1-2/+3
2015-09-09 demote ConvexDecompositionDotNet to a simple dll, i had made it a region moduleUbitUmarov2-2/+2
2015-09-08a mess with Modules and ModuleUbitUmarov4-6/+5
2015-09-08 fix some compileUbitUmarov3-3/+3
2015-09-04Fixes a problem with Bullet physics when it is configured to run on a ↵Diva Canto1-0/+2
separate thread.
2015-09-01Moved ExtendedPhysics from OptionalModules to Bullet project, because it's ↵Diva Canto4-4/+622
very much an optional Bullet feature. This way, Bullet doesn't need to depend on the OptionalModules dll. No changes in configs or behavior.