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path: root/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs (follow)
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* BulletSim: Use full linkset mass when computing vehicle gravity force. Add ↵Robert Adams2012-10-111-6/+3
| | | | taint-time specification to new AddForce().
* BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to ↵Robert Adams2012-10-111-18/+37
| | | | improve interactions.
* BulletSim: Fix crash when linking large physical linksets.Robert Adams2012-10-111-74/+63
| | | | | | | | Properly remove and restore linkage constraints when upgrading a prim's mesh to a hull. Lots more debug logging. Definitions and use of Bullet structure dumping. Centralize detail logging so a Flush() can be added for debugging.
* BulletSim: Fix linkset problem where delayed manipulations of child objects ↵Robert Adams2012-10-021-10/+8
| | | | was using the child shape address at call time rather than the one created at taint time.
* BulletSim: remove warnings for unused variables.Robert Adams2012-10-021-1/+1
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* BulletSim: add separate runtime and taint-time linkset children lists to ↵Robert Adams2012-09-271-67/+78
| | | | keep the creation of constraints separate from runtime.
* BulletSim: rename some constraint variables to be consistant with other name ↵Robert Adams2012-09-271-65/+117
| | | | | | | | | use. Added callbacks for shape and body changes in GetBodyAndShape() so the linkset constraints can be picked up and restored. A better design might be to have a "prim shape changed" event. Think about that. Added constraint types to general constraint class.
* BulletSim: remove the trailing spaces from lines to make git happierRobert Adams2012-09-271-15/+15
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* BulletSim: Fix linkset crash. Caused by the different body and shapeRobert Adams2012-09-271-15/+60
| | | | | | | 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.
* BulletSim: renamed members of BulletShape, BulletSim and BulletBodyRobert Adams2012-09-271-3/+3
| | | | | | | | | | | | 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.
* BulletSim: Convert BSCharacter to use common BSPhysObject code and variables.Robert Adams2012-09-271-11/+17
| | | | | | | Fix avatar height calculation to properly account for the capsule ends. Rearrange some locking in TerrainManager to eliminate possible race conditions. Move DetailLog() definition into common BSPhysObject class. Some variable renaming to make usage clearer (refactor.rename makes this so easy).
* BulletSim: move a bunch of common logic out of BSPrim and BSCharacterRobert Adams2012-09-271-22/+20
| | | | | | and into the parent class BSPhysObject. Rework collision logic to enable extra collision after done colliding. Rename 'Scene' to 'PhysicsScene' to differentiate it from the simulator 'Scene'.
* BulletSim: set all linkset objects center of mass to the whole linkset's ↵Robert Adams2012-09-151-2/+15
| | | | center of mass
* BulletSim: Add calls to linkset class when object going static or dynamic.Robert Adams2012-09-151-2/+18
| | | | Reset center of mass on an object when going dynamic.
* BulletSim: Way too many changes in one commit.Robert Adams2012-09-151-7/+25
| | | | | | | | | | | | | | | | | | | | Many changes to BSDynamic for readability and commentary. Linkset hacking for vehicles: don't over mass the root prim. Add parameter for link constraint solver iterations. Correct uses of timestep in timescale calculations for vehicles. Reorganize code/logic for making objects static and dynamic for readability and use of API2. Changed most calls in BSPrim to use API2 calls (the new way). Avatars do not generate default Bullet collision events but do call up to the simulator for every avatar. Reduces overhead. Objects added to collision list only if they are processing collisions. Reduces overhead especially for large numbers of avatars. Generalize call for water height to GetWaterHeightAtXYZ(). Catch and correct exception getting terrain height when out of bounds. Correct race condition in Terrain Manager where creation wasn't at taint-time. Add API calls for constructing compound shapes. Move NeedsMeshing() logic into object class. Reorganize logic for object meshing to reduce rebuilding of meshs/hulls.
* BulletSim: Add Bullet body and shape to BSPhysObject and renameRobert Adams2012-09-071-5/+5
| | | | | | | | | 'Body' to 'BSBody' for disambiguation when reading code. Complete the API2 interface so nearly all methods on bullet classes are available to the managed code. The efficient single call simulation step is kept in place while all other creation/destruction/parameterization can be done in the managed code.
* BulletSim: Add some comments (gasp) and log messages.Robert Adams2012-09-071-2/+2
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* BulletSim: unify physical objects under BSPhysObjects. Now BSScene and ↵Robert Adams2012-08-311-25/+25
| | | | BSLinkset only know of BSPhysObject's and there is only one list to search in BSScene.
* BulletSim: restore most of the Detail logging statements. Will haveRobert Adams2012-08-171-4/+4
| | | | | | | no effect on non-logging running. Capture region name that is passed to the physics engine and use it for detail logging file name prefix. Fix problem with avatars dropping when flying across region boundries.
* BulletSim: add parameters and functionality to specify the meshRobert Adams2012-08-171-14/+0
| | | | | | level of detail for large meshes. Remove parameter and code for DetailLog (conditional logging into regular log file).
* BulletSim: make it so objects in a linkset do not generate collisions with ↵Robert Adams2012-08-151-0/+7
| | | | each other.
* BulletSim: add locking to constraintCollection and rename some of the public ↵Robert Adams2012-08-151-98/+152
| | | | method variables to reduce confusion between a physics scene and the real scene.
* BulletSim: many, many detailed logging messages for physical linksetRobert Adams2012-08-101-7/+7
| | | | | | | | debugging. Linkset bugs fixed where accounting of children would get lost. Moved scene based vehicle tracking logic from prim to the scene. Added GetCollisionFlags2 method to BulletSimAPI. Updated DLLs and SOs.
* BulletSim: Add module names to DetailLog output. Fix some problems with ↵Robert Adams2012-08-101-30/+27
| | | | linksets that were caused by checking data structures that are changed regularly from taint time code -- resulted in linksets not being unlinked properly.
* BulletSim: add an identifier to the TaintObject call so exceptions that ↵Robert Adams2012-08-091-2/+2
| | | | happen when the taint is invoked can be debugged
* BulletSim: separate out the constraints by type. The linksets useRobert Adams2012-08-091-11/+27
| | | | | | 6dof constraint but eventually others will be exposed so future features can use all the Bullet capabilities. Force children to generate a position update when unlinked.
* BulletSim: add avatar code to keep avatars from ending up trapped under the ↵Robert Adams2012-08-081-6/+7
| | | | terrain
* BulletSim: add parameters and API calls for setting ERP and CFM.Robert Adams2012-07-311-6/+50
| | | | | | Set ERP and CFM in linkset constraints. Reorder rebuilding of object bodies so they are not rebuilt everytime something is linked and unlinked.
* BulletSim: fix a recursive loop when fetching the mass of the root of a linkset.Robert Adams2012-07-261-3/+3
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* BulletSim: refactor all the linkset logic out of the prim classRobert Adams2012-07-261-0/+308
and into its own class. The BulletSim data structures track individual prims as linksets of 1 so most of the prim code is not different between a linked and unlinked object.