aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* BulletSim: Turn on center-of-mass calculation by default.Robert Adams2013-07-231-3/+5
| | | | | Reduce object density by factor of 100 to bring physical mass computations into a range better suited for Bullet.
* BulletSim: add parameter to optionally disable vehicle linear deflection.Robert Adams2013-07-091-1/+7
| | | | | | Add parameter to not apply vehicle linear deflection Z forces if vehicle is not colliding. This defaults to 'true' so vehicles will fall even if there is some linear deflection to apply.
* BulletSim: make all the different angularVerticalAttraction algorithmsRobert Adams2013-07-081-3/+12
| | | | | | | | selectable from configuration paramters. Changed default algorithm to "1" from previous default as it seems to handle Y axis correction a little better. Add config file independent enablement of vehicle angular forces to make debugging easier (independent testing of forces).
* BulletSim: comments and non-functional changes working toward the ↵Robert Adams2013-07-061-0/+3
| | | | center-of-gravity implementation.
* BulletSim: add inTaintTime parameter to collision cache clear function.Robert Adams2013-06-301-3/+3
|
* BulletSim: rework velocity updating when not colliding and not flyingRobert Adams2013-06-201-0/+3
| | | | | | | to prevent infinite jumps. Now jumps last only AvatarJumpFrames long (default 4) which is about as high as in SL. TODO: jumping should only depend on standing (collision with feet) rather than collision anywhere on the avatar.
* 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: experimental movement of physics execution off of heartbeatRobert Adams2013-06-011-0/+8
| | | | | | | | | | 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.
* 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.
* BulletSim: add VehicleInertiaFactor to allow modifying inertia.Robert Adams2013-05-241-0/+3
| | | | | Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use.
* BulletSim: correct errors caused by misspelled INI parameter spec.Robert Adams2013-05-221-1/+1
| | | | Add debugging messages for hull asset use.
* BulletSim: add code to experimentally use asset hull data.Robert Adams2013-05-221-0/+3
| | | | Default to 'off' as it needs debugging.
* Revert "BulletSim: add code to experimentally use asset hull data."Robert Adams2013-05-211-3/+0
| | | | | | | | 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 Adams2013-05-211-0/+3
| | | | Default to 'off' as it needs debugging.
* BulletSim: add gImpact shape type. Add logic to use gImpact shapeRobert Adams2013-05-211-0/+3
| | | | | for prims that have cuts or holes. Default logic to 'off' as it needs debugging.
* BulletSim: add adjustment for avatar capsule height scaling. MakesRobert Adams2013-05-131-0/+9
| | | | avatar standing on ground view better and enables tuning.
* BulletSim: use heightmap terrain when using BulletXNA.Robert Adams2013-05-131-1/+1
| | | | Output messages on features disabled when using BulletXNA.
* BulletSim: simplify parameter specification by reducing the number ofRobert Adams2013-05-061-190/+93
| | | | specifications required for simple properties with defaults.
* BulletSim: prims with no cuts created with single convex hull shape.Robert Adams2013-05-021-0/+5
| | | | Parameter added to enable/disable this feature.
* BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams2013-04-291-3/+3
| | | | changes.
* BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams2013-04-231-2/+13
| | | | | of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
* BulletSim: add Bullet HACD library invocation. Turned off by default as notRobert Adams2013-04-091-1/+52
| | | | totally debugged. Updated DLLs and SOs with more debugged HACD library code.
* BulletSim: fix race condition when creating very large mega-regions.Robert Adams2013-03-281-1/+1
| | | | | | | | 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.
* BulletSim: small tweaks and formatting in the parameter fetching code.Robert Adams2013-03-251-5/+16
|
* BulletSim: parameterize C# HACD hull creation. Add feature of reducing max ↵Robert Adams2013-03-251-0/+33
| | | | hull count for simple (non-cut prims) meshes.
* BulletSim: code to generate a higher resolution terrain mesh. ParameterRobert Adams2013-03-191-0/+5
| | | | | TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.
* BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams2013-03-191-0/+19
| | | | contact processing threshold for static object as well as mesh terrain.
* BulletSim: add INI parameter for angular banking timescale fudge parameter.Robert Adams2013-03-161-1/+6
|
* BulletSim: remove the ability for avatars to fly off the edge ofRobert Adams2013-03-091-0/+5
| | | | | regions when there are no region neighbors. Add some terrain location processing routines to support above.
* BulletSim: add parameters, code cleanup around checking and enforcingRobert Adams2013-03-011-6/+14
| | | | maximum velocity and angular velocity values for prims.
* BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams2013-02-211-15/+28
| | | | to eliminate some of the "cannot find terrain height" warning messages.
* BulletSim: rework parameter setting for different types of valuesRobert Adams2013-02-171-348/+326
| | | | (like vectors or quaternions).
* BulletSim: fix density since the simulator/viewer track density in aRobert Adams2013-02-121-5/+12
| | | | | | | | | | | funny unit that is 100 times real density (default 1000). Fix avatar drifting slowly when stationary flying. Fix for physical prims getting corrected for being under terrain when it was just its geometric center that was below terrain. Add PreUpdatePropertyAction allowing plugable modifiction of phys parameters returned from Bullet. Fix an exception setting GravityMultiplier on initialization. Update DLLs and SOs for good measure (no functional change).
* BulletSim: add parameter to set global contact breaking threshold. Update ↵Robert Adams2013-02-081-0/+6
| | | | DLLs and SOs for setting same.
* BulletSim: Change BSCharacter to use new base Density and FrictionRobert Adams2013-02-081-1/+1
| | | | variables rather than own local varaibles.
* Change passed PhysicsParameter value from float to the more general string valueRobert Adams2013-02-071-18/+16
|
* BulletSim: set removing zero width triangles in meshes to be enabled by ↵Robert Adams2013-02-061-1/+1
| | | | default. This should fix the invisible barrier in sculptie doorways bug.
* BulletSim: make removing zero width triangles from meshes optionalRobert Adams2013-02-051-0/+6
| | | | and, for the moment, default to 'off'.
* BulletSim: remove degenerate triangles from meshes. This fixes theRobert Adams2013-02-051-6/+12
| | | | | | | | | invisible barriers in sculptie doorways (Mantis 6529). Bump up level-of-detail for physical meshes to 32 (the max). This fixes the invisible barriers that showed up in prim cut arches. NOTE: the default LOD values are removed from OpenSimDefaults.ini. If you don't change your OpenSimDefaults.ini, you will continue to see the arch problem.
* BulletSim: rework some parameter setting implementation moving functionality ↵Robert Adams2013-02-051-54/+77
| | | | that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.
* BulletSim: enable angular vertical attraction.Robert Adams2013-01-281-1/+1
| | | | | Increase terrain collision margin to help vehicles from tunneling into same.
* BulletSim: simplify the initialization of some of the parameters.Robert Adams2013-01-271-26/+10
| | | | | | Disable vertical attraction for vehicles by default (for the moment). Fix bug where vehicle would go crazy when velocity got above a certain speed.
* BulletSim: parameterize the value for gravity reduction for ground vehicles ↵Robert Adams2013-01-271-3/+9
| | | | on the ground. Set defaults for vehicle factors to one. Debug logging changes.
* BulletSim: parameterize several vehicle debugging values: physical linear ↵Robert Adams2013-01-271-0/+45
| | | | and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values
* BulletSim: disable CCD (continuious collision detection) andRobert Adams2013-01-241-3/+3
| | | | | contact processing threshold since the first didn't solve tunneling problems but used resources and the latter caused instabilities.
* BulletSim: center-of-gravity linkset changes. Not working yet.Robert Adams2013-01-231-5/+2
| | | | | | Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
* BulletSim: Tweeks to vehicle motion.Robert Adams2013-01-211-1/+1
| | | | | Pass through old angular velocity making for smoother transitions. Remove some old kludges for angular motion (damping and rotvel suppression).
* BulletSim: remove unused MaxTaintsToProcessPerStep parameterRobert Adams2013-01-211-7/+3
|
* BulletSim: More aggressive as setting character velocity to zeroRobert Adams2013-01-201-1/+31
| | | | | | | | | | | | when should be standing. Modify angular force routines to be the same pattern as linear force routines. BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!! Fix some bugs in BSMotor dealing with the motor going to zero. Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity, MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity, and most of the values are defaulted to values that are larger than in SL. Use the new parameters in BSPrim, BSCharacter and BSDynamic.