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path: root/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs (follow)
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* BulletSim: make avatar animations update properly.Robert Adams2012-03-261-5/+13
| | | | | | | It seems that ODE calls the avatar collision handling routine even if there are no collisions. This causes the animation to be updated. So, for instance, going from HOVER to FLY is caused by the physics engine calling the collision routine each frame with 0 collisions.
* BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵Robert Adams2012-03-231-11/+6
| | | | (there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
* Remove unused SetAcceleration and add set on Acceleration parameterDan Lake2011-12-201-1/+2
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* Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)2011-10-251-1/+1
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* Use GetMeshKey from PrimitiveBaseShape.Robert Adams2011-08-291-7/+15
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* BulletSim: add mesh representation. Use meshes for static objects and switch ↵Robert Adams2011-08-261-112/+194
| | | | to hulls for physical objects.
* BulletSim: add runtime setting of physics parameters. Update default values.Robert Adams2011-08-181-5/+5
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* BulletSim: fix problem with not convex hulling large objects by creating ↵Mic Bowman2011-08-051-3/+5
| | | | unit meshes and always scaling in Bullet
* BulletSim: Parameters settable from ini file. Linksets. Physical property ↵Robert Adams2011-08-051-113/+154
| | | | value tuning
* Pass collisions and updates in pinned memory (saves marshaling).Robert.Adams2011-07-221-54/+86
| | | | | Fix folding feet by using collision normals. Add constraint specification.
* BulletSim initial checkinRobert Adams2011-06-201-0/+1192