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path: root/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs (follow)
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* BulletSim: rename position and orientation variables to remove theRobert Adams2013-07-071-48/+36
| | | | inconsistant use of Raw* and _* conventions.
* BulletSim: implementation of linkset center-of-mass.Robert Adams2013-07-061-2/+3
| | | | | | Default off, for the moment, until more testing. Add separate thread and center-of-mass flags to OpenSimDefaults.ini. Clean up comments in OpenSimDefaults.ini.
* BulletSim: non-functional updates. Comments and formatting.Robert Adams2013-07-061-1/+5
| | | | Update TODO list.
* BulletSim: remove the handle to the vehicle actor and cause routinesRobert Adams2013-06-301-18/+52
| | | | that need it to look it up.
* BulletSim: a better version of llMoveToTarget that doesn't go crazy.Robert Adams2013-06-301-1/+18
| | | | | | | | There is still some overshoot but mostly fixes Mantis 6693. Fix bug where moveToTarget was active for non-physical objects and while selected. Fix bug where move target was not getting changed if the script changed the target during a move.
* BulletSim: experimental movement of physics execution off of heartbeatRobert Adams2013-06-011-1/+2
| | | | | | | | | | 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: don't zero motion when changing vehicle type.Robert Adams2013-05-281-1/+4
| | | | | Some vehicle scripts change type on the fly as an easy way of setting all the parameters (like a plane changing to a car when on the ground).
* BulletSim: extend BSActorLockAxis to allow locking linear movement inRobert Adams2013-05-061-2/+2
| | | | addition to angular movement. Not enabled by anything yet.
* BulletSim: zero vehicle motion when changing vehicle type.Robert Adams2013-05-031-1/+1
| | | | | Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages.
* BulletSim: Rebuild physical body if physical shape changes for mesh and hull.Robert Adams2013-05-021-1/+1
| | | | | Properly rebuilds collision caches. Release asset data fetched when building mesh or hulls.
* BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams2013-04-291-1/+1
| | | | changes.
* BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams2013-04-291-94/+94
| | | | 'm_physicsScene' to match coding conventions and reduce confusion.
* BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams2013-04-291-22/+12
| | | | from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
* BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams2013-04-231-0/+5
| | | | | of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
* BulletSim: moving comments around. No functional change.Robert Adams2013-04-081-9/+1
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* BulletSim: clean up actor code so routines use the same coding pattern.Robert Adams2013-04-081-11/+11
| | | | Fix a few enabling problems.
* BulletSim: complete movement of physical object action code out of theRobert Adams2013-04-081-255/+52
| | | | | physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
* BulletSim: not quite functional axis lock code.Robert Adams2013-03-311-1/+1
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* BulletSim: convert BSDynamic to a BSActor and change BSPrim to setRobert Adams2013-03-311-31/+15
| | | | up the vehicle actor.
* BulletSim: Add physical 'actors' that operate on the physical object.Robert Adams2013-03-311-74/+9
| | | | Add first 'actor' for locked axis.
* BulletSim: fix possible race condition where an prim's asset can be ↵Robert Adams2013-03-251-1/+1
| | | | requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
* BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams2013-03-191-1/+1
| | | | contact processing threshold for static object as well as mesh terrain.
* BulletSim: add parameters, code cleanup around checking and enforcingRobert Adams2013-03-011-6/+41
| | | | maximum velocity and angular velocity values for prims.
* BulletSim: fix crash around race condition when a mesh asset cannotRobert Adams2013-02-261-1/+1
| | | | | be fetched. Update TODO list.
* BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams2013-02-211-3/+24
| | | | to eliminate some of the "cannot find terrain height" warning messages.
* BulletSim: experimental lock axis code using constraints. Not enabledRobert Adams2013-02-171-20/+72
| | | | by default. Like more debugging is needed.
* BulletSim: fix physical object appearing to slowly float off whenRobert Adams2013-02-161-1/+1
| | | | they stop moving.
* BulletSim: fix density since the simulator/viewer track density in aRobert Adams2013-02-121-3/+52
| | | | | | | | | | | 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: More work on center-of-mass. Remove linksetinfo and rely on ↵Robert Adams2013-02-121-2/+2
| | | | simulator to update info.
* BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams2013-02-081-144/+51
| | | | layers for physical (vs simulator) location displacement and linksets.
* BulletSim: Adapt BulletSim to the newer physical properties. ViewerRobert Adams2013-02-071-29/+25
| | | | dialog setting of friction, restitution, ... working.
* BulletSim: fix exceptions caused by setting physical properties before the ↵Robert Adams2013-02-071-5/+10
| | | | prim body is initialized.
* BulletSim: add user setting of friction, density and restitution.Robert Adams2013-02-071-20/+79
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* BulletSim: fix crash caused when linksets were rebuilt. A problem addedRobert Adams2013-01-311-4/+12
| | | | | when individual child pos/rot changes were implementated a week or so ago. Remove some passing of inTaintTime flag when it was never false.
* BulletSim: make sure vehicle physical properties are set when goingRobert Adams2013-01-311-2/+2
| | | | | | physical by delaying setting until pre-step time. Change vehicle.Refresh() to schedule the pre-step setting. Comments and updating of TODO list.
* BulletSim: fix physics repositioning when under ground to only happenRobert Adams2013-01-291-1/+5
| | | | for physical objects. Non-physical objects can go anywhere they want.
* BulletSim: first unit test: vehicle angular attractionRobert Adams2013-01-281-16/+16
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* BulletSim: reinstate the supression of rotational velocity for vehiclesRobert Adams2013-01-271-1/+1
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* BulletSim: first attempt at reporting top collidersRobert Adams2013-01-271-6/+0
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* BulletSim: finish the post step event for physical object actions. Modify ↵Robert Adams2013-01-271-0/+6
| | | | vehicle to use post step event for logging.
* BulletSim: zero motion on an object that we pop up because it isRobert Adams2013-01-241-1/+7
| | | | | below terrain. If the position is being corrected because it is out of bounds, all other movement rules are out the window.
* BulletSim: remove setting of vehicle InterpolationRotationalVelocity.Robert Adams2013-01-231-2/+2
| | | | | | This doesn't seem to help the vehicle stability. Rename vehicle internal variables adding a "V" or "W" so it is clear when coordinates are vehicle or world relative.
* BulletSim: small change to center-of-mass computation left out last commitRobert Adams2013-01-231-3/+8
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* BulletSim: center-of-gravity linkset changes. Not working yet.Robert Adams2013-01-231-21/+1
| | | | | | Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
* BulletSim: working on COMRobert Adams2013-01-231-4/+11
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* BulletSim: remove the unused RestoreBodyDependencies used by linksetsRobert Adams2013-01-231-18/+2
| | | | and vehicles and clean up code by removing their kludgyness.
* BulletSim: Tweeks to vehicle motion.Robert Adams2013-01-211-1/+2
| | | | | Pass through old angular velocity making for smoother transitions. Remove some old kludges for angular motion (damping and rotvel suppression).
* BulletSim: allow changing position and rotation of a child of a linksetRobert Adams2013-01-211-7/+9
| | | | | without rebuilding the whole compound shape. Should make vehicles move smoother.
* BulletSim: More aggressive as setting character velocity to zeroRobert Adams2013-01-201-4/+9
| | | | | | | | | | | | 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.
* BulletSim: modify motors to return correction rather than current valueRobert Adams2013-01-201-1/+1
| | | | | | | to better use them for incremental updates. Modify prim and character to use the new motors. Simplify the vehicle linear movement code to just update the velocity directly or the basic movement.