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path: root/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs (follow)
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* BulletSim: Make parameter value defaults match what should be the default ↵Robert Adams2012-10-021-13/+13
| | | | and what is in OpenSimDefaults.ini. Comment and debug printout changes.
* BulletSim: remove the trailing spaces from lines to make git happierRobert Adams2012-09-271-13/+13
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* BulletSim: Fix linkset crash. Caused by the different body and shapeRobert Adams2012-09-271-2/+5
| | | | | | | 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: btGhostObjects working to make 'volume detect' work.Robert Adams2012-09-271-10/+14
| | | | | | | | | | Rearrangement and cleanup of shape collection code. Much more readable. Enabling and use of collision filters and masks. Addition of ID to body creation BulletSimAPI calls so always set in shape for collision reporting. Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE which makes volume detect fail.
* BulletSim: renamed members of BulletShape, BulletSim and BulletBodyRobert Adams2012-09-271-1/+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: add class and infrastructure for shape and objectRobert Adams2012-09-271-6/+10
| | | | | tracking in the C# code. Needed for the changing body type (to and from GhostObjects) for volumeDetect.
* BulletSim: move a bunch of common logic out of BSPrim and BSCharacterRobert Adams2012-09-271-19/+41
| | | | | | 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: another attempt at computing physics FPS correctly.Robert Adams2012-09-151-23/+6
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* BulletSim: Remove calculation and passing of unused collied object type.Robert Adams2012-09-151-16/+10
| | | | | Fix collision code to properly sense mega-region children regions as terrain. When setting an object physical, reset all the physical properties (friction, ...).
* BulletSim: remove unused NeedsMeshing() code from BSScene.Robert Adams2012-09-151-116/+0
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* BulletSim: Way too many changes in one commit.Robert Adams2012-09-151-26/+41
| | | | | | | | | | | | | | | | | | | | 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: Update BulletSimAPI to match the DLL interface.Robert Adams2012-08-311-1/+1
| | | | | | | | Major rework of terrain management which finally makes mega-regions work. Update heightmap of terrain by rebuilding the terrain's body and shape. There is a problem with just replacing the shape so this workaround will do for the moment but it will need to be resolved for mesh and hull switching.
* BulletSim: clean up some variable naming for consistancy.Robert Adams2012-08-311-6/+7
| | | | | | | Update DLL API for new terrain and shape/body pattern methods. Terrain creation and modification uses new shape/body pattern. Move debug logging callback set to initialization call so logging is per physics engine.
* BulletSim: fix line endings.Robert Adams2012-08-311-22/+22
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* BulletSim: Changes to terrain storage and management so mega-regions work.Robert Adams2012-08-311-108/+137
| | | | | | | | | Moved all terrain code out of BSScene and into new BSTerrainManager. Added logic to manage multiple terrains for mega-regions. Added new functions to BulletSimAPI to match the library. Moved all of the terrain creation and setup logic from C++ code to C# code. The unused code has not yet been removed from either place. Soon. Moved checks for avatar above ground and in bounds into BSCharacter.
* BulletSim: unify physical objects under BSPhysObjects. Now BSScene and ↵Robert Adams2012-08-311-76/+61
| | | | 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/+12
| | | | | | | 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 Adams2012-08-171-28/+26
| | | | | | 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 Adams2012-08-151-2/+10
| | | | each other.
* BulletSim: clean up detail logging by adding many more debug log statements ↵Robert Adams2012-08-151-4/+4
| | | | and then commenting out most of the additions.
* BulletSim: fix problem of a null reference exception on shutdown if there ↵Robert Adams2012-08-151-12/+13
| | | | were linksets in the region.
* BulletSim: rework physics FPS calculation to make a more realistic number.Robert Adams2012-08-151-3/+8
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* BulletSim: many, many detailed logging messages for physical linksetRobert Adams2012-08-101-4/+23
| | | | | | | | 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 an identifier to the TaintObject call so exceptions that ↵Robert Adams2012-08-091-12/+22
| | | | happen when the taint is invoked can be debugged
* BulletSim: add avatar code to keep avatars from ending up trapped under the ↵Robert Adams2012-08-081-13/+13
| | | | terrain
* BulletSim: Added avatar capsule scaling for size of avatar.Robert Adams2012-08-071-3/+8
| | | | | | | | This also fixes computation of avatar mass. Added parameter MaxPersistantManifoldPoolSize. Fixed a parameter setting bug which caused crashes of there were more than 400 or so physical objects. I tested up to 5000. Updated BulletSim DLLs and SOs.
* BulletSim: update SOs and DLLs to run on more Linux versions. Correct ↵Robert Adams2012-08-061-1/+1
| | | | multiple buoyancy settings when character flying. Remove chatty log message on prim destruction.
* BulletSim: Debugging log statements added. Reduced size of updata buffer ↵Robert Adams2012-08-021-5/+24
| | | | trying to find a corrupted memory problem. Update DLL and SO.
* BulletSim: add parameters and API calls for setting ERP and CFM.Robert Adams2012-07-311-1/+33
| | | | | | Set ERP and CFM in linkset constraints. Reorder rebuilding of object bodies so they are not rebuilt everytime something is linked and unlinked.
* BulletSim: refactor all the linkset logic out of the prim classRobert Adams2012-07-261-2/+5
| | | | | | 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.
* BulletSim: add parameters for setting linkset constraint factorsRobert Adams2012-07-251-2/+23
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* BulletSim: Redo parameter specification so only one place hasRobert Adams2012-07-251-248/+378
| | | | | to change to have a parameter show up in the ini file and command line. Will make it much easier for the next person.
* BulletSim: add Dispose() code to free up resources and close log files.Robert Adams2012-07-231-0/+21
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* BulletSim: add reference to OpenSim.Region.CoreModules in BSScene.cs ↵Robert Adams2012-07-201-1/+2
| | | | attempting to fix a mono compile error.
* BulletSim: more detail logging for vehicle and general physics debugging.Robert Adams2012-07-201-28/+20
| | | | | | | | Physical linksets are fully functional. Tweeking of the vehicle code to make it semi-work. Utilize the new API2 for some setting operations. Add GetOrientation() API call for proper reporting of children of linksets. Changes the interface between C# and C++ code so old DLLs won't work!
* BulletSim: Add very detailed logging to BSDynamics for vehicle debuggingRobert Adams2012-07-201-3/+57
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* BulletSim: Add PID variables to physical scene. Not PIDing yet, but soon.Robert Adams2012-07-201-0/+13
| | | | Cleaned up code and got rid of compile warnings.
* BulletSim: Add detailed and voluminous debug logging that is enabledRobert Adams2012-07-201-19/+34
| | | | | | | with an ini configuration parameter. Correct computation of relative offsets of children in a linkset. Remove a prim from any link relationship before deleting it. Minor code flow cleanups.
* Clean up collision reporting code so they are properly passed toRobert Adams2012-07-061-5/+18
| | | | | the simulator in batches. More comments.
* BulletSim: make avatar animations update properly.Robert Adams2012-03-261-0/+15
| | | | | | | 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: fix typo introducted by previous checkins (git merge sometimes ↵Robert Adams2012-03-261-3/+0
| | | | makes mistakes)
* Merge branch 'bulletsim1' of ↵Robert Adams2012-03-231-1/+6
|\ | | | | | | | | | | | | ssh://island.sciencesim.com/home/sceneapi/radams1/bs-opensim into bulletsim1 Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
| * BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵Robert Adams2012-03-221-2/+3
| | | | | | | | (there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
| * BulletSim: update TODO list. Rearrange code for readability. Add per object ↵Robert Adams2012-03-211-15/+15
| | | | | | | | friction and restitution runtime settable parameters.
| * BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵Robert Adams2012-03-211-0/+3
| | | | | | | | buoyancy for flying. Tweek avatar default friction and resititution
| * BulletSim: add some new runtime setable parameters to match the dll.Robert Adams2012-03-211-3/+10
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| * BulletSim: Update list of TODO tasksRobert Adams2012-03-211-0/+13
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* | BulletSim: change default of shouldDisableContactPoolDynamicAllocation from ↵Robert Adams2012-03-231-2/+2
| | | | | | | | False to True. It seems that collisions don't happen well when it is False (things fall through terrain).
* | BulletSim: Add new configuration parameters to get and set console commandsRobert Adams2012-03-231-4/+32
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* | BulletSim: add a bunch of internal Bullet configuration parameters to ↵Robert Adams2012-03-231-0/+34
| | | | | | | | OpenSimDefaults.ini and the code.