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path: root/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs (unfollow)
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2012-10-19BulletSim: add asset fetching so BulletSim works with new physics asset ↵Robert Adams1-115/+181
handling. Refactor some names to make them available for the asset tracking and fetching.
2012-10-19BulletSim: reorder avatar collision checking to eliminate double collision_end.Robert Adams1-4/+4
Various tweekings to avatar shape/mass/inertia/etc. Remove change from avatar radius to diameter. But still the avatar sinks. Collision_end now happens immediately rather than at the next subscription time.
2012-10-19BulletSim: change nonimal physics frame rate to 55 to give same numbers as ODE.Robert Adams1-2/+5
Change character scaling to represent size of capsule (diameter rather than radius) Modify create capsule call to pass radius and height. Eliminate errors when calculating shape inertia (should have some type checking).
2012-10-19BulletSim: remove code in ShapeCollection that hinted at shape sharing.Robert Adams1-74/+36
Add new function to ParameterDefn for calling BulletSimAPI to set values. Tweaking to BSCharacter parameter setting to try and have avatars stand.
2012-10-19BulletSim: Fix small problems with last patch: BSScene.World properly ↵Robert Adams1-1/+1
initialized and setting of C++ parameters commented out. Comments and logging added.
2012-10-19BulletSim: Update BSCharacter to use API2 interface.Robert Adams1-15/+36
Add capsule shape to BSShapeCollection(). Remember last updated values so inter frame diffs can be computed. Parameterize avatarStandingFriction and reduce to 10 from 999. The latter high value made avatars very hard to push. Set CCD parameters for prims and characters of specified.
2012-10-12BulletSim: only use native sphere shape if it is a sphere.Robert Adams1-1/+2
2012-10-11BulletSim: fix problem with some shapes (like cylinders) being implemented ↵Robert Adams1-1/+1
as cubes.
2012-10-11BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to ↵Robert Adams1-15/+16
improve interactions.
2012-10-11BulletSim: Add Force* operations to objects to allow direct push to engine.Robert Adams1-1/+1
Update BSDynamics to use same (don't want to delay updates til next taint-time. Suppress queuing a taint update for position and orientation calls if value does not change. Move Bullet timing statistics call from C# back to C++ code. Throttle taints per simulation step and add parameter to set. By default, don't create hulls for physical objects. Add a parameter to turn on and off.
2012-10-11BulletSim: Fix crash when linking large physical linksets.Robert Adams1-14/+31
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.
2012-10-02BulletSim: Fix problem where box shapes were not being rebuilt if the shape ↵Robert Adams1-4/+6
type changed.
2012-10-02BulletSim: remove warnings for unused variables.Robert Adams1-1/+1
2012-09-28BulletSim: remember to release the physical body and shape when a prim is ↵Robert Adams1-7/+7
destroyed. This fixes many problems with physical linksets.
2012-09-27BulletSim: add separate runtime and taint-time linkset children lists to ↵Robert Adams1-11/+14
keep the creation of constraints separate from runtime.
2012-09-27BulletSim: rename some constraint variables to be consistant with other name ↵Robert Adams1-24/+41
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.
2012-09-27BulletSim: remove the trailing spaces from lines to make git happierRobert Adams1-21/+21
2012-09-27BulletSim: Fix linkset crash. Caused by the different body and shapeRobert Adams1-6/+4
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.
2012-09-27BulletSim: Terrain sets proper collision flags on creation.Robert Adams1-5/+11
Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION. Might reconsider this and, alternatively, have dynamic objects force activation. Clean up use of DetailLog().
2012-09-27BulletSim: btGhostObjects working to make 'volume detect' work.Robert Adams1-143/+153
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.
2012-09-27BulletSim: renamed members of BulletShape, BulletSim and BulletBodyRobert Adams1-95/+249
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.
2012-09-27BulletSim: complete code for managed code shape and body tracking. Not debugged.Robert Adams1-70/+547
Eliminate some null exceptions created adding the above code. Add and remove some detailed logging statements.
2012-09-27BulletSim: add class and infrastructure for shape and objectRobert Adams1-56/+70
tracking in the C# code. Needed for the changing body type (to and from GhostObjects) for volumeDetect.
2010-10-03Added viewer's channel, mac, and id0 to agent circuit data. Also moved ↵Diva Canto1-1/+2
client ip address to agent circuit data, so that it's always there.
2010-05-05Plumb the viewer version string through into AgentCircuitData. Now all thatMelanie Thielker1-1/+1
is left os to figure out what black magic turns AgentCircuitData into AgentData and then copy that into the ScenePresence, where m_Viewer is already added with this commit and waits for the data.
2010-05-05Add a XMLRPC method to remotely set the login level for the LLLoginService.Melanie Thielker1-0/+1
This requires a special XMLRPC call, which has to supply the credentials of a god user (User level >= 200). Disabled by default. Also Adds a configuration option to set the initial permitted login level.
2010-04-27Allow a client to pass a scope id to log into in the login XML / LLSDMelanie1-1/+2
2009-12-31A lot more beef on the login service. The LLLoginResponse is a MONSTER! ↵Diva Canto1-1/+2
Almost done...
2009-12-31* Added the Login server handlers that were lost in yesterday's commit griefDiva Canto1-0/+3
* More beef to the LLLoginService * Better design for handling local simulation service
2009-12-30First pass at the new login service. Still incomplete, but doesn't disrupt ↵Diva Canto1-4/+15
the existing code.
2009-09-11Removed RequestLandData from IGridService because it's already in another place.Diva Canto1-2/+3
Moved GetMapBlocks to a new interface IMapService.
2009-08-10Stub out the Profile and Presence servicesMelanie1-3/+2
2009-06-22Update svn properties.Jeff Ames1-38/+38
2009-06-14Factoring out "land_data" / RequestLandData that was hanging off of ↵diva1-38/+38
IGridServices, erroneously. Not sure when this is used, but now it is implemented in the new model of service connectors. Hopefully it works.
2009-06-14Update svn properties.Jeff Ames1-38/+38
2009-06-14Oops. Forgot to add this file.diva1-33/+38
2009-05-05Add copyright header. Formatting cleanup. Ignore some generated files.Jeff Ames1-0/+27
2009-05-05Some refactoring. Database is now active in the new user serverMelanie Thielker1-1/+1
2009-05-05Add an interface skeleton for user servicesMelanie Thielker1-0/+6