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path: root/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs (follow)
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* BulletSim: tweeking avatar capsule code in an attempt to haveRobert Adams2012-12-291-2/+4
| | | | | | | | | asymmetrical avatar capsule work now that rotation is being passed from the simulator. Turns out the Bullet capsule is just not very functional: it doesn't scale properly, the implementation only half does asymmetry and, in general, is hard to work with. Avatar shape is about what it was before these changes. Added initial data structures for avatar shape mesh.
* BulletSim: Rename some of the interface structures (BulletWorld, ...)Robert Adams2012-12-241-3/+3
| | | | | | | | to get ready for... Start creation of BulletAPITemplate. This defines the abstract interface functions. Following commits will move over to the new interface. This will enable switching between the managed and unmanaged version of Bullet.
* BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams2012-12-211-6/+6
| | | | to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
* BulletSim: fix problem of avatar's floating off the ground after unsitting. ↵Robert Adams2012-12-121-9/+14
| | | | Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
* BulletSim: add ini file and command line parameters to controlRobert Adams2012-12-111-1/+1
| | | | | | | | | dumping of physical vehicle parameters (out of Bullet) on each simulation step and to optionally scale vehicle angular velocity by the time step. The latter looks to be part of a difference between angular parameters for ODE and BulletSim. SL docs say angular velocity is measured in radians/timeScale. Not sure if this is different than what ODE does.
* BulletSim: Fix crash on the destruction of physical linksets.Robert Adams2012-12-101-8/+8
| | | | | | | | | While fixing the above, add methods to physical body and shape pointer wrapper so routines won't have to know that IntPtr.Zero means no physical instance. Fix problem with physical linksets failing after a few sits and unsits by properly restoring child prom positions for compound linksets after multiple selection and deselections.
* BulletSim: fix small problem with setting size/scale of native shapes which ↵Robert Adams2012-12-081-6/+9
| | | | caused the native shapes to be rebuilt when not necessary.
* BulletSim: add detail logging detail flag so I don't have to comment and ↵Robert Adams2012-12-061-27/+34
| | | | uncomment the detail logging when changing the depth of logged info.
* BulletSim: add expanded call to IMesher/Meshmerizer which enables/disables ↵Robert Adams2012-11-291-4/+3
| | | | mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh.
* Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie2012-11-221-28/+28
| | | | conflicts with PhysicsShape type defined in later libOMV
* BulletSim: Make avatar capsule so it is not circular.Robert Adams2012-11-211-4/+5
| | | | | | | | | Simple attempt to make avatars better shaped. Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth' and 'avatarCapsuleDepth'. More tweeking to avatar height calculation. A little better but short avatar's feet are above the terrain and tall avatar's feet are a little below the ground.
* BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵Robert Adams2012-11-211-3/+3
| | | | having mesh avatars.
* BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is ↵Robert Adams2012-11-211-6/+6
| | | | getting simplified out of existance someday) and update all the references to same.
* BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams2012-11-211-28/+28
| | | | getting simplified out of existance someday) and update all the references to that enum.
* BulletSim: change PositionSanityCheck to apply a force to correct position ↵Robert Adams2012-11-211-1/+1
| | | | corrections (below ground and floating).
* BulletSim: fix compound linkset crash by not freeing shape of child prims.Robert Adams2012-11-031-6/+10
| | | | | Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes.
* BulletSim: search the mesh and hull lists to find shapes if type is not ↵Robert Adams2012-11-031-14/+88
| | | | known. This makes sure the correct accounting is done for the particular shape.
* BulletSim: Move construction of compound linkset from ShapeCollectionRobert Adams2012-11-031-43/+42
| | | | | | | into LinksetCompound where it should be. Create meshes for native shapes when part of a compound linkset because scale is currently per object and not per collision shape. Don't schedule a LinksetCompound refresh if just changing properties.
* BulletSim: debugging of compound shape implementation of linksets.Robert Adams2012-11-031-35/+117
| | | | | | | | | Add compound shape creation and freeing in shape manager. Add optional taint-time execution method and update code to use it. Add API2 linkage for more compound shape methods (get num, get/remove by index, ...) Modify perferred shape return so linkset children can have differet shapes than root. Add Position and Orientation calls to linksets so children can be moved around by the linkset by its own calculation. Allows for very general linkset implementations.
* BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename ↵Robert Adams2012-11-031-1/+1
| | | | MassRaw to RawMass. Fix BSShapeCollection to use Raw* for creating the body to eliminate exception from referencing the physical body before it has been created.
* BulletSim: Remove use of shapeData in ShapeCollection and rely on the ↵Robert Adams2012-11-031-54/+62
| | | | available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
* BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵Robert Adams2012-11-031-23/+23
| | | | of BSLinksetCompound.
* BulletSim: remove center-of-mass setting for linksets because it causes the ↵Robert Adams2012-11-031-1/+1
| | | | constraint calculation to pull the objects together.
* BulletSim: Add banking and other new code to vechile dynamics. Add third ↵Robert Adams2012-11-031-1/+1
| | | | party license and contributor in for for Aurora-Sim project for physics code.
* BulletSim: fix problem with avatars sinking into the ground.Robert Adams2012-10-231-2/+2
| | | | Change terrain activation state to DISABLE_SIMULATION for better performance.
* BulletSim: minor change to insure avatar body recreation when shape changes.Robert Adams2012-10-231-3/+3
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* BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh ↵Robert Adams2012-10-221-5/+26
| | | | assets weren't already in the cache. Comment cleanups.
* BulletSim: fix problem of not rebuilding shape by clearing last rebuild ↵Robert Adams2012-10-221-2/+7
| | | | failed flag in BSPrim.ForceBodyShapeRebuild()
* BulletSim: remove trailing spaces to make git happy.Robert Adams2012-10-221-10/+10
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* BulletSim: encorporate UBit's suggestion to save a copy of mesh raw data.Robert Adams2012-10-221-2/+1
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* BulletSim: add asset fetching so BulletSim works with new physics asset ↵Robert Adams2012-10-191-115/+181
| | | | | | handling. Refactor some names to make them available for the asset tracking and fetching.
* BulletSim: reorder avatar collision checking to eliminate double collision_end.Robert Adams2012-10-191-4/+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.
* BulletSim: change nonimal physics frame rate to 55 to give same numbers as ODE.Robert Adams2012-10-191-2/+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).
* BulletSim: remove code in ShapeCollection that hinted at shape sharing.Robert Adams2012-10-191-74/+36
| | | | | Add new function to ParameterDefn for calling BulletSimAPI to set values. Tweaking to BSCharacter parameter setting to try and have avatars stand.
* BulletSim: Fix small problems with last patch: BSScene.World properly ↵Robert Adams2012-10-191-1/+1
| | | | initialized and setting of C++ parameters commented out. Comments and logging added.
* BulletSim: Update BSCharacter to use API2 interface.Robert Adams2012-10-191-15/+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.
* BulletSim: only use native sphere shape if it is a sphere.Robert Adams2012-10-121-1/+2
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* BulletSim: fix problem with some shapes (like cylinders) being implemented ↵Robert Adams2012-10-111-1/+1
| | | | as cubes.
* BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to ↵Robert Adams2012-10-111-15/+16
| | | | improve interactions.
* BulletSim: Add Force* operations to objects to allow direct push to engine.Robert Adams2012-10-111-1/+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.
* BulletSim: Fix crash when linking large physical linksets.Robert Adams2012-10-111-14/+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.
* BulletSim: Fix problem where box shapes were not being rebuilt if the shape ↵Robert Adams2012-10-021-4/+6
| | | | type changed.
* BulletSim: remove warnings for unused variables.Robert Adams2012-10-021-1/+1
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* BulletSim: remember to release the physical body and shape when a prim is ↵Robert Adams2012-09-281-7/+7
| | | | destroyed. This fixes many problems with physical linksets.
* BulletSim: add separate runtime and taint-time linkset children lists to ↵Robert Adams2012-09-271-11/+14
| | | | keep the creation of constraints separate from runtime.
* BulletSim: rename some constraint variables to be consistant with other name ↵Robert Adams2012-09-271-24/+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.
* BulletSim: remove the trailing spaces from lines to make git happierRobert Adams2012-09-271-21/+21
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* BulletSim: Fix linkset crash. Caused by the different body and shapeRobert Adams2012-09-271-6/+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.
* BulletSim: Terrain sets proper collision flags on creation.Robert Adams2012-09-271-5/+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().
* BulletSim: btGhostObjects working to make 'volume detect' work.Robert Adams2012-09-271-143/+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.