aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* BulletSim: add gImpact shape type. Add logic to use gImpact shapeRobert Adams2013-05-211-2/+13
| | | | | for prims that have cuts or holes. Default logic to 'off' as it needs debugging.
* BulletSim: zero vehicle motion when changing vehicle type.Robert Adams2013-05-031-4/+3
| | | | | Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages.
* BulletSim: prims with no cuts created with single convex hull shape.Robert Adams2013-05-021-2/+17
| | | | Parameter added to enable/disable this feature.
* BulletSim: Rebuild physical body if physical shape changes for mesh and hull.Robert Adams2013-05-021-5/+30
| | | | | Properly rebuilds collision caches. Release asset data fetched when building mesh or hulls.
* BulletSim: fix crash when mesh asset wasn't available when meshingRobert Adams2013-05-011-0/+1
| | | | | the first time. Debugging added for mesh/hull asset fetch.
* BulletSim: code for creating the avatar capsule shape.Robert Adams2013-04-291-0/+13
|
* BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams2013-04-291-888/+78
| | | | 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: complete BSShape classes.Robert Adams2013-04-291-1/+1
|
* BulletSim: partial addition of BSShape class code preparing forRobert Adams2013-04-241-14/+14
| | | | | different physical mesh representations (simplified convex meshes) and avatar mesh.
* BulletSim: fix crash when deleting llVolumeDetect enabled objects. Bullet's ↵Robert Adams2013-04-221-5/+2
| | | | check for an object being linked into the world does not work for Bullet's ghost objects so BulletSim was deleting the object while it was still linked into the physical world structures.
* BulletSim: add Bullet HACD library invocation. Turned off by default as notRobert Adams2013-04-091-93/+130
| | | | totally debugged. Updated DLLs and SOs with more debugged HACD library code.
* BulletSim: prevent asset fetching loop when the fetched asset fails to mesh.Robert Adams2013-03-261-52/+64
| | | | | | | Check for the case where the fetched mesh asset fails meshing (degenerate triangles or no physical mesh). In this case, the asset is marked 'failed' and BulletSim doesn't keep trying to fetch over-and-over trying to get a good asset.
* BulletSim: fix possible race condition where an prim's asset can be ↵Robert Adams2013-03-251-6/+15
| | | | 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: parameterize C# HACD hull creation. Add feature of reducing max ↵Robert Adams2013-03-251-14/+41
| | | | hull count for simple (non-cut prims) meshes.
* BulletSim: change 'degenerate mesh' message from Error to Debug because thereRobert Adams2013-03-191-1/+1
| | | | | seem to be lots of sculpties with this problem while the condition really doesn't change region operation.
* BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams2013-02-211-1/+1
| | | | to eliminate some of the "cannot find terrain height" warning messages.
* BulletSim: check for completely degenerate meshes (ones with allRobert Adams2013-02-061-9/+19
| | | | | triangles having zero width) and output an error rather than throwing and exception.
* BulletSim: remove an exception which occurs if a physics meshRobert Adams2013-02-061-2/+4
| | | | asset is not found.
* BulletSim: make removing zero width triangles from meshes optionalRobert Adams2013-02-051-24/+27
| | | | and, for the moment, default to 'off'.
* BulletSim: remove degenerate triangles from meshes. This fixes theRobert Adams2013-02-051-38/+43
| | | | | | | | | invisible barriers in sculptie doorways (Mantis 6529). Bump up level-of-detail for physical meshes to 32 (the max). This fixes the invisible barriers that showed up in prim cut arches. NOTE: the default LOD values are removed from OpenSimDefaults.ini. If you don't change your OpenSimDefaults.ini, you will continue to see the arch problem.
* BulletSim: add debugging looking for doorway sculpty problemsRobert Adams2013-02-051-4/+26
|
* BulletSim: fix crash caused when linksets were rebuilt. A problem addedRobert Adams2013-01-311-60/+54
| | | | | 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 Adams2013-01-311-6/+5
| | | | | | physical by delaying setting until pre-step time. Change vehicle.Refresh() to schedule the pre-step setting. Comments and updating of TODO list.
* BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.Robert Adams2013-01-151-8/+10
| | | | | It was a dumb idea to try and do a nose over feature for jumping cars anyway. Add better logging of native shape creation/reuse so can tell the difference.
* BulletSim: add debugging messages to know when assets for physicalRobert Adams2013-01-151-14/+28
| | | | | objects have been fetched. Update TODO list with more work.
* BulletSim: move center of gravity of linkset to its geometric center.Robert Adams2013-01-111-1/+1
| | | | | | | Necessitated allowing simulator and physical position of a body to get out of sync since Bullet assumes that <0,0,0> is the center of mass. Update DLLs and SOs for the UpdateChildTransform so positions of individual prim in a linkset can be implemented.
* BulletSim: fix problem where mesh shapes were physically just their bounding ↵Robert Adams2013-01-041-0/+1
| | | | box and not the complete mesh. Fill mesh physical objects are back.
* BulletSim: move over and port the interface for BulletXNA.Robert Adams2013-01-011-2/+2
| | | | | | | | Copied BulletSNPlugin.BulletSimAPI to a new BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to comply with the BSAPITemplate definition. Not totally debugged but the code is all there for an INI variable to select either unmanaged C++ Bullet or the C# version of Bullet.
* BulletSim: subclass Bullet[World|Body|Shape|Constraint] for unmanagedRobert Adams2013-01-011-14/+13
| | | | | to have pointers and managed to have objects. Initial paste of XNA code. Commented out.
* BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams2012-12-311-5/+5
| | | | Only initialization and debug fuctions left.
* BulletSim: remove all the debug printing of pointer formatting ↵Robert Adams2012-12-311-4/+4
| | | | (.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
* BulletSim: another round of conversion: dynamics world and collision object ↵Robert Adams2012-12-311-3/+3
| | | | functions.
* BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams2012-12-311-35/+28
| | | | BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
* 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.