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path: root/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs (follow)
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* BulletSim: add the beginnings of hull creation unit testing.Robert Adams2014-12-311-2/+109
| | | | | | Change how physics engine is created in unit tests to resolve a lib reference problem. Add ShapeInfoInfo class to collect info about the created physical shape for debugging and unit test testing.
* BulletSim: rearrange code for sensing whether shapes have beenRobert Adams2014-07-261-48/+42
| | | | | | constructed. Add routine to check for failed and use that method rather than checking individual state.
* Eliminated many warningsOren Hurvitz2014-04-231-1/+14
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* Fix crash in BulletSim which sometimes happens making a linkset physicalRobert Adams2014-01-101-7/+32
| | | | | | (like sitting on and activating a vehicle) and crossing borders. This keeps better bookkeeping on compound shapes so BulletSim can identify them when being freed.
* BulletSim: when meshing or asset fetching fails, include positionRobert Adams2013-06-111-14/+26
| | | | and region with the offending object's name in the error message.
* BulletSim: add failure flag for meshing failure vs asset fetch failureRobert Adams2013-06-101-10/+25
| | | | | | so error messages make more sense. Change some BulletSim status log messages from WARN to INFO. Update TODO list.
* BulletSim: fix corner case when rebuilding a compound linkset whileRobert Adams2013-06-051-11/+46
| | | | | | a mesh/hull while a mesh or hull is being rebuilt when its asset is fetched. This fixes a 'pure virtual function' crash when changing physical state of complex linksets that include many meshes.
* BulletSim: properly set mesh hash key in use tracking structure.Robert Adams2013-05-241-1/+4
| | | | Shouldn't see any functional difference.
* BulletSim: add locking around Meshmerizer use to eliminate possible raceRobert Adams2013-05-231-145/+157
| | | | condition when extracting the convex hulls.
* BulletSim: correct errors caused by misspelled INI parameter spec.Robert Adams2013-05-221-3/+6
| | | | Add debugging messages for hull asset use.
* BulletSim: add code to experimentally use asset hull data.Robert Adams2013-05-221-4/+51
| | | | Default to 'off' as it needs debugging.
* Revert "BulletSim: add code to experimentally use asset hull data."Robert Adams2013-05-211-51/+4
| | | | | | | | This reverts commit 2fd8819a043269f9308cb46c71893e6eb35a426e. Remove this code until I can figure out why the references that are clearly in prebuild.xml doesn't work for the 'using OpenSim.Region.Physics.Meshing' in BSShape.cs.
* BulletSim: add code to experimentally use asset hull data.Robert Adams2013-05-211-4/+51
| | | | Default to 'off' as it needs debugging.
* BulletSim: add gImpact shape type. Add logic to use gImpact shapeRobert Adams2013-05-211-9/+121
| | | | | for prims that have cuts or holes. Default logic to 'off' as it needs debugging.
* BulletSim: add a lock to try and catch a native shape creation/destructionRobert Adams2013-05-131-2/+7
| | | | race condition.
* BulletSim: fix CPU loop that occurs when any 'degenerate' sculptieRobert Adams2013-05-101-2/+6
| | | | | is in a region. This fixes the high CPU usage for regions with nothing else going on.
* BulletSim: properly free references to simple convex hull shapes. Didn'tRobert Adams2013-05-061-8/+37
| | | | loose memory since shapes are shared but did mess up usage accounting.
* BulletSim: zero vehicle motion when changing vehicle type.Robert Adams2013-05-031-7/+2
| | | | | 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 Adams2013-05-021-0/+74
| | | | Parameter added to enable/disable this feature.
* BulletSim: Rebuild physical body if physical shape changes for mesh and hull.Robert Adams2013-05-021-18/+41
| | | | | Properly rebuilds collision caches. Release asset data fetched when building mesh or hulls.
* BulletSim: fix crash when mesh asset wasn't available when meshingRobert Adams2013-05-011-10/+18
| | | | | the first time. Debugging added for mesh/hull asset fetch.
* BulletSim: improvements to LinksetCompound and PrimDisplaced. Not all ↵Robert Adams2013-04-301-1/+1
| | | | working yet.
* BulletSim: Add non-static BSShape.GetReference for getting another referenceRobert Adams2013-04-291-32/+93
| | | | | | | to an existing shape instance. BSShapeNative rebuilds shape for all references. BSShapeCompound returns another reference copy if the compound shape already exists (for linksets).
* BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams2013-04-291-10/+10
| | | | changes.
* BulletSim: fix crash when creating new hull.Robert Adams2013-04-291-13/+14
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* BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams2013-04-291-55/+148
| | | | 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 Adams2013-04-291-16/+311
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* BulletSim: partial addition of BSShape class code preparing forRobert Adams2013-04-241-38/+177
| | | | | different physical mesh representations (simplified convex meshes) and avatar mesh.
* BulletSim: comments and removing small compile errors introduced in last commit.Robert Adams2013-01-061-6/+2
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* BulletSim: update DLLs and SOs with better debugging output.Robert Adams2013-01-061-8/+137
| | | | | Add definition of hand crafted avatar mesh. Not used yet. Comments and cleanup.
* BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams2012-12-311-3/+3
| | | | Only initialization and debug fuctions left.
* BulletSim: remove all the debug printing of pointer formatting ↵Robert Adams2012-12-311-1/+7
| | | | (.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
* BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams2012-12-311-1/+6
| | | | BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
* BulletSim: tweeking avatar capsule code in an attempt to haveRobert Adams2012-12-291-0/+13
| | | | | | | | | 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.
* Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie2012-11-221-8/+8
| | | | conflicts with PhysicsShape type defined in later libOMV
* 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 Adams2012-11-211-3/+3
| | | | getting simplified out of existance someday) and update all the references to same.
* BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams2012-11-211-8/+8
| | | | getting simplified out of existance someday) and update all the references to that enum.
* BulletSim: Use base class constructors for initialization of BSShape and ↵Robert Adams2012-11-181-213/+208
| | | | other classes.
* BulletSim: add skeleton classes for shape objectification. This will ↵Robert Adams2012-11-071-0/+213
eventually replace all the if's and switches in ShapeCollection with polymorphism.