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path: root/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs (follow)
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* BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams2012-12-211-33/+35
| | | | to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
* BulletSim: Add 'BulletSimData' which separates structures createdRobert Adams2012-12-131-176/+7
| | | | | | for the operation of BulletSim and those defintiions/structures defined so they can be used in the unmanaged world. Consolidate setting of collision flags so implementation is not scattered.
* BulletSim: Fix crash on the destruction of physical linksets.Robert Adams2012-12-101-0/+23
| | | | | | | | | 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: rewrite and improve vehicle angularDeflection, verticalAttraction,Robert Adams2012-12-061-0/+1
| | | | | | linearMotorUp and related vehicle forces. Fixed problems with downward vehicle position correction forces being too large. Add vehicle collision flag so can sense whether vehicle is on the ground.
* BulletSim: Reduce idle region physics overhead where there are MANYRobert Adams2012-12-031-32/+32
| | | | | | | | | | | | static objects by more restrictive selection of objects that collide with static objects. Rename collision mask fuctions from 'filter' to 'group' so it is clear what is being set. Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above. Restore passing of time step to linear and angular motion component routines. Use buffering vehicle physical parameter get/set routines consistantly. Make range enforcement clearer by using ClampInRange() function for parameter setting. Remove commented out experimental vehicle calculations.
* BulletSim: Add DumpActivationInfo2 function. Change static objects from ↵Robert Adams2012-12-011-2/+5
| | | | DISABLE_SIMULATION to ISLAND_SLEEPING. Update DLLs and SOs to add DumpActivationInfo2 function.
* BulletSim: increase vehicle stability by suppressing Bullet's update to ↵Robert Adams2012-11-261-1/+1
| | | | angular velocity.
* BulletSim: add terrain collision margin and vehicle angular dampingRobert Adams2012-11-251-0/+7
| | | | | parameters to the parameter block. New API call for setting collision margin.
* Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie2012-11-221-5/+5
| | | | conflicts with PhysicsShape type defined in later libOMV
* BulletSim: Make avatar capsule so it is not circular.Robert Adams2012-11-211-1/+2
| | | | | | | | | 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: add terrainImplementation parameter with default to Mesh.Robert Adams2012-11-211-0/+1
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* BulletSim: enablement and debugging of mesh terrain.Robert Adams2012-11-211-3/+3
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* BulletSim: pull heightmap implementation out of the terrain manager so a ↵Robert Adams2012-11-211-2/+2
| | | | mesh terrain can be implemented.
* BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵Robert Adams2012-11-211-1/+1
| | | | having mesh avatars.
* BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is ↵Robert Adams2012-11-211-11/+13
| | | | getting simplified out of existance someday) and update all the references to same.
* BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams2012-11-211-18/+19
| | | | getting simplified out of existance someday) and update all the references to that enum.
* BulletSim: remove the obsolete interface to the Bullet code. Update ↵Robert Adams2012-11-181-134/+0
| | | | BulletSim libraries with code stripped of the obsolete code.
* BulletSim: Add separate linear and angular damping function calls. Add ↵Robert Adams2012-11-061-0/+9
| | | | function for recalculating compound shape bounding box.
* BulletSim: fix compound linkset crash by not freeing shape of child prims.Robert Adams2012-11-031-1/+1
| | | | | Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes.
* BulletSim: parameterize selection of linkset implementationRobert Adams2012-11-031-0/+1
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* BulletSim: debugging of compound shape implementation of linksets.Robert Adams2012-11-031-4/+11
| | | | | | | | | 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: Remove use of shapeData in ShapeCollection and rely on the ↵Robert Adams2012-11-031-0/+1
| | | | available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
* BulletSim: add definitions for linkset collision maskRobert Adams2012-11-031-0/+3
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* BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'.Robert Adams2012-11-031-2/+2
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* BulletSim: reorder avatar collision checking to eliminate double collision_end.Robert Adams2012-10-191-1/+1
| | | | | | 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 Adams2012-10-191-1/+1
| | | | | | 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: Update BSCharacter to use API2 interface.Robert Adams2012-10-191-2/+9
| | | | | | | | 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: remove some unused API2 calls because they were removed from ↵Robert Adams2012-10-111-12/+0
| | | | Bullet 2.81
* BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to ↵Robert Adams2012-10-111-2/+1
| | | | improve interactions.
* BulletSim: Add Force* operations to objects to allow direct push to engine.Robert Adams2012-10-111-0/+2
| | | | | | | | | | 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 Adams2012-10-111-2/+12
| | | | | | | | 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: Make parameter value defaults match what should be the default ↵Robert Adams2012-10-021-1/+1
| | | | and what is in OpenSimDefaults.ini. Comment and debug printout changes.
* BulletSim: impliment FloatOnWater OS function.Robert Adams2012-10-021-7/+1
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* BulletSim: rename some constraint variables to be consistant with other name ↵Robert Adams2012-09-271-4/+17
| | | | | | | | | 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 Adams2012-09-271-2/+2
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* BulletSim: Fix linkset crash. Caused by the different body and shapeRobert Adams2012-09-271-4/+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: btGhostObjects working to make 'volume detect' work.Robert Adams2012-09-271-26/+52
| | | | | | | | | | 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 Adams2012-09-271-18/+31
| | | | | | | | | | | | 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: complete code for managed code shape and body tracking. Not debugged.Robert Adams2012-09-271-4/+39
| | | | | Eliminate some null exceptions created adding the above code. Add and remove some detailed logging statements.
* BulletSim: add class and infrastructure for shape and objectRobert Adams2012-09-271-25/+66
| | | | | 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 Adams2012-09-271-47/+10
| | | | | | 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: add the debugging routine DumpRigidBody2() to API2.Robert Adams2012-09-151-3/+6
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* BulletSim: Add 'IsNativeShape2' callRobert Adams2012-09-151-4/+7
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* BulletSim: Way too many changes in one commit.Robert Adams2012-09-151-18/+11
| | | | | | | | | | | | | | | | | | | | 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: Add Bullet body and shape to BSPhysObject and renameRobert Adams2012-09-071-30/+410
| | | | | | | | | 'Body' to 'BSBody' for disambiguation when reading code. Complete the API2 interface so nearly all methods on bullet classes are available to the managed code. The efficient single call simulation step is kept in place while all other creation/destruction/parameterization can be done in the managed code.
* BulletSim: Modify collision flag calls to return the current flags.Robert Adams2012-09-071-3/+13
| | | | | | Track current collision flags in BSPrim. Add BulletSimAPI calls for saving and restoring rigidBodies using construction information structure.
* BulletSim: Update BulletSimAPI to match the DLL interface.Robert Adams2012-08-311-3/+5
| | | | | | | | 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 Adams2012-08-311-18/+37
| | | | | | | 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: Changes to terrain storage and management so mega-regions work.Robert Adams2012-08-311-6/+55
| | | | | | | | | 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: add new interface for mesh, hull and terrain creation that will ↵Robert Adams2012-08-311-7/+20
| | | | move nearly all of the logic into the C# code.