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2012-11-07BulletSim: add skeleton classes for shape objectification. This will ↵Robert Adams1-0/+213
eventually replace all the if's and switches in ShapeCollection with polymorphism.
2012-11-07BulletSim: add classes for physics motors. Eventually these will replace the ↵Robert Adams1-0/+104
manual code for vehicles and add PID functionality to avatar movement.
2012-11-06BulletSim: many changes to tune vehicles for BulletSim.Robert Adams1-63/+161
The problem left is that the vehicle sitting on something needs to press down for gravity and what its sitting on pushes up so the vehicle does not penetrate. The effect is Bullet calculates a lot of random angular motion for the vehicle. Various schemes of damping and zeroing has not resolved the problem.
2012-11-06BulletSim: Add ZeroAngularMotion method to physical objects. Add inTaint ↵Robert Adams4-28/+82
flag to ZeroMotion method. Update the references to those functions.
2012-11-06BulletSim: remove limit on taints that can happen before a step. Remove some ↵Robert Adams1-12/+16
debugging code (detail log flushing).
2012-11-06BulletSim: recalculate the compound shape bounding box when built.Robert Adams1-0/+2
2012-11-06BulletSim: only compute linkset mass when membership changes rather than ↵Robert Adams1-2/+6
everytime someone asks for it.
2012-11-06BulletSim: Add separate linear and angular damping function calls. Add ↵Robert Adams1-0/+9
function for recalculating compound shape bounding box.
2012-11-03BulletSim: fix compound linkset crash by not freeing shape of child prims.Robert Adams6-17/+25
Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes.
2012-11-03BulletSim: search the mesh and hull lists to find shapes if type is not ↵Robert Adams4-20/+96
known. This makes sure the correct accounting is done for the particular shape.
2012-11-03BulletSim: Move construction of compound linkset from ShapeCollectionRobert Adams3-61/+120
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.
2012-11-03BulletSim: parameterize selection of linkset implementationRobert Adams3-10/+24
2012-11-03BulletSim: debugging of compound shape implementation of linksets.Robert Adams10-132/+274
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.
2012-11-03BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename ↵Robert Adams5-17/+39
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.
2012-11-03BulletSim: Remove use of shapeData in ShapeCollection and rely on the ↵Robert Adams7-266/+256
available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
2012-11-03BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵Robert Adams9-176/+328
of BSLinksetCompound.
2012-11-03BulletSim: vehicle tweeking.Robert Adams3-93/+90
Add AddTorque() method to BSPrim. Remove some manual motor actions in computing angular force (will eventually be replaced with motor class). Remove some experimental changes.
2012-11-03BulletSim: remove center-of-mass setting for linksets because it causes the ↵Robert Adams5-54/+33
constraint calculation to pull the objects together.
2012-11-03BulletSim: Use the PostTaints operation to build the linkset once before the ↵Robert Adams2-124/+68
next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code.
2012-11-03BulletSim: Add gravity force to vehicle. Some debugging additions.Robert Adams1-2/+6
2012-11-03BulletSim: fix problem with multiple linksets stepping on each other if they ↵Robert Adams1-3/+4
are built at the same time.
2012-11-03BulletSim: add definitions for linkset collision maskRobert Adams1-0/+3
2012-11-03BulletSim: code rearrangementRobert Adams2-8/+6
2012-11-03BulletSim: Use Refresh/PostTaints to cause recomputing of constraint ↵Robert Adams1-29/+36
variables before the simulation step. Update logging and messages to properly name LinksetConstraints. Use UpdatePhysicalMassProperties to put the whole linkset mass into all the physical linkset members so they have the inertia to move the whole linkset.
2012-11-03BulletSim: add post taint taints and post step taints. The post taints ↵Robert Adams1-16/+122
operation is most useful and is used by linksets to build and rebuild only once before the simulation step.
2012-11-03BulletSim: remove unneeded parameter from Refresh().Robert Adams1-1/+1
2012-11-03BulletSim: centralize mass/inertia computation with ↵Robert Adams3-18/+38
UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty.
2012-11-03BulletSim: rename constraint classes so they show up together alphabetically.Robert Adams3-6/+6
2012-11-03BulletSim: many small changes for vehicles simulation.Robert Adams1-31/+40
2012-11-03BulletSim: add ForEachMember(action) call for linkset.Robert Adams1-8/+28
2012-11-03BulletSim: Add activations after vehicle properties change. Problem was the ↵Robert Adams1-12/+62
vehicle was going to sleep while waiting for commands. Make AddAngularForce work the same way as AddForce -- accumulates values and pushes them once into Bullet.
2012-11-03BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'.Robert Adams3-3/+7
2012-11-03BulletSim: Add banking and other new code to vechile dynamics. Add third ↵Robert Adams11-188/+323
party license and contributor in for for Aurora-Sim project for physics code.
2012-10-23BulletSim: fix problem with avatars sinking into the ground.Robert Adams4-15/+23
Change terrain activation state to DISABLE_SIMULATION for better performance.
2012-10-23BulletSim: minor change to insure avatar body recreation when shape changes.Robert Adams1-3/+3
2012-10-22BulletSim: remove chatty debug message.Robert Adams2-2/+2
2012-10-22BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh ↵Robert Adams8-35/+51
assets weren't already in the cache. Comment cleanups.
2012-10-22BulletSim: fix problem of not rebuilding shape by clearing last rebuild ↵Robert Adams2-2/+8
failed flag in BSPrim.ForceBodyShapeRebuild()
2012-10-22BulletSim: remove trailing spaces to make git happy.Robert Adams8-36/+36
2012-10-22BulletSim: encorporate UBit's suggestion to save a copy of mesh raw data.Robert Adams1-2/+1
2012-10-22BulletSim: Create LinkSet abstract class and sparate constraint based ↵Robert Adams3-319/+434
linksets into own subclass. Will eventually add manual movement linkset subclass.
2012-10-19BulletSim: add asset fetching so BulletSim works with new physics asset ↵Robert Adams4-165/+240
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 Adams6-35/+43
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 Adams6-52/+57
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 Adams5-161/+138
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 Adams3-11/+6
initialized and setting of C++ parameters commented out. Comments and logging added.
2012-10-19BulletSim: Update BSCharacter to use API2 interface.Robert Adams6-93/+250
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: remove some unused API2 calls because they were removed from ↵Robert Adams2-14/+2
Bullet 2.81