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* 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: new algorithm for vertical attraction which uses quaternionRobert Adams2013-03-251-3/+45
| | | | | arithmetic to compute the shortest path between the current tilt and vertical.
* BulletSim: small tweaks and formatting in the parameter fetching code.Robert Adams2013-03-251-5/+16
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* BulletSim: fix possible race condition where an prim's asset can be ↵Robert Adams2013-03-253-11/+24
| | | | 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 Adams2013-03-252-14/+74
| | | | 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: code to generate a higher resolution terrain mesh. ParameterRobert Adams2013-03-194-18/+189
| | | | | TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.
* BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams2013-03-194-1/+23
| | | | contact processing threshold for static object as well as mesh terrain.
* BulletSim: add INI parameter for angular banking timescale fudge parameter.Robert Adams2013-03-162-7/+12
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* BulletSim: Working Implementation of Angular Banking for Vehicles (Not SL ↵Vegaslon2013-03-161-16/+17
| | | | | | Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis) Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: Tweak vertical angular attraction to remove double ↵Vegaslon2013-03-151-1/+1
| | | | | | VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: remove the ability for avatars to fly off the edge ofRobert Adams2013-03-094-23/+117
| | | | | regions when there are no region neighbors. Add some terrain location processing routines to support above.
* BulletSim: more things into the TODO list.Robert Adams2013-03-011-1/+6
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* BulletSim: add parameters, code cleanup around checking and enforcingRobert Adams2013-03-013-14/+57
| | | | maximum velocity and angular velocity values for prims.
* BulletSim: fix crash around race condition when a mesh asset cannotRobert Adams2013-02-262-8/+12
| | | | | be fetched. Update TODO list.
* BulletSim: tweeks to make avatar jump work better.Robert Adams2013-02-251-4/+6
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* BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams2013-02-215-33/+68
| | | | to eliminate some of the "cannot find terrain height" warning messages.
* Deleted all AssemblyFileVersion directivesDiva Canto2013-02-191-1/+1
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* BulletSim: experimental lock axis code using constraints. Not enabledRobert Adams2013-02-172-22/+74
| | | | by default. Like more debugging is needed.
* BulletSim: add calls for creating all the different Bullet constraint types.Robert Adams2013-02-175-47/+338
| | | | | Updated the DLLs and SOs and code for BulletXNA to create the types. All the detailed control calls are not all in place yet.
* BulletSim: rework parameter setting for different types of valuesRobert Adams2013-02-175-394/+348
| | | | (like vectors or quaternions).
* BulletSim: fix physical object appearing to slowly float off whenRobert Adams2013-02-161-1/+1
| | | | they stop moving.
* BulletSim: fix density since the simulator/viewer track density in aRobert Adams2013-02-127-25/+150
| | | | | | | | | | | funny unit that is 100 times real density (default 1000). Fix avatar drifting slowly when stationary flying. Fix for physical prims getting corrected for being under terrain when it was just its geometric center that was below terrain. Add PreUpdatePropertyAction allowing plugable modifiction of phys parameters returned from Bullet. Fix an exception setting GravityMultiplier on initialization. Update DLLs and SOs for good measure (no functional change).
* BulletSim: More work on center-of-mass. Remove linksetinfo and rely on ↵Robert Adams2013-02-128-124/+162
| | | | simulator to update info.
* BulletSim: add parameter to set global contact breaking threshold. Update ↵Robert Adams2013-02-082-0/+7
| | | | DLLs and SOs for setting same.
* BulletSim: Change BSCharacter to use new base Density and FrictionRobert Adams2013-02-082-16/+12
| | | | variables rather than own local varaibles.
* BulletSim: fix avatar bobbing or jiggling while stationary flying.Robert Adams2013-02-085-18/+25
| | | | Various comments and debugging message mods.
* BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams2013-02-088-225/+109
| | | | layers for physical (vs simulator) location displacement and linksets.
* BulletSim: reclass BSPrim into layers so linkset and physical world ↵Robert Adams2013-02-082-0/+297
| | | | displacement is implemented as overlay classes rather than if statements scattered about.
* BulletSim: Adapt BulletSim to the newer physical properties. ViewerRobert Adams2013-02-072-30/+28
| | | | dialog setting of friction, restitution, ... working.
* BulletSim: fix exceptions caused by setting physical properties before the ↵Robert Adams2013-02-071-5/+10
| | | | prim body is initialized.
* BulletSim: add user setting of friction, density and restitution.Robert Adams2013-02-073-27/+94
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* Change passed PhysicsParameter value from float to the more general string valueRobert Adams2013-02-072-26/+49
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* BulletSim: set removing zero width triangles in meshes to be enabled by ↵Robert Adams2013-02-062-1/+2
| | | | default. This should fix the invisible barrier in sculptie doorways bug.
* 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 Adams2013-02-052-24/+33
| | | | and, for the moment, default to 'off'.
* BulletSim: remove degenerate triangles from meshes. This fixes theRobert Adams2013-02-053-44/+57
| | | | | | | | | 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 Adams2013-02-053-4/+33
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* BulletSim: rework some parameter setting implementation moving functionality ↵Robert Adams2013-02-055-158/+152
| | | | that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.
* BulletSim: correct angular vertical attraction to properly correct an upside ↵Robert Adams2013-02-051-1/+1
| | | | down vehicle.
* Bump version and assembly version numbers from 0.7.5 to 0.7.6Justin Clark-Casey (justincc)2013-02-051-1/+1
| | | | | | | | This is mostly Bluewall's work but I am also bumping the general version number OpenSimulator 0.7.5 remains in the release candidate stage. I'm doing this because master is significantly adding things that will not be in 0.7.5 This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names and so the exact version match requirement is not in force.
* BulletSim: fix problem where editting a physical linkset caused theRobert Adams2013-02-012-19/+33
| | | | | child prim physical positions to get out of sync with the view. More reliably compute the offset of children in a physical linkset.
* BulletSim: fix crash caused when linksets were rebuilt. A problem addedRobert Adams2013-01-315-80/+106
| | | | | 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 Adams2013-01-315-46/+35
| | | | | | physical by delaying setting until pre-step time. Change vehicle.Refresh() to schedule the pre-step setting. Comments and updating of TODO list.
* BulletSim: clean up TargetVelocity implementation by using the default defn ↵Robert Adams2013-01-312-14/+2
| | | | in the PhysicsActor base class.
* BulletSim: fix physics repositioning when under ground to only happenRobert Adams2013-01-293-15/+50
| | | | for physical objects. Non-physical objects can go anywhere they want.
* BulletSim: enable angular vertical attraction.Robert Adams2013-01-282-3/+3
| | | | | Increase terrain collision margin to help vehicles from tunneling into same.
* BulletSim: first unit test: vehicle angular attractionRobert Adams2013-01-285-79/+150
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* BulletSim: do not zero an avatar's standing velocity if it is standingRobert Adams2013-01-283-96/+118
| | | | | | | on a moving object. Rearrange pre/post action subscription code to put more in locks. Add meshmerizer params to BulletSimTestUtil scene creation (and fix line endings). Rebuilt version of DLLs and SOs with cleaned up code and no profiling for sure.