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* BulletSim: add parameters for setting linkset constraint factorsRobert Adams2012-07-252-17/+32
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* BulletSim: small change to use the pointer to the bullet object for zeroing ↵Robert Adams2012-07-251-6/+5
| | | | forces.
* BulletSim: Redo parameter specification so only one place hasRobert Adams2012-07-251-248/+378
| | | | | to change to have a parameter show up in the ini file and command line. Will make it much easier for the next person.
* BulletSim: Add C# classes for storing and tracking constraints.Robert Adams2012-07-252-0/+301
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* BulletSim: Move constraint tracking from C++ code to C# codeRobert Adams2012-07-252-18/+83
| | | | for more flexibility.
* BulletSim: change how prim mass is saved so it is always calculated but zero ↵Robert Adams2012-07-231-20/+23
| | | | is given if not physical.
* BulletSim: small optimizations for link and unlink codeRobert Adams2012-07-231-12/+8
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* BulletSim: add Dispose() code to free up resources and close log files.Robert Adams2012-07-231-0/+21
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* BulletSim: add all the new functions to BulletSimAPI.Robert Adams2012-07-232-6/+139
| | | | Modify ZeroMotion() to not make tainting calls and to use new API calls.
* BulletSim: improve linking to add each link individually rather than ↵Robert Adams2012-07-231-60/+76
| | | | rebuilding the object each time. Makes it an O(n) operation rather than O(n\!).
* BulletSim: add reference to OpenSim.Region.CoreModules in BSScene.cs ↵Robert Adams2012-07-201-1/+2
| | | | attempting to fix a mono compile error.
* BulletSim: more detail logging for vehicle and general physics debugging.Robert Adams2012-07-204-75/+244
| | | | | | | | Physical linksets are fully functional. Tweeking of the vehicle code to make it semi-work. Utilize the new API2 for some setting operations. Add GetOrientation() API call for proper reporting of children of linksets. Changes the interface between C# and C++ code so old DLLs won't work!
* BulletSim: fix compile errors from last commit. Clean up passing of physics ↵Robert Adams2012-07-202-15/+14
| | | | scene into vehicle dynamics code.
* BulletSim: Add very detailed logging to BSDynamics for vehicle debuggingRobert Adams2012-07-203-45/+146
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* BulletSim: Add PID variables to physical scene. Not PIDing yet, but soon.Robert Adams2012-07-203-101/+97
| | | | Cleaned up code and got rid of compile warnings.
* BulletSim: Add detailed and voluminous debug logging that is enabledRobert Adams2012-07-202-40/+65
| | | | | | | with an ini configuration parameter. Correct computation of relative offsets of children in a linkset. Remove a prim from any link relationship before deleting it. Minor code flow cleanups.
* Clean up collision reporting code so they are properly passed toRobert Adams2012-07-064-58/+107
| | | | | the simulator in batches. More comments.
* BulletSim: make avatar animations update properly.Robert Adams2012-03-263-9/+48
| | | | | | | It seems that ODE calls the avatar collision handling routine even if there are no collisions. This causes the animation to be updated. So, for instance, going from HOVER to FLY is caused by the physics engine calling the collision routine each frame with 0 collisions.
* BulletSim: fix typo introducted by previous checkins (git merge sometimes ↵Robert Adams2012-03-261-3/+0
| | | | makes mistakes)
* Merge branch 'bulletsim1' of ↵Robert Adams2012-03-231-1/+6
|\ | | | | | | | | | | | | ssh://island.sciencesim.com/home/sceneapi/radams1/bs-opensim into bulletsim1 Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
| * BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵Robert Adams2012-03-223-15/+11
| | | | | | | | (there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
| * BulletSim: update TODO list. Rearrange code for readability. Add per object ↵Robert Adams2012-03-212-17/+17
| | | | | | | | friction and restitution runtime settable parameters.
| * BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵Robert Adams2012-03-212-3/+9
| | | | | | | | buoyancy for flying. Tweek avatar default friction and resititution
| * BulletSim: set buoyancy in only one placeRobert Adams2012-03-211-5/+3
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| * BulletSim: add some new runtime setable parameters to match the dll.Robert Adams2012-03-212-7/+16
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| * BulletSim: Update list of TODO tasksRobert Adams2012-03-211-0/+13
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* | BulletSim: change default of shouldDisableContactPoolDynamicAllocation from ↵Robert Adams2012-03-231-2/+2
| | | | | | | | False to True. It seems that collisions don't happen well when it is False (things fall through terrain).
* | BulletSim: Add new configuration parameters to get and set console commandsRobert Adams2012-03-231-4/+32
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* | BulletSim: add a bunch of internal Bullet configuration parameters to ↵Robert Adams2012-03-232-0/+43
| | | | | | | | OpenSimDefaults.ini and the code.
* | BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵Robert Adams2012-03-233-15/+11
| | | | | | | | (there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
* | BulletSim: update TODO list. Rearrange code for readability. Add per object ↵Robert Adams2012-03-232-17/+17
| | | | | | | | friction and restitution runtime settable parameters.
* | BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵Robert Adams2012-03-232-3/+9
| | | | | | | | buoyancy for flying. Tweek avatar default friction and resititution
* | BulletSim: set buoyancy in only one placeRobert Adams2012-03-231-5/+3
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* | BulletSim: add some new runtime setable parameters to match the dll.Robert Adams2012-03-232-7/+16
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* | BulletSim: Update list of TODO tasksRobert Adams2012-03-231-0/+13
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* Load 32-bit or 64-bit BulletSim Windows library automatically as appropriate.Justin Clark-Casey (justincc)2012-02-211-0/+3
| | | | | This uses the same approach as ODE. radams, if this doesn't work for you please feel free to revert.
* Update BulletSim.dll with some interface changes and tuning (see ↵Robert Adams2012-01-252-6/+31
| | | | opensim-libs). Change BSScene to use new interface.
* Remove unused SetAcceleration and add set on Acceleration parameterDan Lake2011-12-202-2/+4
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* Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)2011-10-252-2/+2
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* Use GetMeshKey from PrimitiveBaseShape.Robert Adams2011-08-292-15/+23
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* BulletSim: add mesh representation. Use meshes for static objects and switch ↵Robert Adams2011-08-263-129/+228
| | | | to hulls for physical objects.
* BulletSim: add runtime setting of physics parameters. Update default values.Robert Adams2011-08-184-28/+256
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* BulletSim: fix problem with not convex hulling large objects by creating ↵Mic Bowman2011-08-051-3/+5
| | | | unit meshes and always scaling in Bullet
* BulletSim: Parameters settable from ini file. Linksets. Physical property ↵Robert Adams2011-08-054-213/+316
| | | | value tuning
* BulletSim: fix buoyancy for prims. Start of configurable physics parameters.Robert Adams2011-07-222-17/+92
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* Pass collisions and updates in pinned memory (saves marshaling).Robert.Adams2011-07-224-98/+151
| | | | | Fix folding feet by using collision normals. Add constraint specification.
* BulletSim initial checkinRobert Adams2011-06-206-0/+3376