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2013-01-08BulletSim: Fix hover height (boats float at the correct level).Robert Adams2-8/+12
Fix problem of vehicles going crazy when backing up.
2013-01-07BulletSim: improve vehicle angular banking and deflection computation. ↵Robert Adams1-19/+18
Rotate angular correction forces to be world relative rather than vehicle relative.
2013-01-08* DAnger, TEST * change camera plane collision detection. Still bounces onUbitUmarov1-12/+29
* prim edges due to camera lag
2013-01-07BulletSim: add function to push avatar up when hitting stairs.Robert Adams5-27/+119
It looks like BulletSim and ODE rely on penetration correction to cause the avatar to move up and thus allowing walking up stairs. Object penetration was minimized for walking and flying (so one doesn't go through walls) and this stopped stairs from working. This commit introduces avatar movement code to check for collisions at the feet while walking and attempts to raise the avatar for the steps. Not yet perfect but movement is better.
2013-01-07BulletSim: fix exception when re-creating the terrain when loading an OAR fileRobert Adams1-0/+2
2013-01-07 also exclude landUbitUmarov1-3/+3
2013-01-07exclude avatars from unfiltered RaycastWorldUbitUmarov1-3/+3
2013-01-06BulletSim: comments and removing small compile errors introduced in last commit.Robert Adams3-9/+3
2013-01-06BulletSim: update DLLs and SOs with better debugging output.Robert Adams4-12/+151
Add definition of hand crafted avatar mesh. Not used yet. Comments and cleanup.
2013-01-06don't try to read geom positions outside main ode thread :(UbitUmarov1-10/+11
2013-01-04BulletSim: fix problem where mesh shapes were physically just their bounding ↵Robert Adams1-0/+1
box and not the complete mesh. Fill mesh physical objects are back.
2013-01-04BulletSim: implement llMoveToTarget by adding PIDActive, etc.Robert Adams2-50/+33
Implementation of non-vehicle hover but haven't tested it a lot. Update TODO list.
2013-01-04BulletSim: add some features to the PID motor to make it more flexible.Robert Adams1-9/+18
2013-01-04BulletSim: convert avatar movement from a force to an impulse. Shouldn'tRobert Adams1-2/+2
change functionality but removes an oddity in computing the force.
2013-01-04BulletSim: add initial implementation of llMoveToTarget and hover height.Robert Adams1-10/+147
Not all there yet.
2013-01-04BulletSim: reorganize motor code a little to pull together common functions.Robert Adams1-18/+129
Add BSFMotor.
2013-01-04BulletSim: add comments to force and impulse setting functionsRobert Adams1-0/+8
so it is clear what Bullet is actually doing with the set values.
2013-01-04BulletSim: fix problem where pre-step actions would not replacedRobert Adams1-0/+4
by new registrations thus causing multiple instances of an action.
2013-01-04BulletSim: add ResetBroadphasePool and ResetConstraintSolver diagnosticRobert Adams4-50/+73
functions. If values set from console, the functions are called. Looking for why the collision pools fill up with unnecessary stuff.
2013-01-03bug fix, cleanup...UbitUmarov3-38/+34
2013-01-02i try to fix avatar orientation in some cases..UbitUmarov1-2/+2
2013-01-02 add a lock to CollisionEventsThisFrameUbitUmarov1-20/+29
2013-01-02*TEST* avatar unscripted sit. Some guessing/automationUbitUmarov5-330/+801
2013-01-01BulletSim: add parameter to have Bullet output performance statisticsRobert Adams4-7/+11
every so many frames. Default to off.
2013-01-01BulletSim: move selection of the unmanaged Bullet DLL from BSPluginRobert Adams2-6/+8
into the unmanaged Bullet interface class.
2013-01-01BulletSim: move over and port the interface for BulletXNA.Robert Adams7-315/+623
Copied BulletSNPlugin.BulletSimAPI to a new BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to comply with the BSAPITemplate definition. Not totally debugged but the code is all there for an INI variable to select either unmanaged C++ Bullet or the C# version of Bullet.
2013-01-01BulletSim: fix line endings.Robert Adams2-52/+52
2013-01-01BulletSim: subclass Bullet[World|Body|Shape|Constraint] for unmanagedRobert Adams6-278/+1806
to have pointers and managed to have objects. Initial paste of XNA code. Commented out.
2012-12-31BulletSim: remove unused unmanaged memory reference functions from ↵Robert Adams2-2/+4
BSAPITemplate.
2012-12-31BulletSim: remove rigid body contruction functions from BSAPITemplate that ↵Robert Adams2-61/+0
relied on prebuilt construction info structures.
2012-12-31BulletSim: eliminate the use of the unmanaged HeightMapInfo structure.Robert Adams4-42/+20
Remove all related calls from the unmanaged and BSAPITemplate interfaces. Update DLLs and SOs to include the version without HeightMapInfo structures.
2012-12-31BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate.Robert Adams10-194/+311
Update BulletSim DLLs and SOs with simplier step function interface.
2012-12-31BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams15-201/+372
Only initialization and debug fuctions left.
2012-12-31BulletSim: remove all the debug printing of pointer formatting ↵Robert Adams7-25/+58
(.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
2012-12-31BulletSim: another round of conversion: dynamics world and collision object ↵Robert Adams15-1248/+1454
functions.
2012-12-31BulletSim: add the implementation files for the two versions of Bullet:Robert Adams2-0/+1146
unmanaged (C++) and managed (C#).
2012-12-31BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams11-839/+234
BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
2012-12-31BulletSim: change physical data structures to classes. Add defaultRobert Adams5-15/+29
instantiations for PhysBody and PhysShape when BSPhysObject is created to account for them being classes and not structures. Update TODO list.
2012-12-29BulletSim: remove check for small motor movement because, while itRobert Adams2-3/+6
did the right thing for stopping (speed reducing to zero), it prevented movement from starting (speed increasing from zero). Will revisit when the generalize PID motor is debugged.
2012-12-29BulletSim: an 'if' to suppress multiple setting of avatar orientation.Robert Adams1-5/+9
Looks like the viewer bombards the server with avatar orientation information (we're talking several hundred a second) when the avatar is being turned or when walking. This change just reduces the number of 'set' calls into unmanaged code.
2012-12-29BulletSim: tweeking avatar capsule code in an attempt to haveRobert Adams4-46/+81
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.
2012-12-28BulletSim: add 'AvatarAlwaysRunFactor' parameter and use in setTargetVelocityRobert Adams2-3/+9
to implement the 'always run' feature.
2012-12-28BulletSim: fix problem of avatars appearing to walk through wallsRobert Adams1-51/+55
by moving the movement motor to a pre-step action and out of its questionable previous home in UpdateProperties.
2012-12-27BulletSim: correct collision mask definition for linkset children.Robert Adams4-35/+18
Remove unused code. Add comments and TODOs.
2012-12-27BulletSim: fix physical object not interacting with static objects.Robert Adams1-9/+24
Another instance of the underlying Bullet doing, ah, helpful things when items are added to the world.
2012-12-27BulletSim: Parameterize nominal frame rate (55) and add parameters to ↵Robert Adams4-5/+21
dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles.
2012-12-27BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from ↵Robert Adams4-39/+55
individual sub-classes and up to parent BSPhysObject class.
2012-12-27BulletSim: fix buoyancy so it's properly set by a script when anRobert Adams4-15/+44
object is selected. Update TODO list.
2012-12-27BulletSim: fix odd code that wasn't really recomputing the mass of aRobert Adams1-7/+7
rebuilt linkset. I was burnt by making get/set methods with side effects. I should know better.
2012-12-27BulletSim: add physical parameter min/max constants in BSParam. I just don't ↵Robert Adams4-11/+15
like raw numbers scattered around the code.