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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 Adams2013-02-055-45/+59
| | | | | | | | | 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)2013-02-057-7/+7
| | | | | | | | 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.
* Correct spelling mistake in new RayFilterFlags, LSLPhanton -> LSLPhantomJustin Clark-Casey (justincc)2013-02-021-2/+2
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* 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.
* BulletSim: rename 'uint' to 'UInt32' to make clear the type that is passed ↵Robert Adams2013-01-281-14/+14
| | | | to unmanaged code.
* BulletSim: fix the trimming of colliders so only the top 25 are returned.Robert Adams2013-01-282-4/+4
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* BulletSim: simplify the initialization of some of the parameters.Robert Adams2013-01-272-32/+23
| | | | | | Disable vertical attraction for vehicles by default (for the moment). Fix bug where vehicle would go crazy when velocity got above a certain speed.
* BulletSim: reinstate the supression of rotational velocity for vehiclesRobert Adams2013-01-271-1/+1
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* BulletSim: add framework for BulletSim unit tests. No tests yet.Robert Adams2013-01-273-0/+193
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* BulletSim: disable center-of-mass computation because it does not work yetRobert Adams2013-01-271-1/+1
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* BulletSim: fix compile error from last commitRobert Adams2013-01-271-2/+2
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* BulletSim: parameterize the value for gravity reduction for ground vehicles ↵Robert Adams2013-01-273-11/+18
| | | | on the ground. Set defaults for vehicle factors to one. Debug logging changes.
* BulletSim: first attempt at reporting top collidersRobert Adams2013-01-275-11/+43
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* BulletSim: parameterize several vehicle debugging values: physical linear ↵Robert Adams2013-01-273-9/+57
| | | | and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values
* BulletSim: finish the post step event for physical object actions. Modify ↵Robert Adams2013-01-273-13/+73
| | | | vehicle to use post step event for logging.
* * This adds llVolumeDetect functionality to the C# implementation of BulletSim.teravus2013-01-251-86/+116
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* BulletSim: reduce the force of gravity on ground vehicles when theyRobert Adams2013-01-241-0/+11
| | | | are on the ground. Makes them a little more stable.
* BulletSim: reduce the zeroing threshold for rotational velocity.Robert Adams2013-01-241-3/+1
| | | | | Sometimes settling of a vehicle from gravity introduces small velocities that need to be kept.
* BulletSim: disable CCD (continuious collision detection) andRobert Adams2013-01-241-3/+3
| | | | | contact processing threshold since the first didn't solve tunneling problems but used resources and the latter caused instabilities.
* BulletSim: zero motion on an object that we pop up because it isRobert Adams2013-01-241-1/+7
| | | | | below terrain. If the position is being corrected because it is out of bounds, all other movement rules are out the window.
* BulletSim: remove exception that can happen when setting physics parameters ↵Robert Adams2013-01-241-2/+2
| | | | from the console.
* * Added in the manifold point dept on collision desc. In BulletSim engine ↵teravus2013-01-241-5/+64
| | | | BulletXNA.
* * Repairs the Object updates, Collision updates, and Child Prim methods ↵teravus2013-01-241-164/+282
| | | | | | making the bulletXNA engine work again. * The only thing that had an issue was when creating a new RigidBody, BulletXNA didn't know the type SimMotionState and the upcast type is unknown in the constructor. Therefore, I had to update the IMotionState with a new method 'SetBody'. All of the duplicated type information has been removed and BulletXNA is not relying on any non-standard types external to the library.
* BulletSim: pass up and report the real collision penetration.Robert Adams2013-01-232-2/+4
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* BulletSim: remove setting of vehicle InterpolationRotationalVelocity.Robert Adams2013-01-232-36/+34
| | | | | | This doesn't seem to help the vehicle stability. Rename vehicle internal variables adding a "V" or "W" so it is clear when coordinates are vehicle or world relative.
* BulletSim: small change to center-of-mass computation left out last commitRobert Adams2013-01-231-3/+8
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* BulletSim: center-of-gravity linkset changes. Not working yet.Robert Adams2013-01-234-29/+9
| | | | | | Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
* BulletSim: working on COMRobert Adams2013-01-234-7/+36
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* BulletSim: fix build break introduced by previous commitRobert Adams2013-01-231-5/+0
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* BulletSim: remove the unused RestoreBodyDependencies used by linksetsRobert Adams2013-01-233-33/+2
| | | | and vehicles and clean up code by removing their kludgyness.
* Add the Avination physics raycast glue so Core Physics can implement raycastMelanie2013-01-231-0/+39
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* BulletSim: Tweeks to vehicle motion.Robert Adams2013-01-213-15/+11
| | | | | Pass through old angular velocity making for smoother transitions. Remove some old kludges for angular motion (damping and rotvel suppression).
* BulletSim: allow changing position and rotation of a child of a linksetRobert Adams2013-01-218-46/+112
| | | | | without rebuilding the whole compound shape. Should make vehicles move smoother.
* BulletSim: remove unused MaxTaintsToProcessPerStep parameterRobert Adams2013-01-213-8/+5
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* BulletSim: More aggressive as setting character velocity to zeroRobert Adams2013-01-205-91/+153
| | | | | | | | | | | | when should be standing. Modify angular force routines to be the same pattern as linear force routines. BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!! Fix some bugs in BSMotor dealing with the motor going to zero. Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity, MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity, and most of the values are defaulted to values that are larger than in SL. Use the new parameters in BSPrim, BSCharacter and BSDynamic.
* BulletSim: fix problem of avatar sliding very slowly occasionally after ↵Robert Adams2013-01-201-34/+41
| | | | stopping walking. Consolidate movement tests into the one prestep motion action