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* Bulletsim: and the rotational friction.Vegaslon2013-05-071-3/+5
| | | | Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: Another way to create vehicle framed friction.Vegaslon2013-05-071-3/+5
| | | | Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: normalize quaternian rotations when building compound linksets.Robert Adams2013-05-061-7/+7
| | | | Attempt to fix vehicles being twisted off the ground when they go physical.
* BulletSim: properly free references to simple convex hull shapes. Didn'tRobert Adams2013-05-061-8/+37
| | | | loose memory since shapes are shared but did mess up usage accounting.
* BulletSim: apply linear and angular friction in vehicle coordinatesRobert Adams2013-05-061-6/+6
| | | | and not world coordinates.
* BulletSim: remove friction calcuation from BSMotor and move linear andRobert Adams2013-05-067-67/+47
| | | | | | | angular friction computation into linear and angular movement code. The friction wasn't being applied properly. This will make it so vehicles don't drift as much and the drift is tunable by changing the friction timescales.
* BulletSim: simplify parameter specification by reducing the number ofRobert Adams2013-05-062-191/+94
| | | | specifications required for simple properties with defaults.
* BulletSim: extend BSActorLockAxis to allow locking linear movement inRobert Adams2013-05-063-10/+28
| | | | addition to angular movement. Not enabled by anything yet.
* BulletSim: zero vehicle motion when changing vehicle type.Robert Adams2013-05-036-26/+18
| | | | | Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages.
* BulletSim: prims with no cuts created with single convex hull shape.Robert Adams2013-05-024-2/+99
| | | | Parameter added to enable/disable this feature.
* BulletSim: Rebuild physical body if physical shape changes for mesh and hull.Robert Adams2013-05-024-24/+73
| | | | | Properly rebuilds collision caches. Release asset data fetched when building mesh or hulls.
* BulletSim: fix crash when mesh asset wasn't available when meshingRobert Adams2013-05-012-10/+19
| | | | | the first time. Debugging added for mesh/hull asset fetch.
* BulletSim: rework LinksetCompound to work with new BSShape system.Robert Adams2013-05-011-106/+40
| | | | Not all working yet.
* Merge branch 'master' into bulletsim4Robert Adams2013-05-011-0/+3
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| * BulletSim: fix error messages created while an avatar has no initialRobert Adams2013-04-301-0/+3
| | | | | | | | | | collisions. Usually happens when logging in an avatar that had been previously flying. Uninitialized variable.
* | BulletSim: improvements to LinksetCompound and PrimDisplaced. Not all ↵Robert Adams2013-04-305-17/+50
| | | | | | | | working yet.
* | BulletSim: Add non-static BSShape.GetReference for getting another referenceRobert Adams2013-04-292-32/+102
| | | | | | | | | | | | | | to an existing shape instance. BSShapeNative rebuilds shape for all references. BSShapeCompound returns another reference copy if the compound shape already exists (for linksets).
* | BulletSim: LinksetCompound work to disable collision for root andRobert Adams2013-04-291-14/+30
| | | | | | | | | | | | | | child prims so compound shape can do all collisions. Don't try to build a compound linkset for non-physical linksets. Remove and replace root body when compound shape is added so collision cache is rebuilt.
* | BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams2013-04-2920-152/+152
| | | | | | | | changes.
* | BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams2013-04-2911-282/+282
| | | | | | | | 'm_physicsScene' to match coding conventions and reduce confusion.
* | BulletSim: first cut at new linksetCompound shape building.Robert Adams2013-04-291-63/+27
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* | BulletSim: fix crash when creating new hull.Robert Adams2013-04-291-13/+14
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* | BulletSim: code for creating the avatar capsule shape.Robert Adams2013-04-291-0/+13
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* | BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams2013-04-2920-1050/+290
| | | | | | | | from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
* | BulletSim: complete BSShape classes.Robert Adams2013-04-293-19/+316
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* BulletSim: partial addition of BSShape class code preparing forRobert Adams2013-04-242-52/+191
| | | | | different physical mesh representations (simplified convex meshes) and avatar mesh.
* BulletSim: update DLLs and SOs to they have no dependencies on newerRobert Adams2013-04-243-0/+44
| | | | | glibc (2.14) since that is not yet in some Linux distributions. Add unmanaged API calls and code for creating single convex hull shapes.
* BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams2013-04-235-25/+123
| | | | | of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
* BulletSim: fix crash when deleting llVolumeDetect enabled objects. Bullet's ↵Robert Adams2013-04-221-5/+2
| | | | check for an object being linked into the world does not work for Bullet's ghost objects so BulletSim was deleting the object while it was still linked into the physical world structures.
* BulletSim: fixing problems with llMoveToTarget. Not all fixed yet.Robert Adams2013-04-093-6/+18
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* BulletSim: some formatting changes.Robert Adams2013-04-091-10/+17
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* Another algorithm for AngularVerticalAttraction. This one Takes into account ↵Vegaslon2013-04-091-0/+23
| | | | | | all rotations before it and makes the corrections more close to the time that sl does. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: add Bullet HACD library invocation. Turned off by default as notRobert Adams2013-04-093-94/+183
| | | | totally debugged. Updated DLLs and SOs with more debugged HACD library code.
* BulletSim: fix problem where large sets of mega-regions weren't registeringRobert Adams2013-04-091-3/+3
| | | | all the terrain with the base region.
* BulletSim: moving comments around. No functional change.Robert Adams2013-04-083-10/+11
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* BulletSim: clean up actor code so routines use the same coding pattern.Robert Adams2013-04-0810-123/+137
| | | | Fix a few enabling problems.
* BulletSim: complete movement of physical object action code out of theRobert Adams2013-04-0811-636/+1078
| | | | | physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
* BulletSim: create axis lock constraint with proper orientation andRobert Adams2013-04-021-4/+2
| | | | enable axis lock functionality.
* BulletSim: update unmanaged API for HACD parameter passing. Bullet HACDRobert Adams2013-04-013-6/+20
| | | | | mesh to hull conversion calls in place but code not working. Update BulletSim DLLs and SOs for new API and HACD code.
* BulletSim: rearrange mega-region terrain code to make the thread flowRobert Adams2013-04-011-15/+18
| | | | a little clearer.
* BulletSim: stop an avatar from moving if standing on a stationaryRobert Adams2013-03-311-1/+8
| | | | | | object. This will stop avatars from sliding down steep terrains or objects while still allowing an avatar to be moved if standing on a moving object.
* BulletSim: not quite functional axis lock code.Robert Adams2013-03-315-35/+43
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* BulletSim: start the renaming of local variables to m_ form to match the ↵Robert Adams2013-03-311-23/+23
| | | | OpenSim coding conventions.
* BulletSim: fix line endings in BSActor*Robert Adams2013-03-312-291/+302
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* BulletSim: convert BSDynamic to a BSActor and change BSPrim to setRobert Adams2013-03-315-112/+149
| | | | up the vehicle actor.
* BulletSim: Add physical 'actors' that operate on the physical object.Robert Adams2013-03-314-74/+311
| | | | Add first 'actor' for locked axis.
* BulletSim: fix race condition when creating very large mega-regions.Robert Adams2013-03-285-22/+35
| | | | | | | | The symptom was exceptions while creating physical terrain. Reduce default terrain mesh magnification to 2 from 3 because the higher resolution uses a lot of memory and doesn't solve the terrain smoothness for vehicles. Added comments here and there and improved some debugging log messages.
* BulletSim: tweaks to terrain boundry computation. No functional changes.Robert Adams2013-03-281-21/+29
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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.