| Commit message (Collapse) | Author | Age | Files | Lines |
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Fix collision code to properly sense mega-region children regions as terrain.
When setting an object physical, reset all the physical properties (friction, ...).
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center of mass
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Reset center of mass on an object when going dynamic.
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Many changes to BSDynamic for readability and commentary.
Linkset hacking for vehicles: don't over mass the root prim.
Add parameter for link constraint solver iterations.
Correct uses of timestep in timescale calculations for vehicles.
Reorganize code/logic for making objects static and dynamic for readability
and use of API2.
Changed most calls in BSPrim to use API2 calls (the new way).
Avatars do not generate default Bullet collision events but do call up
to the simulator for every avatar. Reduces overhead.
Objects added to collision list only if they are processing collisions.
Reduces overhead especially for large numbers of avatars.
Generalize call for water height to GetWaterHeightAtXYZ().
Catch and correct exception getting terrain height when out of bounds.
Correct race condition in Terrain Manager where creation wasn't at taint-time.
Add API calls for constructing compound shapes.
Move NeedsMeshing() logic into object class.
Reorganize logic for object meshing to reduce rebuilding of meshs/hulls.
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'Body' to 'BSBody' for disambiguation when reading code.
Complete the API2 interface so nearly all methods on bullet
classes are available to the managed code. The efficient
single call simulation step is kept in place while all
other creation/destruction/parameterization can be done
in the managed code.
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'unknown'.
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Track current collision flags in BSPrim.
Add BulletSimAPI calls for saving and restoring rigidBodies using
construction information structure.
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Major rework of terrain management which finally makes mega-regions work.
Update heightmap of terrain by rebuilding the terrain's body and shape.
There is a problem with just replacing the shape so this workaround
will do for the moment but it will need to be resolved for
mesh and hull switching.
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Update DLL API for new terrain and shape/body pattern methods.
Terrain creation and modification uses new shape/body pattern.
Move debug logging callback set to initialization call so logging
is per physics engine.
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Moved all terrain code out of BSScene and into new BSTerrainManager.
Added logic to manage multiple terrains for mega-regions.
Added new functions to BulletSimAPI to match the library.
Moved all of the terrain creation and setup logic from C++ code to C# code.
The unused code has not yet been removed from either place. Soon.
Moved checks for avatar above ground and in bounds into BSCharacter.
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BSLinkset only know of BSPhysObject's and there is only one list to search in BSScene.
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move nearly all of the logic into the C# code.
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This fixes the problem of non-base shapes (cubes and spheres)
falling through the terrain.
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no effect on non-logging running.
Capture region name that is passed to the physics engine and use
it for detail logging file name prefix.
Fix problem with avatars dropping when flying across region boundries.
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level of detail for large meshes.
Remove parameter and code for DetailLog (conditional logging into
regular log file).
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for the same bits and it makes the code less complicated.
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each other.
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Update BulletSimAPI with new constraint related function calls.
Reorganize locking in BS6DofConstraint.
Update BS6DofConstraint to do constraint reset correctly.
Add new 'midpoint' construction of 6Dof constraint.
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method variables to reduce confusion between a physics scene and the real scene.
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and then commenting out most of the additions.
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Make sure the collisionCollection is reallocated each tick to fix race condition of it being cleared while still in use.
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were linksets in the region.
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RemoveAndDestroyConstraint(BSConstraint xx)
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recomputation after linksets changed, etc
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debugging.
Linkset bugs fixed where accounting of children would get lost.
Moved scene based vehicle tracking logic from prim to the scene.
Added GetCollisionFlags2 method to BulletSimAPI.
Updated DLLs and SOs.
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linksets that were caused by checking data structures that are changed regularly from taint time code -- resulted in linksets not being unlinked properly.
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happen when the taint is invoked can be debugged
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6dof constraint but eventually others will be exposed so future
features can use all the Bullet capabilities.
Force children to generate a position update when unlinked.
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terrain
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This also fixes computation of avatar mass.
Added parameter MaxPersistantManifoldPoolSize.
Fixed a parameter setting bug which caused crashes of there were
more than 400 or so physical objects. I tested up to 5000.
Updated BulletSim DLLs and SOs.
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multiple buoyancy settings when character flying. Remove chatty log message on prim destruction.
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collisions on objects that don't care are not reported up.
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Add interface 2 enhancements to BSCharacter.
Modify AddForce and SetForce to use the new Bullet interface.
More DetailLog statements for character.
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trying to find a corrupted memory problem. Update DLL and SO.
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themselves. For that, the physics module simply calls RequestAssetMethod, which
in turn points to Scene.PhysicsRequestAsset. This gives physics access to
the asset system without introducing unwanted knowledge of the scene class.
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not rebuild the physics mesh. Update the DLLs and SOs to latest version.
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to be consistant with parameter data structure
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Set ERP and CFM in linkset constraints.
Reorder rebuilding of object bodies so they are not rebuilt everytime
something is linked and unlinked.
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is always IntPtr.Zero and contacts returned always have a valid geometry.
Possibly this was for a feature that was never implemented or was otherwise removed.
Thanks to SignpostMarv for the spot of the warning that shows this parameter was never changed.
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and into its own class. The BulletSim data structures track
individual prims as linksets of 1 so most of the prim code is not
different between a linked and unlinked object.
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Fixes exception that happens when shutting down region (improvements from last patch)
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