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* BulletSim: Remove calculation and passing of unused collied object type.Robert Adams2012-09-154-28/+36
| | | | | Fix collision code to properly sense mega-region children regions as terrain. When setting an object physical, reset all the physical properties (friction, ...).
* BulletSim: set all linkset objects center of mass to the whole linkset's ↵Robert Adams2012-09-151-2/+15
| | | | center of mass
* BulletSim: Add calls to linkset class when object going static or dynamic.Robert Adams2012-09-152-8/+32
| | | | Reset center of mass on an object when going dynamic.
* BulletSim: remove unused NeedsMeshing() code from BSScene.Robert Adams2012-09-151-116/+0
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* BulletSim: Add 'IsNativeShape2' callRobert Adams2012-09-151-4/+7
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* BulletSim: Way too many changes in one commit.Robert Adams2012-09-159-286/+351
| | | | | | | | | | | | | | | | | | | | 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.
* BulletSim: Add Bullet body and shape to BSPhysObject and renameRobert Adams2012-09-076-62/+505
| | | | | | | | | '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.
* BulletSim: Add some comments (gasp) and log messages.Robert Adams2012-09-074-4/+13
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* BulletSim: PhysicsActorType() now returns the correct value rather than ↵Robert Adams2012-09-072-2/+3
| | | | 'unknown'.
* BulletSim: Modify collision flag calls to return the current flags.Robert Adams2012-09-072-7/+18
| | | | | | Track current collision flags in BSPrim. Add BulletSimAPI calls for saving and restoring rigidBodies using construction information structure.
* BulletSim: Update BulletSimAPI to match the DLL interface.Robert Adams2012-08-314-137/+231
| | | | | | | | 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.
* BulletSim: clean up some variable naming for consistancy.Robert Adams2012-08-314-102/+183
| | | | | | | 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.
* BulletSim: fix line endings.Robert Adams2012-08-311-22/+22
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* BulletSim: Changes to terrain storage and management so mega-regions work.Robert Adams2012-08-318-185/+597
| | | | | | | | | 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.
* BulletSim: unify physical objects under BSPhysObjects. Now BSScene and ↵Robert Adams2012-08-315-160/+200
| | | | BSLinkset only know of BSPhysObject's and there is only one list to search in BSScene.
* BulletSim: add new interface for mesh, hull and terrain creation that will ↵Robert Adams2012-08-311-7/+20
| | | | move nearly all of the logic into the C# code.
* BulletSim: Properly regenerate hulls when objects made physical.Robert Adams2012-08-171-9/+25
| | | | | This fixes the problem of non-base shapes (cubes and spheres) falling through the terrain.
* BulletSim: restore most of the Detail logging statements. Will haveRobert Adams2012-08-174-40/+51
| | | | | | | 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.
* BulletSim: add parameters and functionality to specify the meshRobert Adams2012-08-173-48/+34
| | | | | | level of detail for large meshes. Remove parameter and code for DetailLog (conditional logging into regular log file).
* BulletSim: comments and parameter changes in dynamics engine.Robert Adams2012-08-172-26/+30
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* BulletSim: in BSDynamics, merge 'flags' and 'hoverFlags' as they are defined ↵Robert Adams2012-08-171-158/+20
| | | | for the same bits and it makes the code less complicated.
* BulletSim: make it so objects in a linkset do not generate collisions with ↵Robert Adams2012-08-153-2/+27
| | | | each other.
* BulletSim: add hinge constraint.Robert Adams2012-08-153-6/+126
| | | | | | | 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.
* BulletSim: add locking to constraintCollection and rename some of the public ↵Robert Adams2012-08-152-147/+197
| | | | method variables to reduce confusion between a physics scene and the real scene.
* BulletSim: clean up detail logging by adding many more debug log statements ↵Robert Adams2012-08-155-34/+44
| | | | and then commenting out most of the additions.
* BulletSim: don't recreate mesh unless it needs it when rebuilding the hull. ↵Robert Adams2012-08-151-15/+15
| | | | Make sure the collisionCollection is reallocated each tick to fix race condition of it being cleared while still in use.
* BulletSim: fix problem of a null reference exception on shutdown if there ↵Robert Adams2012-08-151-12/+13
| | | | were linksets in the region.
* BulletSim: Refactor BSConstraintCollection to add a new ↵Robert Adams2012-08-151-4/+12
| | | | RemoveAndDestroyConstraint(BSConstraint xx)
* BulletSim: add BSConstraint.RecomputConstraintVariables for the ↵Robert Adams2012-08-151-0/+17
| | | | recomputation after linksets changed, etc
* BulletSim: Add the class BSCharacter to the DetailLog outputRobert Adams2012-08-151-6/+10
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* BulletSim: rework physics FPS calculation to make a more realistic number.Robert Adams2012-08-151-3/+8
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* BulletSim: many, many detailed logging messages for physical linksetRobert Adams2012-08-107-44/+78
| | | | | | | | 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.
* BulletSim: Add module names to DetailLog output. Fix some problems with ↵Robert Adams2012-08-103-63/+71
| | | | linksets that were caused by checking data structures that are changed regularly from taint time code -- resulted in linksets not being unlinked properly.
* BulletSim: add an identifier to the TaintObject call so exceptions that ↵Robert Adams2012-08-094-52/+57
| | | | happen when the taint is invoked can be debugged
* BulletSim: separate out the constraints by type. The linksets useRobert Adams2012-08-096-94/+146
| | | | | | 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.
* BulletSim: add avatar code to keep avatars from ending up trapped under the ↵Robert Adams2012-08-084-53/+46
| | | | terrain
* BulletSim: Added avatar capsule scaling for size of avatar.Robert Adams2012-08-074-14/+47
| | | | | | | | 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.
* BulletSim: update SOs and DLLs to run on more Linux versions. Correct ↵Robert Adams2012-08-062-4/+7
| | | | multiple buoyancy settings when character flying. Remove chatty log message on prim destruction.
* BulletSim: pass collision subscription information to the C++ code so ↵Robert Adams2012-08-033-16/+45
| | | | collisions on objects that don't care are not reported up.
* BulletSim: Add AddObjectForce to BulletSim API.Robert Adams2012-08-033-20/+38
| | | | | | Add interface 2 enhancements to BSCharacter. Modify AddForce and SetForce to use the new Bullet interface. More DetailLog statements for character.
* BulletSim: Debugging log statements added. Reduced size of updata buffer ↵Robert Adams2012-08-022-6/+27
| | | | trying to find a corrupted memory problem. Update DLL and SO.
* Create the ability for physics modules to request assets on demand byMelanie2012-08-011-0/+5
| | | | | | 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.
* BulletSim: fix problem where resizing a primary shape (cube or sphere) would ↵Robert Adams2012-07-312-5/+3
| | | | not rebuild the physics mesh. Update the DLLs and SOs to latest version.
* BulletSim: change boolean parameters in the shape data from int's to float's ↵Robert Adams2012-07-312-7/+11
| | | | to be consistant with parameter data structure
* BulletSim: add parameters and API calls for setting ERP and CFM.Robert Adams2012-07-316-29/+164
| | | | | | Set ERP and CFM in linkset constraints. Reorder rebuilding of object bodies so they are not rebuilt everytime something is linked and unlinked.
* Remove the LandGeom checks in OdeScene - these are pointless since LandGeom ↵Justin Clark-Casey (justincc)2012-07-271-4/+2
| | | | | | | 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.
* BulletSim: fix a recursive loop when fetching the mass of the root of a linkset.Robert Adams2012-07-262-4/+4
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* BulletSim: refactor all the linkset logic out of the prim classRobert Adams2012-07-264-235/+409
| | | | | | 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.
* Add check so Ode does not try to simulate after it has been Dispose()'ed. ↵Robert Adams2012-07-261-0/+9
| | | | Fixes exception that happens when shutting down region (improvements from last patch)
* BulletSim: remove unused, commented out code in BSConstraintRobert Adams2012-07-251-8/+0
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