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* minor: remove unnecessary bit of method doc from ↵Justin Clark-Casey (justincc)2012-10-201-3/+0
| | | | OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically
* Fix minor issues from commit 28483150Justin Clark-Casey (justincc)2012-10-201-12/+17
| | | | Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity
* BulletSim: add asset fetching so BulletSim works with new physics asset ↵Robert Adams2012-10-194-165/+240
| | | | | | handling. Refactor some names to make them available for the asset tracking and fetching.
* BulletSim: reorder avatar collision checking to eliminate double collision_end.Robert Adams2012-10-196-35/+43
| | | | | | Various tweekings to avatar shape/mass/inertia/etc. Remove change from avatar radius to diameter. But still the avatar sinks. Collision_end now happens immediately rather than at the next subscription time.
* BulletSim: change nonimal physics frame rate to 55 to give same numbers as ODE.Robert Adams2012-10-196-52/+57
| | | | | | Change character scaling to represent size of capsule (diameter rather than radius) Modify create capsule call to pass radius and height. Eliminate errors when calculating shape inertia (should have some type checking).
* BulletSim: remove code in ShapeCollection that hinted at shape sharing.Robert Adams2012-10-195-161/+138
| | | | | Add new function to ParameterDefn for calling BulletSimAPI to set values. Tweaking to BSCharacter parameter setting to try and have avatars stand.
* BulletSim: Fix small problems with last patch: BSScene.World properly ↵Robert Adams2012-10-193-11/+6
| | | | initialized and setting of C++ parameters commented out. Comments and logging added.
* BulletSim: Update BSCharacter to use API2 interface.Robert Adams2012-10-196-93/+250
| | | | | | | | Add capsule shape to BSShapeCollection(). Remember last updated values so inter frame diffs can be computed. Parameterize avatarStandingFriction and reduce to 10 from 999. The latter high value made avatars very hard to push. Set CCD parameters for prims and characters of specified.
* [UNTESTED] core Ode: let broken mesh physical prims collide with land asUbitUmarov2012-10-191-6/+11
| | | | the defaul basic box so they don't go off world.
* [UNTESTED] core Ode: stop trying to load a broken asset. Make brokenUbitUmarov2012-10-191-21/+97
| | | | assets behave like phantom by Nebadon request
* missing changed fileUbitUmarov2012-10-181-1/+1
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* i update core ode plugin and make it load is meshs (i hope)UbitUmarov2012-10-182-2/+51
| | | | Signed-off-by: Melanie <melanie@t-data.com>
* BulletSim: only use native sphere shape if it is a sphere.Robert Adams2012-10-121-1/+2
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* BulletSim: fix problem with some shapes (like cylinders) being implemented ↵Robert Adams2012-10-111-1/+1
| | | | as cubes.
* BulletSim: remove some unused API2 calls because they were removed from ↵Robert Adams2012-10-112-14/+2
| | | | Bullet 2.81
* BulletSim: normalize physics FPS to 45 (for real this time).Robert Adams2012-10-111-2/+2
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* BulletSim: normalize physics FPS to 45.Robert Adams2012-10-111-3/+4
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* BulletSim: Use full linkset mass when computing vehicle gravity force. Add ↵Robert Adams2012-10-113-11/+16
| | | | taint-time specification to new AddForce().
* BulletSim: Change defaults for constraint CFM and ERP to make large linksets ↵Robert Adams2012-10-112-11/+8
| | | | more rigid. Remove mass calculation for terrain (it should stay a static object).
* BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to ↵Robert Adams2012-10-117-52/+74
| | | | improve interactions.
* BulletSim: Add Force* operations to objects to allow direct push to engine.Robert Adams2012-10-117-29/+100
| | | | | | | | | | Update BSDynamics to use same (don't want to delay updates til next taint-time. Suppress queuing a taint update for position and orientation calls if value does not change. Move Bullet timing statistics call from C# back to C++ code. Throttle taints per simulation step and add parameter to set. By default, don't create hulls for physical objects. Add a parameter to turn on and off.
* BulletSim: Fix crash when linking large physical linksets.Robert Adams2012-10-118-102/+132
| | | | | | | | Properly remove and restore linkage constraints when upgrading a prim's mesh to a hull. Lots more debug logging. Definitions and use of Bullet structure dumping. Centralize detail logging so a Flush() can be added for debugging.
* av_av_collisions_off = false OdePhysics Settings in OpenSimDefaults.ini - ↵teravus2012-10-091-2/+9
| | | | No Avatar Avatar Collisions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment.
* Add config option to plant avatar where they are reducing avatar avatar ↵teravus2012-10-092-3/+9
| | | | 'pushability' av_planted see OpenSimDefaults.ini. Use when you have unruly visitors that rudely push each other around. Still allows a small amount of movement based on the avatar movement PID controller settings. You can increase the spring tension in the PID controller and really prevent any movement if you would like.
* Soliciting for comments on smoothness of physics objects for this build.teravus2012-10-032-8/+46
| | | | | This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build. Thanks!
* I propose that 0.5m/step change for linear velocity is too big of a change ↵teravus2012-10-031-1/+15
| | | | to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion.
* Minor Modification, switch /2 to 0.5f in ODEPrim.Velocityteravus2012-10-021-4/+4
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* BulletSim: Make parameter value defaults match what should be the default ↵Robert Adams2012-10-022-14/+14
| | | | and what is in OpenSimDefaults.ini. Comment and debug printout changes.
* BulletSim: Add ForcePosition and ForceOrientation to BSPhysObject and to its ↵Robert Adams2012-10-023-5/+64
| | | | children of BSPrim and BSCharacter.
* BulletSim: Fix problem where box shapes were not being rebuilt if the shape ↵Robert Adams2012-10-021-4/+6
| | | | type changed.
* BulletSim: Fix linkset problem where delayed manipulations of child objects ↵Robert Adams2012-10-021-10/+8
| | | | was using the child shape address at call time rather than the one created at taint time.
* BulletSim: call ForcePosition and ForceOrientation in BSDynamics so there is ↵Robert Adams2012-10-021-39/+57
| | | | no lag between what the vehicle code sees and what the physics engine is using.
* BulletSim: fix the FloatOnWater code so avatars can normally go underwater.Robert Adams2012-10-021-1/+1
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* BulletSim: impliment FloatOnWater OS function.Robert Adams2012-10-023-22/+104
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* Correct my name in CONTRIBUTORS.txtRobert Adams2012-10-021-35/+16
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* BulletSim: remove warnings for unused variables.Robert Adams2012-10-023-14/+7
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* BulletSim: remember to release the physical body and shape when a prim is ↵Robert Adams2012-09-282-16/+16
| | | | destroyed. This fixes many problems with physical linksets.
* BulletSim: add separate runtime and taint-time linkset children lists to ↵Robert Adams2012-09-273-80/+93
| | | | keep the creation of constraints separate from runtime.
* BulletSim: rename some constraint variables to be consistant with other name ↵Robert Adams2012-09-277-116/+231
| | | | | | | | | use. Added callbacks for shape and body changes in GetBodyAndShape() so the linkset constraints can be picked up and restored. A better design might be to have a "prim shape changed" event. Think about that. Added constraint types to general constraint class.
* BulletSim: remove the trailing spaces from lines to make git happierRobert Adams2012-09-2710-276/+275
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* BulletSim: remove the unused body management code from BSPrim. There is no ↵Robert Adams2012-09-271-374/+0
| | | | going back now.
* BulletSim: Fix linkset crash. Caused by the different body and shapeRobert Adams2012-09-279-94/+182
| | | | | | | pointers at runtime and at taint-time. Now passes the body into the taint. Vehicles zero inertia when active to eliminate Bullet's contribution to vehicle motion.
* BulletSim: Terrain sets proper collision flags on creation.Robert Adams2012-09-274-52/+56
| | | | | | Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION. Might reconsider this and, alternatively, have dynamic objects force activation. Clean up use of DetailLog().
* BulletSim: btGhostObjects working to make 'volume detect' work.Robert Adams2012-09-277-191/+265
| | | | | | | | | | Rearrangement and cleanup of shape collection code. Much more readable. Enabling and use of collision filters and masks. Addition of ID to body creation BulletSimAPI calls so always set in shape for collision reporting. Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE which makes volume detect fail.
* BulletSim: renamed members of BulletShape, BulletSim and BulletBodyRobert Adams2012-09-2711-270/+482
| | | | | | | | | | | | so the members case is consistant. Caused modifications everywhere. New logic in BSShapeCollection to track use and sharing of shapes. I just reslized, though, that shapes cannot be shared because the shape's UserPointer is the localID of the prim and is required for tracking collisions. More changes coming. Added DuplicateCollisionShape2() to API and changed BuildNativeShape2 to take a ShapeData structure so don't have to pass so many parameters. This matches the latest version of BulletSim.dll. Additions and removal of DetailLog() statements for debugging.
* BulletSim: fix regression that caused cylindar shapes to have a box ↵Robert Adams2012-09-271-1/+9
| | | | collision shape
* BulletSim: complete code for managed code shape and body tracking. Not debugged.Robert Adams2012-09-275-130/+675
| | | | | Eliminate some null exceptions created adding the above code. Add and remove some detailed logging statements.
* BulletSim: add class and infrastructure for shape and objectRobert Adams2012-09-275-39/+192
| | | | | tracking in the C# code. Needed for the changing body type (to and from GhostObjects) for volumeDetect.
* BulletSim: Convert BSCharacter to use common BSPhysObject code and variables.Robert Adams2012-09-275-117/+113
| | | | | | | Fix avatar height calculation to properly account for the capsule ends. Rearrange some locking in TerrainManager to eliminate possible race conditions. Move DetailLog() definition into common BSPhysObject class. Some variable renaming to make usage clearer (refactor.rename makes this so easy).
* BulletSim: move a bunch of common logic out of BSPrim and BSCharacterRobert Adams2012-09-277-416/+361
| | | | | | and into the parent class BSPhysObject. Rework collision logic to enable extra collision after done colliding. Rename 'Scene' to 'PhysicsScene' to differentiate it from the simulator 'Scene'.