From 2c5ff9399063080276a23bcd06fb696d653bef2e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 13 Sep 2012 08:11:54 -0700 Subject: BulletSim: Way too many changes in one commit. 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. --- OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index e411fcb..969c53e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -41,7 +41,7 @@ public abstract class BSPhysObject : PhysicsActor { public abstract BSLinkset Linkset { get; set; } - public abstract void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, + public abstract bool Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); public abstract void SendCollisions(); -- cgit v1.1 From 6632eb7c051e2638ea1c58c2876e7d6825398556 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 13 Sep 2012 13:51:42 -0700 Subject: BulletSim: Remove calculation and passing of unused collied object type. Fix collision code to properly sense mega-region children regions as terrain. When setting an object physical, reset all the physical properties (friction, ...). --- OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 969c53e..3fe71e1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -41,7 +41,7 @@ public abstract class BSPhysObject : PhysicsActor { public abstract BSLinkset Linkset { get; set; } - public abstract bool Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, + public abstract bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); public abstract void SendCollisions(); -- cgit v1.1