Commit Graph

1122 Commits

Author SHA1 Message Date
Diva Canto
aeeaa3a0a9 Added AssemblyInfos to every dll in the OpenSim.Region namespace. 2012-11-14 11:09:43 -08:00
Diva Canto
e4cb7af98a Updated all existing AssemblyVersions's to 0.7.5.*. Many DLLs still don't have an AssemblyInfo file. 2012-11-13 19:26:43 -08:00
Dan Lake
9bc0419679 ODECharacter overrides TargetVelocity. No change to existing behavior 2012-11-08 01:18:25 -08:00
Robert Adams
3666518319 BulletSim: add skeleton classes for shape objectification. This will eventually replace all the if's and switches in ShapeCollection with polymorphism. 2012-11-07 15:29:51 -08:00
Robert Adams
67d5dbbb49 BulletSim: add classes for physics motors. Eventually these will replace the manual code for vehicles and add PID functionality to avatar movement. 2012-11-07 15:28:06 -08:00
Robert Adams
ee00c5c885 BulletSim: many changes to tune vehicles for BulletSim.
The problem left is that the vehicle sitting on something needs
to press down for gravity and what its sitting on pushes up
so the vehicle does not penetrate. The effect is Bullet calculates
a lot of random angular motion for the vehicle. Various schemes
of damping and zeroing has not resolved the problem.
2012-11-06 18:16:47 -08:00
Robert Adams
76cc303031 BulletSim: Add ZeroAngularMotion method to physical objects. Add inTaint flag to ZeroMotion method. Update the references to those functions. 2012-11-06 18:16:35 -08:00
Robert Adams
e2130817e5 BulletSim: remove limit on taints that can happen before a step. Remove some debugging code (detail log flushing). 2012-11-06 18:16:23 -08:00
Robert Adams
f70a3099b5 BulletSim: recalculate the compound shape bounding box when built. 2012-11-06 18:16:12 -08:00
Robert Adams
702fd1e094 BulletSim: only compute linkset mass when membership changes rather than everytime someone asks for it. 2012-11-06 18:16:00 -08:00
Robert Adams
36d77fe27c BulletSim: Add separate linear and angular damping function calls. Add function for recalculating compound shape bounding box. 2012-11-06 18:15:48 -08:00
Robert Adams
79f7c466a1 BulletSim: fix compound linkset crash by not freeing shape of child prims.
Remove all compilation warnings (mostly 'protected' in sealed classes.)
Add the dynamicAabbEnable parameter to creation of compound shapes.
2012-11-03 21:16:02 -07:00
Robert Adams
894bb4893b BulletSim: search the mesh and hull lists to find shapes if type is not known. This makes sure the correct accounting is done for the particular shape. 2012-11-03 21:15:54 -07:00
Robert Adams
498ea76e63 BulletSim: Move construction of compound linkset from ShapeCollection
into LinksetCompound where it should be.
Create meshes for native shapes when part of a compound linkset because
    scale is currently per object and not per collision shape.
Don't schedule a LinksetCompound refresh if just changing properties.
2012-11-03 21:15:46 -07:00
Robert Adams
1dc23b2b97 BulletSim: parameterize selection of linkset implementation 2012-11-03 21:15:39 -07:00
Robert Adams
b0eccd5044 BulletSim: debugging of compound shape implementation of linksets.
Add compound shape creation and freeing in shape manager.
Add optional taint-time execution method and update code to use it.
Add API2 linkage for more compound shape methods (get num, get/remove by index, ...)
Modify perferred shape return so linkset children can have differet shapes than root.
Add Position and Orientation calls to linksets so children can be moved around by
    the linkset by its own calculation. Allows for very general linkset implementations.
2012-11-03 21:15:30 -07:00
Robert Adams
f53b4e7a21 BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename MassRaw to RawMass. Fix BSShapeCollection to use Raw* for creating the body to eliminate exception from referencing the physical body before it has been created. 2012-11-03 21:15:22 -07:00
Robert Adams
39c02dcc8c BulletSim: Remove use of shapeData in ShapeCollection and rely on the available BSPhysObject varaiables. Fix line endings in BSLinksetCompound. 2012-11-03 21:15:14 -07:00
Robert Adams
364a7c3088 BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton of BSLinksetCompound. 2012-11-03 21:15:06 -07:00
Robert Adams
28e2cd3fa2 BulletSim: vehicle tweeking.
Add AddTorque() method to BSPrim. Remove some manual motor actions
in computing angular force (will eventually be replaced with motor class).
Remove some experimental changes.
2012-11-03 21:14:58 -07:00
Robert Adams
52be581f71 BulletSim: remove center-of-mass setting for linksets because it causes the constraint calculation to pull the objects together. 2012-11-03 21:14:49 -07:00
Robert Adams
93fe384cce BulletSim: Use the PostTaints operation to build the linkset once before the next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code. 2012-11-03 21:14:41 -07:00
Robert Adams
42d65840c8 BulletSim: Add gravity force to vehicle. Some debugging additions. 2012-11-03 21:14:33 -07:00
Robert Adams
dae038a117 BulletSim: fix problem with multiple linksets stepping on each other if they are built at the same time. 2012-11-03 21:14:25 -07:00
Robert Adams
4cfa3be4ef BulletSim: add definitions for linkset collision mask 2012-11-03 21:14:16 -07:00
Robert Adams
bc43c7007d BulletSim: code rearrangement 2012-11-03 21:14:08 -07:00
Robert Adams
8c9e4c1f7b BulletSim: Use Refresh/PostTaints to cause recomputing of constraint variables before the simulation step. Update logging and messages to properly name LinksetConstraints. Use UpdatePhysicalMassProperties to put the whole linkset mass into all the physical linkset members so they have the inertia to move the whole linkset. 2012-11-03 21:14:00 -07:00
Robert Adams
9568f24c26 BulletSim: add post taint taints and post step taints. The post taints operation is most useful and is used by linksets to build and rebuild only once before the simulation step. 2012-11-03 21:13:52 -07:00
Robert Adams
2f25f70316 BulletSim: remove unneeded parameter from Refresh(). 2012-11-03 21:13:44 -07:00
Robert Adams
e20bad12cc BulletSim: centralize mass/inertia computation with UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty. 2012-11-03 21:13:35 -07:00
Robert Adams
7af28724ac BulletSim: rename constraint classes so they show up together alphabetically. 2012-11-03 21:13:27 -07:00
Robert Adams
92d3c611e5 BulletSim: many small changes for vehicles simulation. 2012-11-03 21:13:19 -07:00
Robert Adams
2b75035aef BulletSim: add ForEachMember(action) call for linkset. 2012-11-03 21:13:11 -07:00
Robert Adams
8fa83cf430 BulletSim: Add activations after vehicle properties change. Problem was the vehicle was going to sleep while waiting for commands. Make AddAngularForce work the same way as AddForce -- accumulates values and pushes them once into Bullet. 2012-11-03 21:13:03 -07:00
Robert Adams
b83449ae9a BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'. 2012-11-03 21:12:54 -07:00
Robert Adams
804b332d45 BulletSim: Add banking and other new code to vechile dynamics. Add third party license and contributor in for for Aurora-Sim project for physics code. 2012-11-03 21:12:46 -07:00
Dan Lake
ffe4d738fb Add TargetVelocity to PhysicsActor interface to support distributed physics. No change to existing functions. 2012-10-31 17:13:18 -07:00
Justin Clark-Casey (justincc)
ff6c69000e Log warning if mesh/sculpt asset couldn't be found by ODEPrim.MeshAssetReceived() callback.
Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.
2012-10-30 01:40:59 +00:00
Justin Clark-Casey (justincc)
cccf695327 Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing exception.
In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved).
2012-10-30 01:14:48 +00:00
Justin Clark-Casey (justincc)
37de965233 Make MeshAssetReceived private.
Keep methods private unless they need to be opened up to external callers.  Reduces analysis complexity.
2012-10-30 01:08:00 +00:00
Justin Clark-Casey (justincc)
aeeed29d62 correct ODEPrim.MeshAssetReveived -> MeshAssetReceived 2012-10-30 01:07:14 +00:00
Robert Adams
b6fc5bad00 BulletSim: fix problem with avatars sinking into the ground.
Change terrain activation state to DISABLE_SIMULATION for better performance.
2012-10-23 17:30:43 -07:00
Robert Adams
b49f8a377b BulletSim: minor change to insure avatar body recreation when shape changes. 2012-10-23 08:02:26 -07:00
Robert Adams
36bfd3667c BulletSim: remove chatty debug message. 2012-10-22 22:25:06 -07:00
Robert Adams
14eeb8b31b BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh assets weren't already in the cache. Comment cleanups. 2012-10-22 22:24:59 -07:00
Robert Adams
7272a4cae8 BulletSim: fix problem of not rebuilding shape by clearing last rebuild failed flag in BSPrim.ForceBodyShapeRebuild() 2012-10-22 22:24:51 -07:00
Robert Adams
65c131c4a3 BulletSim: remove trailing spaces to make git happy. 2012-10-22 22:24:44 -07:00
Robert Adams
c245178eee BulletSim: encorporate UBit's suggestion to save a copy of mesh raw data. 2012-10-22 22:24:37 -07:00
Robert Adams
a61f20ac74 BulletSim: Create LinkSet abstract class and sparate constraint based linksets into own subclass. Will eventually add manual movement linkset subclass. 2012-10-22 22:24:30 -07:00
Justin Clark-Casey (justincc)
5bc07a15f5 minor: remove unnecessary bit of method doc from OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically 2012-10-20 02:52:38 +01:00