Commit message (Collapse) | Author | Files | Lines | ||
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2013-04-09 | BulletSim: some formatting changes. | Robert Adams | 1 | -10/+17 | |
2013-04-09 | Another algorithm for AngularVerticalAttraction. This one Takes into account ↵ | Vegaslon | 1 | -0/+23 | |
all rotations before it and makes the corrections more close to the time that sl does. Signed-off-by: Robert Adams <Robert.Adams@intel.com> | |||||
2013-03-31 | BulletSim: start the renaming of local variables to m_ form to match the ↵ | Robert Adams | 1 | -23/+23 | |
OpenSim coding conventions. | |||||
2013-03-31 | BulletSim: convert BSDynamic to a BSActor and change BSPrim to set | Robert Adams | 1 | -73/+126 | |
up the vehicle actor. | |||||
2013-03-25 | BulletSim: new algorithm for vertical attraction which uses quaternion | Robert Adams | 1 | -3/+45 | |
arithmetic to compute the shortest path between the current tilt and vertical. | |||||
2013-03-19 | BulletSim: code to generate a higher resolution terrain mesh. Parameter | Robert Adams | 1 | -2/+3 | |
TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3. | |||||
2013-03-16 | BulletSim: add INI parameter for angular banking timescale fudge parameter. | Robert Adams | 1 | -6/+6 | |
2013-03-16 | BulletSim: Working Implementation of Angular Banking for Vehicles (Not SL ↵ | Vegaslon | 1 | -16/+17 | |
Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis) Signed-off-by: Robert Adams <Robert.Adams@intel.com> | |||||
2013-03-15 | BulletSim: Tweak vertical angular attraction to remove double ↵ | Vegaslon | 1 | -1/+1 | |
VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side. Signed-off-by: Robert Adams <Robert.Adams@intel.com> | |||||
2013-03-01 | BulletSim: add parameters, code cleanup around checking and enforcing | Robert Adams | 1 | -2/+2 | |
maximum velocity and angular velocity values for prims. | |||||
2013-02-17 | BulletSim: rework parameter setting for different types of values | Robert Adams | 1 | -3/+3 | |
(like vectors or quaternions). | |||||
2013-02-08 | BulletSim: include the linkage to the layered prim implementation. Separate ↵ | Robert Adams | 1 | -1/+1 | |
layers for physical (vs simulator) location displacement and linksets. | |||||
2013-02-05 | BulletSim: correct angular vertical attraction to properly correct an upside ↵ | Robert Adams | 1 | -1/+1 | |
down vehicle. | |||||
2013-01-31 | BulletSim: make sure vehicle physical properties are set when going | Robert Adams | 1 | -16/+14 | |
physical by delaying setting until pre-step time. Change vehicle.Refresh() to schedule the pre-step setting. Comments and updating of TODO list. | |||||
2013-01-28 | BulletSim: enable angular vertical attraction. | Robert Adams | 1 | -2/+2 | |
Increase terrain collision margin to help vehicles from tunneling into same. | |||||
2013-01-28 | BulletSim: first unit test: vehicle angular attraction | Robert Adams | 1 | -6/+6 | |
2013-01-27 | BulletSim: simplify the initialization of some of the parameters. | Robert Adams | 1 | -6/+13 | |
Disable vertical attraction for vehicles by default (for the moment). Fix bug where vehicle would go crazy when velocity got above a certain speed. | |||||
2013-01-27 | BulletSim: parameterize the value for gravity reduction for ground vehicles ↵ | Robert Adams | 1 | -7/+8 | |
on the ground. Set defaults for vehicle factors to one. Debug logging changes. | |||||
2013-01-27 | BulletSim: first attempt at reporting top colliders | Robert Adams | 1 | -4/+6 | |
2013-01-27 | BulletSim: parameterize several vehicle debugging values: physical linear ↵ | Robert Adams | 1 | -7/+5 | |
and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values | |||||
2013-01-27 | BulletSim: finish the post step event for physical object actions. Modify ↵ | Robert Adams | 1 | -3/+11 | |
vehicle to use post step event for logging. | |||||
2013-01-24 | BulletSim: reduce the force of gravity on ground vehicles when they | Robert Adams | 1 | -0/+11 | |
are on the ground. Makes them a little more stable. | |||||
2013-01-24 | BulletSim: reduce the zeroing threshold for rotational velocity. | Robert Adams | 1 | -3/+1 | |
Sometimes settling of a vehicle from gravity introduces small velocities that need to be kept. | |||||
2013-01-23 | BulletSim: remove setting of vehicle InterpolationRotationalVelocity. | Robert Adams | 1 | -34/+32 | |
This doesn't seem to help the vehicle stability. Rename vehicle internal variables adding a "V" or "W" so it is clear when coordinates are vehicle or world relative. | |||||
2013-01-21 | BulletSim: Tweeks to vehicle motion. | Robert Adams | 1 | -13/+8 | |
Pass through old angular velocity making for smoother transitions. Remove some old kludges for angular motion (damping and rotvel suppression). | |||||
2013-01-20 | BulletSim: More aggressive as setting character velocity to zero | Robert Adams | 1 | -72/+71 | |
when should be standing. Modify angular force routines to be the same pattern as linear force routines. BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!! Fix some bugs in BSMotor dealing with the motor going to zero. Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity, MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity, and most of the values are defaulted to values that are larger than in SL. Use the new parameters in BSPrim, BSCharacter and BSDynamic. | |||||
2013-01-20 | BulletSim: small fix making sure terrain height is calculated | Robert Adams | 1 | -1/+3 | |
properly if the vehicle moves during vehicle actions. | |||||
2013-01-20 | BulletSim: modify motors to return correction rather than current value | Robert Adams | 1 | -27/+14 | |
to better use them for incremental updates. Modify prim and character to use the new motors. Simplify the vehicle linear movement code to just update the velocity directly or the basic movement. | |||||
2013-01-17 | BulletSim: Add one function that all actors who act on the physical | Robert Adams | 1 | -1/+2 | |
can use to know if the object is currently active. Code cleaning including use of Util.ClampV function. | |||||
2013-01-15 | BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP. | Robert Adams | 1 | -6/+6 | |
It was a dumb idea to try and do a nose over feature for jumping cars anyway. Add better logging of native shape creation/reuse so can tell the difference. | |||||
2013-01-15 | BulletSim: tweeks to improve hover. | Robert Adams | 1 | -5/+21 | |
2013-01-15 | BulletSim: temporarily disable banking and direction deflection | Robert Adams | 1 | -8/+24 | |
because the computations are wrong. Add VehicleTorqueImpulse routines. | |||||
2013-01-11 | BulletSim: move center of gravity of linkset to its geometric center. | Robert Adams | 1 | -7/+6 | |
Necessitated allowing simulator and physical position of a body to get out of sync since Bullet assumes that <0,0,0> is the center of mass. Update DLLs and SOs for the UpdateChildTransform so positions of individual prim in a linkset can be implemented. | |||||
2013-01-11 | BulletSim: Add IsSelected attribute to physical objects. Have vehicles check ↵ | Robert Adams | 1 | -30/+96 | |
to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion. | |||||
2013-01-11 | BulletSim: Redo linear function coding so they can better interact. New ↵ | Robert Adams | 1 | -62/+85 | |
algorithm for limitMotorUp that relies on going up when not colliding rather than distance from ground. Add parameter for turning on and off embedded source vehicle debugging. | |||||
2013-01-11 | BulletSim: remove double application of buoyancy. Centralize computation of ↵ | Robert Adams | 1 | -19/+23 | |
buoyancy. Add motor angular debugging controls. | |||||
2013-01-08 | BulletSim: Fix hover height (boats float at the correct level). | Robert Adams | 1 | -6/+10 | |
Fix problem of vehicles going crazy when backing up. | |||||
2013-01-07 | BulletSim: improve vehicle angular banking and deflection computation. ↵ | Robert Adams | 1 | -19/+18 | |
Rotate angular correction forces to be world relative rather than vehicle relative. | |||||
2013-01-06 | BulletSim: update DLLs and SOs with better debugging output. | Robert Adams | 1 | -1/+3 | |
Add definition of hand crafted avatar mesh. Not used yet. Comments and cleanup. | |||||
2012-12-31 | BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate. | Robert Adams | 1 | -2/+2 | |
Update BulletSim DLLs and SOs with simplier step function interface. | |||||
2012-12-31 | BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵ | Robert Adams | 1 | -6/+6 | |
Only initialization and debug fuctions left. | |||||
2012-12-31 | BulletSim: another round of conversion: dynamics world and collision object ↵ | Robert Adams | 1 | -5/+5 | |
functions. | |||||
2012-12-27 | BulletSim: Parameterize nominal frame rate (55) and add parameters to ↵ | Robert Adams | 1 | -0/+6 | |
dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles. | |||||
2012-12-25 | BulletSim: make llBuoyancy work. For some reason, Bullet resets an | Robert Adams | 1 | -0/+3 | |
object's individual gravity to the world gravity when the object is added to the physical world. | |||||
2012-12-21 | BulletSim: repair vehicle problems introduced in previous 'improvements'. ↵ | Robert Adams | 1 | -9/+28 | |
Fix line endings in BSParams. | |||||
2012-12-21 | BulletSim: Move all the parameter variables, tables and get and fetch logic ↵ | Robert Adams | 1 | -1/+1 | |
to a separate, static class for easier addition and to remove all that bulk from the BSScene class. | |||||
2012-12-20 | BulletSim: fix incorrectly defined property changed flag. | Robert Adams | 1 | -3/+1 | |
2012-12-20 | BulletSim: replace use of funky nullable values for vehicle property update ↵ | Robert Adams | 1 | -26/+43 | |
control (m_known* stuff). Bitmaps will be quicker to test and to clear. | |||||
2012-12-20 | BulletSim: angularMotorUp working again (seems a little slow as it takes ↵ | Robert Adams | 1 | -21/+44 | |
longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list. | |||||
2012-12-18 | BulletSim: improve angularVerticalAttraction calculation to compute angular ↵ | Robert Adams | 1 | -18/+15 | |
correction velocity rather than estimating correction (excuse to use trig functions). |