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path: root/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs (follow)
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* BulletSim: implement the SL bug where VEHICLE_HOVER_UP_ONLY disablesRobert Adams2013-10-151-0/+12
| | | | | | | | | | | the vehicle buoyancy if the vehicle is above its hover height. This is a known misfeature of this vehicle flag which has been accepted since it would break too many implementations. The problem is noticed when creating a jetski-like vehicle that jumps over sand bars. A boat normally is configured with neutral buoyancy and hovering at water height. When it jumps the sandbar, it needs to have gravity applied to get back to water level.
* BulletSim: distribute vehicle physical settings to all members ofRobert Adams2013-07-301-37/+38
| | | | | | a linkset. Enables constraint based linksets. Rename some internal variables to clarify whether values world or vehicle relative.
* Revert "Revert "BulletSim: change BSDynamics to expect to be passed a ↵Robert Adams2013-07-231-2/+15
| | | | | | | | BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 7b187deb19517aa7c880458894643a5448566a94.
* Revert "Revert "BulletSim: move collision processing for linksets from ↵Robert Adams2013-07-231-8/+8
| | | | | | | | BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
* Revert "Revert "BulletSim: freshen up the code for constraint based linksets.""Robert Adams2013-07-231-2/+2
| | | | | | Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 44543ebe638f391fc1c7ff532fe4470006dec55a.
* Revert "BulletSim: freshen up the code for constraint based linksets."Robert Adams2013-07-221-2/+2
| | | | | | The changes don't seem to be ready for prime time. This reverts commit 803632f8f32d91bb4aec678d8b45a8430c2703e1.
* Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"Robert Adams2013-07-221-8/+8
| | | | | | The changes don't seem to be ready for prime time. This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
* Revert "BulletSim: change BSDynamics to expect to be passed a BSPrimLinkable"Robert Adams2013-07-221-15/+2
| | | | | | The changes don't seem to be ready for prime time. This reverts commit d0d654e2186c8b81c1150da89a549e4f7162a2b4.
* BulletSim: change BSDynamics to expect to be passed a BSPrimLinkableRobert Adams2013-07-221-2/+15
| | | | | and start changing the logic to handle the base prim as a complex object (ie, a linkset).
* BulletSim: move collision processing for linksets from BSPrimLinkableRobert Adams2013-07-221-8/+8
| | | | | | | | | | into the linkset implementation classes. Add HasSomeCollision attribute that remembers of any component of a linkset has a collision. Update vehicle code (BSDynamic) to use the HasSomeCollision in place of IsColliding to make constraint based linksets properly notice the ground. Add linkset functions to change physical attributes of all the members of a linkset.
* BulletSim: freshen up the code for constraint based linksets.Robert Adams2013-07-221-2/+2
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* BulletSim: add parameter to optionally disable vehicle linear deflection.Robert Adams2013-07-091-15/+27
| | | | | | Add parameter to not apply vehicle linear deflection Z forces if vehicle is not colliding. This defaults to 'true' so vehicles will fall even if there is some linear deflection to apply.
* BulletSim: make all the different angularVerticalAttraction algorithmsRobert Adams2013-07-081-132/+129
| | | | | | | | selectable from configuration paramters. Changed default algorithm to "1" from previous default as it seems to handle Y axis correction a little better. Add config file independent enablement of vehicle angular forces to make debugging easier (independent testing of forces).
* BulletSim: Different Implementation of Angular Deflection for vehicles, ↵Vegaslon2013-07-071-15/+16
| | | | | | Activates it again and fixes problem with fighting with vertical attractor removing wobble of forward axis. Comments on testing welcome, May require adjustments of this force or other forces after this commit, exact tweaking to come after testing on other hardware. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: non-functional updates. Comments and formatting.Robert Adams2013-07-061-3/+11
| | | | Update TODO list.
* BulletSim: add the reset of the last commit for flush log file problems.Robert Adams2013-06-301-1/+1
| | | | Fix small typo in one log message.
* BulletSim: move new linear deflection code to own routine.Robert Adams2013-06-211-29/+35
| | | | | Remove VehicleForwardVelocity changed storage since the value will be modified as movement is processed.
* BulletSim: Implementation of Linear Deflection, it is a partial help for the ↵Vegaslon2013-06-201-5/+33
| | | | | | vehicle tuning diffrence between Opensim and Second life. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: add VehicleInertiaFactor to allow modifying inertia.Robert Adams2013-05-241-1/+2
| | | | | Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use.
* Bulletsim: and the rotational friction.Vegaslon2013-05-071-3/+5
| | | | Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: Another way to create vehicle framed friction.Vegaslon2013-05-071-3/+5
| | | | Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: apply linear and angular friction in vehicle coordinatesRobert Adams2013-05-061-6/+6
| | | | and not world coordinates.
* BulletSim: remove friction calcuation from BSMotor and move linear andRobert Adams2013-05-061-13/+31
| | | | | | | angular friction computation into linear and angular movement code. The friction wasn't being applied properly. This will make it so vehicles don't drift as much and the drift is tunable by changing the friction timescales.
* BulletSim: simplify parameter specification by reducing the number ofRobert Adams2013-05-061-1/+1
| | | | specifications required for simple properties with defaults.
* BulletSim: zero vehicle motion when changing vehicle type.Robert Adams2013-05-031-3/+3
| | | | | Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages.
* BulletSim: Rebuild physical body if physical shape changes for mesh and hull.Robert Adams2013-05-021-0/+1
| | | | | Properly rebuilds collision caches. Release asset data fetched when building mesh or hulls.
* BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams2013-04-291-11/+11
| | | | changes.
* BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams2013-04-291-4/+4
| | | | 'm_physicsScene' to match coding conventions and reduce confusion.
* BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams2013-04-291-2/+2
| | | | from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
* BulletSim: some formatting changes.Robert Adams2013-04-091-10/+17
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* Another algorithm for AngularVerticalAttraction. This one Takes into account ↵Vegaslon2013-04-091-0/+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>
* BulletSim: start the renaming of local variables to m_ form to match the ↵Robert Adams2013-03-311-23/+23
| | | | OpenSim coding conventions.
* BulletSim: convert BSDynamic to a BSActor and change BSPrim to setRobert Adams2013-03-311-73/+126
| | | | up the vehicle actor.
* BulletSim: new algorithm for vertical attraction which uses quaternionRobert Adams2013-03-251-3/+45
| | | | | arithmetic to compute the shortest path between the current tilt and vertical.
* BulletSim: code to generate a higher resolution terrain mesh. ParameterRobert Adams2013-03-191-2/+3
| | | | | TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.
* BulletSim: add INI parameter for angular banking timescale fudge parameter.Robert Adams2013-03-161-6/+6
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* BulletSim: Working Implementation of Angular Banking for Vehicles (Not SL ↵Vegaslon2013-03-161-16/+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>
* BulletSim: Tweak vertical angular attraction to remove double ↵Vegaslon2013-03-151-1/+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>
* BulletSim: add parameters, code cleanup around checking and enforcingRobert Adams2013-03-011-2/+2
| | | | maximum velocity and angular velocity values for prims.
* BulletSim: rework parameter setting for different types of valuesRobert Adams2013-02-171-3/+3
| | | | (like vectors or quaternions).
* BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams2013-02-081-1/+1
| | | | layers for physical (vs simulator) location displacement and linksets.
* BulletSim: correct angular vertical attraction to properly correct an upside ↵Robert Adams2013-02-051-1/+1
| | | | down vehicle.
* BulletSim: make sure vehicle physical properties are set when goingRobert Adams2013-01-311-16/+14
| | | | | | physical by delaying setting until pre-step time. Change vehicle.Refresh() to schedule the pre-step setting. Comments and updating of TODO list.
* BulletSim: enable angular vertical attraction.Robert Adams2013-01-281-2/+2
| | | | | Increase terrain collision margin to help vehicles from tunneling into same.
* BulletSim: first unit test: vehicle angular attractionRobert Adams2013-01-281-6/+6
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* BulletSim: simplify the initialization of some of the parameters.Robert Adams2013-01-271-6/+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.
* BulletSim: parameterize the value for gravity reduction for ground vehicles ↵Robert Adams2013-01-271-7/+8
| | | | on the ground. Set defaults for vehicle factors to one. Debug logging changes.
* BulletSim: first attempt at reporting top collidersRobert Adams2013-01-271-4/+6
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* BulletSim: parameterize several vehicle debugging values: physical linear ↵Robert Adams2013-01-271-7/+5
| | | | and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values
* BulletSim: finish the post step event for physical object actions. Modify ↵Robert Adams2013-01-271-3/+11
| | | | vehicle to use post step event for logging.