| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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a linkset. Enables constraint based linksets.
Rename some internal variables to clarify whether values world or
vehicle relative.
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BSPrimLinkable""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 7b187deb19517aa7c880458894643a5448566a94.
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BSPrimLinkable""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
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Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 44543ebe638f391fc1c7ff532fe4470006dec55a.
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The changes don't seem to be ready for prime time.
This reverts commit 803632f8f32d91bb4aec678d8b45a8430c2703e1.
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The changes don't seem to be ready for prime time.
This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
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The changes don't seem to be ready for prime time.
This reverts commit d0d654e2186c8b81c1150da89a549e4f7162a2b4.
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and start changing the logic to handle the base prim as a complex
object (ie, a linkset).
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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.
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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.
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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).
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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>
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Update TODO list.
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Fix small typo in one log message.
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Remove VehicleForwardVelocity changed storage since the value
will be modified as movement is processed.
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vehicle tuning diffrence between Opensim and Second life.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Another parameter for vehicle operation tuning.
Default to <1,1,1> which means nothing is different under normal use.
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Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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and not world coordinates.
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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.
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specifications required for simple properties with defaults.
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Rebuild compound linkset of any child in the linkset changes shape.
Comments and better detailed logging messages.
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Properly rebuilds collision caches.
Release asset data fetched when building mesh or hulls.
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changes.
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'm_physicsScene' to match coding conventions and reduce confusion.
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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.
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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>
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OpenSim coding conventions.
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up the vehicle actor.
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arithmetic to compute the shortest path between the current tilt
and vertical.
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TerrainMeshMagnification controls number of vertices generated per
heightmap point. Default is 3.
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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>
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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>
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maximum velocity and angular velocity values for prims.
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(like vectors or quaternions).
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layers for physical (vs simulator) location displacement and linksets.
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down vehicle.
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physical by delaying setting until pre-step time. Change vehicle.Refresh()
to schedule the pre-step setting.
Comments and updating of TODO list.
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Increase terrain collision margin to help vehicles from tunneling
into same.
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Disable vertical attraction for vehicles by default (for the moment).
Fix bug where vehicle would go crazy when velocity got above a
certain speed.
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on the ground. Set defaults for vehicle factors to one. Debug logging changes.
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and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values
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vehicle to use post step event for logging.
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