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path: root/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs (follow)
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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.
* BulletSim: reduce the force of gravity on ground vehicles when theyRobert Adams2013-01-241-0/+11
| | | | are on the ground. Makes them a little more stable.
* BulletSim: reduce the zeroing threshold for rotational velocity.Robert Adams2013-01-241-3/+1
| | | | | Sometimes settling of a vehicle from gravity introduces small velocities that need to be kept.
* BulletSim: remove setting of vehicle InterpolationRotationalVelocity.Robert Adams2013-01-231-34/+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.
* BulletSim: Tweeks to vehicle motion.Robert Adams2013-01-211-13/+8
| | | | | Pass through old angular velocity making for smoother transitions. Remove some old kludges for angular motion (damping and rotvel suppression).
* BulletSim: More aggressive as setting character velocity to zeroRobert Adams2013-01-201-72/+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.
* BulletSim: small fix making sure terrain height is calculatedRobert Adams2013-01-201-1/+3
| | | | properly if the vehicle moves during vehicle actions.
* BulletSim: modify motors to return correction rather than current valueRobert Adams2013-01-201-27/+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.
* BulletSim: Add one function that all actors who act on the physicalRobert Adams2013-01-171-1/+2
| | | | | can use to know if the object is currently active. Code cleaning including use of Util.ClampV function.
* BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.Robert Adams2013-01-151-6/+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.
* BulletSim: tweeks to improve hover.Robert Adams2013-01-151-5/+21
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* BulletSim: temporarily disable banking and direction deflectionRobert Adams2013-01-151-8/+24
| | | | | because the computations are wrong. Add VehicleTorqueImpulse routines.