| Commit message (Collapse) | Author | Age | Files | Lines |
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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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are on the ground. Makes them a little more stable.
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Sometimes settling of a vehicle from gravity introduces small
velocities that need to be kept.
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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.
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Pass through old angular velocity making for smoother transitions.
Remove some old kludges for angular motion (damping and rotvel suppression).
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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.
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properly if the vehicle moves during vehicle actions.
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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.
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can use to know if the object is currently active.
Code cleaning including use of Util.ClampV function.
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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.
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because the computations are wrong.
Add VehicleTorqueImpulse routines.
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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.
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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.
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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.
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buoyancy. Add motor angular debugging controls.
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