| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Fix problem of vehicles going crazy when backing up.
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Rotate angular correction forces to be world relative rather than vehicle relative.
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Add definition of hand crafted avatar mesh. Not used yet.
Comments and cleanup.
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Update BulletSim DLLs and SOs with simplier step function interface.
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Only initialization and debug fuctions left.
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functions.
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dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles.
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object's individual gravity to the world gravity when the object
is added to the physical world.
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Fix line endings in BSParams.
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to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
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control (m_known* stuff). Bitmaps will be quicker to test and to clear.
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longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list.
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correction velocity rather than estimating correction (excuse to use trig functions).
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advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning.
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doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
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mis-application of correction to postion for below groundness.
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than ground level. This makes boats float at water level better but not perfectly. There probably needs to be some interaction between HOVER and LIMIT_MOTOR_UP.
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dumping of physical vehicle parameters (out of Bullet) on each
simulation step and to optionally scale vehicle angular velocity
by the time step. The latter looks to be part of a difference
between angular parameters for ODE and BulletSim. SL docs say
angular velocity is measured in radians/timeScale. Not sure if this
is different than what ODE does.
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BSDynamics to make velocity vs force calculation clearer.
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linearMotorUp and related vehicle forces.
Fixed problems with downward vehicle position correction forces being too large.
Add vehicle collision flag so can sense whether vehicle is on the ground.
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VehicleAddForce to set of managed vehicle prim properties.
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forces commented out for the moment for debugging.
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static objects by more restrictive selection of objects that collide
with static objects.
Rename collision mask fuctions from 'filter' to 'group' so it is clear
what is being set.
Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above.
Restore passing of time step to linear and angular motion component routines.
Use buffering vehicle physical parameter get/set routines consistantly.
Make range enforcement clearer by using ClampInRange() function for parameter setting.
Remove commented out experimental vehicle calculations.
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