| Commit message (Collapse) | Author | Age | Files | Lines |
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implementation of physChangeLinkParams() in BSLinksetConstraint.
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constraint. Add implementation to create spring constraint. Send up property updates for linkset children at the end of flexible linkset links. The simulator probably doesn't do the right thing yet.
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and processing routines in BulletSim.
Add linkset rebuild/conversion routine in BSLinkset.
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for each link in a linkset.
Extend BSLinksetConstraint to create and use BSLinkInfo with the default
static constraint.
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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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properties for""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 84d0699761b8da546f9faef084240d7b15f16321.
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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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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 b44f0e1a00eba7f76401692322e48a3b23a81164.
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whole linkset.
Override physical property setting for BSLinksetCompound as there are
not children to the compound spape.
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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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wide default. This allows individual prims to differ in the
underlying linkset implementation.
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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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simulator to update info.
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Various comments and debugging message mods.
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layers for physical (vs simulator) location displacement and linksets.
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without rebuilding the whole compound shape. Should make vehicles move
smoother.
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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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Properly return root mass as mass of just the root prim rather
than the mass of the linkset. SOG has the logic to add the masses
together to get the linkset mass.
Update TODO list.
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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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changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
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doesn't need to do that bookkeeping because SOG/SOP already does it.
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This caused movement problems and large prim vehicles to take up a LOT of simulation time.
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While fixing the above, add methods to physical body and shape pointer
wrapper so routines won't have to know that IntPtr.Zero means no
physical instance.
Fix problem with physical linksets failing after a few sits and
unsits by properly restoring child prom positions for compound
linksets after multiple selection and deselections.
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conflicts with PhysicsShape type defined in later libOMV
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getting simplified out of existance someday) and update all the references to that enum.
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everytime someone asks for it.
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Add compound shape creation and freeing in shape manager.
Add optional taint-time execution method and update code to use it.
Add API2 linkage for more compound shape methods (get num, get/remove by index, ...)
Modify perferred shape return so linkset children can have differet shapes than root.
Add Position and Orientation calls to linksets so children can be moved around by
the linkset by its own calculation. Allows for very general linkset implementations.
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MassRaw to RawMass. Fix BSShapeCollection to use Raw* for creating the body to eliminate exception from referencing the physical body before it has been created.
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available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
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of BSLinksetCompound.
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constraint calculation to pull the objects together.
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next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code.
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party license and contributor in for for Aurora-Sim project for physics code.
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assets weren't already in the cache. Comment cleanups.
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linksets into own subclass. Will eventually add manual movement linkset subclass.
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taint-time specification to new AddForce().
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improve interactions.
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Properly remove and restore linkage constraints when upgrading
a prim's mesh to a hull.
Lots more debug logging.
Definitions and use of Bullet structure dumping.
Centralize detail logging so a Flush() can be added for debugging.
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was using the child shape address at call time rather than the one created at taint time.
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keep the creation of constraints separate from runtime.
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