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path: root/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs (follow)
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* BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams2013-04-291-8/+8
| | | | '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: rework parameter setting for different types of valuesRobert Adams2013-02-171-2/+2
| | | | (like vectors or quaternions).
* BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams2013-02-081-15/+15
| | | | layers for physical (vs simulator) location displacement and linksets.
* BulletSim: remove the unused RestoreBodyDependencies used by linksetsRobert Adams2013-01-231-8/+0
| | | | and vehicles and clean up code by removing their kludgyness.
* BulletSim: allow changing position and rotation of a child of a linksetRobert Adams2013-01-211-1/+1
| | | | | without rebuilding the whole compound shape. Should make vehicles move smoother.
* BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams2012-12-311-9/+2
| | | | Only initialization and debug fuctions left.
* BulletSim: remove all the debug printing of pointer formatting ↵Robert Adams2012-12-311-8/+8
| | | | (.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
* BulletSim: change physical data structures to classes. Add defaultRobert Adams2012-12-311-6/+9
| | | | | | instantiations for PhysBody and PhysShape when BSPhysObject is created to account for them being classes and not structures. Update TODO list.
* BulletSim: Fix single physical prim reporting its mass as zero.Robert Adams2012-12-241-2/+4
| | | | | | | 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.
* BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams2012-12-211-7/+7
| | | | to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
* BulletSim: add parameter to UpdateProperties call into the linkset so ↵Robert Adams2012-12-161-1/+1
| | | | 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.
* BulletSim: rip out old code for linkset child position fetching. BulletSim ↵Robert Adams2012-12-161-12/+0
| | | | doesn't need to do that bookkeeping because SOG/SOP already does it.
* BulletSim: fix problem with continuious rebuilding of physical linksets. ↵Robert Adams2012-12-131-2/+1
| | | | This caused movement problems and large prim vehicles to take up a LOT of simulation time.
* BulletSim: Add ZeroAngularMotion method to physical objects. Add inTaint ↵Robert Adams2012-11-061-1/+1
| | | | flag to ZeroMotion method. Update the references to those functions.
* BulletSim: search the mesh and hull lists to find shapes if type is not ↵Robert Adams2012-11-031-1/+1
| | | | known. This makes sure the correct accounting is done for the particular shape.
* BulletSim: debugging of compound shape implementation of linksets.Robert Adams2012-11-031-0/+12
| | | | | | | | | 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.
* BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵Robert Adams2012-11-031-27/+13
| | | | of BSLinksetCompound.
* BulletSim: vehicle tweeking.Robert Adams2012-11-031-1/+1
| | | | | | Add AddTorque() method to BSPrim. Remove some manual motor actions in computing angular force (will eventually be replaced with motor class). Remove some experimental changes.
* BulletSim: remove center-of-mass setting for linksets because it causes the ↵Robert Adams2012-11-031-49/+30
| | | | constraint calculation to pull the objects together.
* BulletSim: Use the PostTaints operation to build the linkset once before the ↵Robert Adams2012-11-031-92/+48
| | | | next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code.
* BulletSim: Use Refresh/PostTaints to cause recomputing of constraint ↵Robert Adams2012-11-031-29/+36
| | | | variables before the simulation step. Update logging and messages to properly name LinksetConstraints. Use UpdatePhysicalMassProperties to put the whole linkset mass into all the physical linkset members so they have the inertia to move the whole linkset.
* BulletSim: rename constraint classes so they show up together alphabetically.Robert Adams2012-11-031-1/+1
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* BulletSim: Add banking and other new code to vechile dynamics. Add third ↵Robert Adams2012-11-031-1/+1
| | | | party license and contributor in for for Aurora-Sim project for physics code.
* BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh ↵Robert Adams2012-10-221-15/+4
| | | | assets weren't already in the cache. Comment cleanups.
* BulletSim: remove trailing spaces to make git happy.Robert Adams2012-10-221-5/+5
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* BulletSim: Create LinkSet abstract class and sparate constraint based ↵Robert Adams2012-10-221-0/+396
linksets into own subclass. Will eventually add manual movement linkset subclass.