| Commit message (Collapse) | Author | Age | Files | Lines |
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BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
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BulletSim fixed constraint to not be confused with the native version.
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equilibrium point in the physics engine constraint.
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Add specific error warnings for mis-matched parameter types in extended
physics functions.
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parameters that control multiple axis. Add useLinearReferenceFrameA constraint parameter.
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for spring constraints. Renumber parameter ops since I can as no one is using them yet.
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Add setting of linkset type to physChangeLinkParams. Lots of detail logging for setting of linkset constraint parameters.
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Update routines to use the new parameters list from above change.
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LocalID of object which created the taint.
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and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
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implementation of physChangeLinkParams() in BSLinksetConstraint.
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as case variables in switch statements.
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constraints. Not fully functional. Remove double definition of ExtendedPhysics parameters by having BulletSim reference the optional module (addition to prebuild.xml and usings).
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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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the linkset physics at next PostTaint time. Replace the existing calls to ScheduleRebuild to be calls to Refresh(). This allows external routines to make changes to parameters and then cause the linkset to rebuild.
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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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Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 44543ebe638f391fc1c7ff532fe4470006dec55a.
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The changes don't seem to be ready for prime time.
This reverts commit 803632f8f32d91bb4aec678d8b45a8430c2703e1.
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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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(like vectors or quaternions).
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layers for physical (vs simulator) location displacement and linksets.
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and vehicles and clean up code by removing their kludgyness.
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without rebuilding the whole compound shape. Should make vehicles move
smoother.
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Only initialization and debug fuctions left.
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(.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
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instantiations for PhysBody and PhysShape when BSPhysObject is created
to account for them being classes and not structures.
Update TODO list.
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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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flag to ZeroMotion method. Update the references to those functions.
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known. This makes sure the correct accounting is done for the particular shape.
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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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of BSLinksetCompound.
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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.
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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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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.
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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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