| 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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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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