Commit message (Collapse) | Author | Files | Lines | ||
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2012-07-31 | BulletSim: fix problem where resizing a primary shape (cube or sphere) would ↵ | Robert Adams | 1 | -4/+2 | |
not rebuild the physics mesh. Update the DLLs and SOs to latest version. | |||||
2012-07-31 | BulletSim: change boolean parameters in the shape data from int's to float's ↵ | Robert Adams | 1 | -2/+6 | |
to be consistant with parameter data structure | |||||
2012-07-31 | BulletSim: add parameters and API calls for setting ERP and CFM. | Robert Adams | 1 | -12/+26 | |
Set ERP and CFM in linkset constraints. Reorder rebuilding of object bodies so they are not rebuilt everytime something is linked and unlinked. | |||||
2012-07-26 | BulletSim: fix a recursive loop when fetching the mass of the root of a linkset. | Robert Adams | 1 | -1/+1 | |
2012-07-26 | BulletSim: refactor all the linkset logic out of the prim class | Robert Adams | 1 | -232/+95 | |
and into its own class. The BulletSim data structures track individual prims as linksets of 1 so most of the prim code is not different between a linked and unlinked object. | |||||
2012-07-25 | BulletSim: add parameters for setting linkset constraint factors | Robert Adams | 1 | -15/+9 | |
2012-07-25 | BulletSim: small change to use the pointer to the bullet object for zeroing ↵ | Robert Adams | 1 | -6/+5 | |
forces. | |||||
2012-07-25 | BulletSim: Move constraint tracking from C++ code to C# code | Robert Adams | 1 | -16/+37 | |
for more flexibility. | |||||
2012-07-23 | BulletSim: change how prim mass is saved so it is always calculated but zero ↵ | Robert Adams | 1 | -20/+23 | |
is given if not physical. | |||||
2012-07-23 | BulletSim: small optimizations for link and unlink code | Robert Adams | 1 | -12/+8 | |
2012-07-23 | BulletSim: add all the new functions to BulletSimAPI. | Robert Adams | 1 | -2/+11 | |
Modify ZeroMotion() to not make tainting calls and to use new API calls. | |||||
2012-07-23 | BulletSim: improve linking to add each link individually rather than ↵ | Robert Adams | 1 | -60/+76 | |
rebuilding the object each time. Makes it an O(n) operation rather than O(n\!). | |||||
2012-07-20 | BulletSim: more detail logging for vehicle and general physics debugging. | Robert Adams | 1 | -32/+136 | |
Physical linksets are fully functional. Tweeking of the vehicle code to make it semi-work. Utilize the new API2 for some setting operations. Add GetOrientation() API call for proper reporting of children of linksets. Changes the interface between C# and C++ code so old DLLs won't work! | |||||
2012-07-20 | BulletSim: fix compile errors from last commit. Clean up passing of physics ↵ | Robert Adams | 1 | -3/+3 | |
scene into vehicle dynamics code. | |||||
2012-07-20 | BulletSim: Add very detailed logging to BSDynamics for vehicle debugging | Robert Adams | 1 | -0/+1 | |
2012-07-20 | BulletSim: Add PID variables to physical scene. Not PIDing yet, but soon. | Robert Adams | 1 | -64/+52 | |
Cleaned up code and got rid of compile warnings. | |||||
2012-07-20 | BulletSim: Add detailed and voluminous debug logging that is enabled | Robert Adams | 1 | -21/+31 | |
with an ini configuration parameter. Correct computation of relative offsets of children in a linkset. Remove a prim from any link relationship before deleting it. Minor code flow cleanups. | |||||
2012-07-06 | Clean up collision reporting code so they are properly passed to | Robert Adams | 1 | -12/+17 | |
the simulator in batches. More comments. | |||||
2012-03-26 | BulletSim: make avatar animations update properly. | Robert Adams | 1 | -5/+13 | |
It seems that ODE calls the avatar collision handling routine even if there are no collisions. This causes the animation to be updated. So, for instance, going from HOVER to FLY is caused by the physics engine calling the collision routine each frame with 0 collisions. | |||||
2012-03-23 | BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵ | Robert Adams | 1 | -11/+6 | |
(there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID. | |||||
2012-03-22 | BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵ | Robert Adams | 1 | -11/+6 | |
(there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID. | |||||
2011-12-20 | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 1 | -1/+2 | |
2011-12-20 | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 1 | -1/+2 | |
2011-10-25 | Remove unused fields from CollisionEventUpdate | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2011-08-29 | Use GetMeshKey from PrimitiveBaseShape. | Robert Adams | 1 | -7/+15 | |
2011-08-26 | BulletSim: add mesh representation. Use meshes for static objects and switch ↵ | Robert Adams | 1 | -112/+194 | |
to hulls for physical objects. | |||||
2011-08-18 | BulletSim: add runtime setting of physics parameters. Update default values. | Robert Adams | 1 | -5/+5 | |
2011-08-05 | BulletSim: fix problem with not convex hulling large objects by creating ↵ | Mic Bowman | 1 | -3/+5 | |
unit meshes and always scaling in Bullet | |||||
2011-08-05 | BulletSim: Parameters settable from ini file. Linksets. Physical property ↵ | Robert Adams | 1 | -113/+154 | |
value tuning | |||||
2011-07-22 | Pass collisions and updates in pinned memory (saves marshaling). | Robert.Adams | 1 | -54/+86 | |
Fix folding feet by using collision normals. Add constraint specification. | |||||
2011-07-22 | Pass collisions and updates in pinned memory (saves marshaling). | Dan Lake | 1 | -54/+86 | |
Fix folding feet by using collision normals. Add constraint specification. | |||||
2011-06-20 | BulletSim initial checkin | Robert Adams | 1 | -0/+1192 | |