| Commit message (Collapse) | Author | Files | Lines |
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conflicts with PhysicsShape type defined in later libOMV
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Simple attempt to make avatars better shaped.
Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth'
and 'avatarCapsuleDepth'.
More tweeking to avatar height calculation. A little better but
short avatar's feet are above the terrain and tall avatar's feet
are a little below the ground.
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getting simplified out of existance someday) and update all the references to that enum.
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corrections (below ground and floating).
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other classes.
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master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing
changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
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flag to ZeroMotion method. Update the references to those functions.
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Remove all compilation warnings (mostly 'protected' in sealed classes.)
Add the dynamicAabbEnable parameter to creation of compound shapes.
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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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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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UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty.
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vehicle was going to sleep while waiting for commands. Make AddAngularForce work the same way as AddForce -- accumulates values and pushes them once into Bullet.
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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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failed flag in BSPrim.ForceBodyShapeRebuild()
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handling.
Refactor some names to make them available for the asset tracking and fetching.
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Change character scaling to represent size of capsule (diameter rather than radius)
Modify create capsule call to pass radius and height.
Eliminate errors when calculating shape inertia (should have some type checking).
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Add new function to ParameterDefn for calling BulletSimAPI to set values.
Tweaking to BSCharacter parameter setting to try and have avatars stand.
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Add capsule shape to BSShapeCollection().
Remember last updated values so inter frame diffs can be computed.
Parameterize avatarStandingFriction and reduce to 10 from 999.
The latter high value made avatars very hard to push.
Set CCD parameters for prims and characters of specified.
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Bullet 2.81
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taint-time specification to new AddForce().
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improve interactions.
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Update BSDynamics to use same (don't want to delay updates til next taint-time.
Suppress queuing a taint update for position and orientation calls if value
does not change.
Move Bullet timing statistics call from C# back to C++ code.
Throttle taints per simulation step and add parameter to set.
By default, don't create hulls for physical objects. Add a
parameter to turn on and off.
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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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children of BSPrim and BSCharacter.
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destroyed. This fixes many problems with physical linksets.
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keep the creation of constraints separate from runtime.
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use.
Added callbacks for shape and body changes in GetBodyAndShape() so the linkset
constraints can be picked up and restored. A better design might be to have
a "prim shape changed" event. Think about that.
Added constraint types to general constraint class.
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going back now.
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pointers at runtime and at taint-time. Now passes the body into the
taint.
Vehicles zero inertia when active to eliminate Bullet's contribution
to vehicle motion.
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Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION.
Might reconsider this and, alternatively, have dynamic objects force activation.
Clean up use of DetailLog().
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Rearrangement and cleanup of shape collection code. Much more readable.
Enabling and use of collision filters and masks.
Addition of ID to body creation BulletSimAPI calls so always set in
shape for collision reporting.
Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder
from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE
which makes volume detect fail.
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so the members case is consistant. Caused modifications everywhere.
New logic in BSShapeCollection to track use and sharing of shapes.
I just reslized, though, that shapes cannot be shared because the
shape's UserPointer is the localID of the prim and is required
for tracking collisions. More changes coming.
Added DuplicateCollisionShape2() to API and changed BuildNativeShape2
to take a ShapeData structure so don't have to pass so many parameters.
This matches the latest version of BulletSim.dll.
Additions and removal of DetailLog() statements for debugging.
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collision shape
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Eliminate some null exceptions created adding the above code.
Add and remove some detailed logging statements.
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tracking in the C# code. Needed for the changing body type
(to and from GhostObjects) for volumeDetect.
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Fix avatar height calculation to properly account for the capsule ends.
Rearrange some locking in TerrainManager to eliminate possible race conditions.
Move DetailLog() definition into common BSPhysObject class.
Some variable renaming to make usage clearer (refactor.rename makes this so easy).
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and into the parent class BSPhysObject.
Rework collision logic to enable extra collision after done colliding.
Rename 'Scene' to 'PhysicsScene' to differentiate it from the simulator 'Scene'.
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children.
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setting. There is no reason these should be using the simulation time interval for parameter calculation.
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Fix collision code to properly sense mega-region children regions as terrain.
When setting an object physical, reset all the physical properties (friction, ...).
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