| Commit message (Collapse) | Author | Files | Lines |
|
of both position change and up force that move avatars over barrier.
Default parameters are for steps up to 0.5m in height.
|
|
|
|
Fix a few enabling problems.
|
|
physical object and into actors for setForce, setTorque, hover, lock
axis and avatar move.
|
|
|
|
up the vehicle actor.
|
|
Add first 'actor' for locked axis.
|
|
requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
|
|
contact processing threshold for static object as well as mesh terrain.
|
|
maximum velocity and angular velocity values for prims.
|
|
be fetched.
Update TODO list.
|
|
to eliminate some of the "cannot find terrain height" warning messages.
|
|
by default. Like more debugging is needed.
|
|
they stop moving.
|
|
funny unit that is 100 times real density (default 1000).
Fix avatar drifting slowly when stationary flying.
Fix for physical prims getting corrected for being under terrain when it was
just its geometric center that was below terrain.
Add PreUpdatePropertyAction allowing plugable modifiction of phys
parameters returned from Bullet.
Fix an exception setting GravityMultiplier on initialization.
Update DLLs and SOs for good measure (no functional change).
|
|
simulator to update info.
|
|
layers for physical (vs simulator) location displacement and linksets.
|
|
dialog setting of friction, restitution, ... working.
|
|
prim body is initialized.
|
|
|
|
when individual child pos/rot changes were implementated a week or so ago.
Remove some passing of inTaintTime flag when it was never false.
|
|
physical by delaying setting until pre-step time. Change vehicle.Refresh()
to schedule the pre-step setting.
Comments and updating of TODO list.
|
|
for physical objects. Non-physical objects can go anywhere they want.
|
|
|
|
|
|
|
|
vehicle to use post step event for logging.
|
|
below terrain. If the position is being corrected because it is out
of bounds, all other movement rules are out the window.
|
|
This doesn't seem to help the vehicle stability.
Rename vehicle internal variables adding a "V" or "W" so it is clear
when coordinates are vehicle or world relative.
|
|
|
|
Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
|
|
|
|
and vehicles and clean up code by removing their kludgyness.
|
|
Pass through old angular velocity making for smoother transitions.
Remove some old kludges for angular motion (damping and rotvel suppression).
|
|
without rebuilding the whole compound shape. Should make vehicles move
smoother.
|
|
when should be standing.
Modify angular force routines to be the same pattern as linear force routines.
BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!!
Fix some bugs in BSMotor dealing with the motor going to zero.
Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity,
MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity,
and most of the values are defaulted to values that are larger
than in SL.
Use the new parameters in BSPrim, BSCharacter and BSDynamic.
|
|
to better use them for incremental updates.
Modify prim and character to use the new motors.
Simplify the vehicle linear movement code to just update the velocity
directly or the basic movement.
|
|
non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget'
when the object is selected or made non-physical.
|
|
can use to know if the object is currently active.
Code cleaning including use of Util.ClampV function.
|
|
Add locking on register prestep action list preventing potential race conditions.
Little comment and formatting changes.
|
|
Move physical prim above ground if it is underground. Previously tried to correct by applying and up force but the prim would never go through the ground.
|
|
Necessitated allowing simulator and physical position of a body to
get out of sync since Bullet assumes that <0,0,0> is the center of mass.
Update DLLs and SOs for the UpdateChildTransform so positions of
individual prim in a linkset can be implemented.
|
|
to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion.
|
|
buoyancy. Add motor angular debugging controls.
|
|
remembering that the last asset fetch failed until the simulator resets the shape parameters.
|
|
It looks like BulletSim and ODE rely on penetration correction to cause
the avatar to move up and thus allowing walking up stairs. Object
penetration was minimized for walking and flying (so one doesn't go
through walls) and this stopped stairs from working. This commit
introduces avatar movement code to check for collisions at the
feet while walking and attempts to raise the avatar for the steps.
Not yet perfect but movement is better.
|
|
Implementation of non-vehicle hover but haven't tested it a lot.
Update TODO list.
|
|
Not all there yet.
|
|
Copied BulletSNPlugin.BulletSimAPI to a new
BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to
comply with the BSAPITemplate definition. Not totally debugged
but the code is all there for an INI variable to select either
unmanaged C++ Bullet or the C# version of Bullet.
|
|
|