| Commit message (Collapse) | Author | Files | Lines |
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every so many frames. Default to off.
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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.
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Update BulletSim DLLs and SOs with simplier step function interface.
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Only initialization and debug fuctions left.
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BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
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Remove unused code. Add comments and TODOs.
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dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles.
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like raw numbers scattered around the code.
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step time so it will be applied completely the next step. The internal
AddForce routine does not scale the force.
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to get ready for...
Start creation of BulletAPITemplate. This defines the abstract interface
functions. Following commits will move over to the new interface.
This will enable switching between the managed and unmanaged version of
Bullet.
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pre and post step event invocation routines to Trigger* to be consistant. Remove old, unused code.
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updates for vehicles with per-frame action registration. One fewer special case.
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Fix line endings in BSParams.
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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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variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list.
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advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning.
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doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
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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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until after physical object destruction. TerrainManager also made disposable and that feature used.
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attribute specifications.
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dumping of physical vehicle parameters (out of Bullet) on each
simulation step and to optionally scale vehicle angular velocity
by the time step. The latter looks to be part of a difference
between angular parameters for ODE and BulletSim. SL docs say
angular velocity is measured in radians/timeScale. Not sure if this
is different than what ODE does.
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BSDynamics to make velocity vs force calculation clearer.
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absolute collections.
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replace the specialized vehicle processing with preStep event processing. Add TODO comments about this feature. Redo line endings in TODO file to be all Linux.
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DISABLE_SIMULATION to ISLAND_SLEEPING. Update DLLs and SOs to add DumpActivationInfo2 function.
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angular velocity.
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the movement added by Bullet.
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public. Add error logging for the detail log writer so a message is output when it cannot write to the specified logging directory. Modify friction defaults to be closer to ODE's values. Add new collision margin and vehicle angular damping parameters.
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different materials. For the moment, the per material tables are not used.
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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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ground. This solves the bouncing, short avatar problem (Mantis 6403).
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other classes.
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debugging code (detail log flushing).
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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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known. This makes sure the correct accounting is done for the particular shape.
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into LinksetCompound where it should be.
Create meshes for native shapes when part of a compound linkset because
scale is currently per object and not per collision shape.
Don't schedule a LinksetCompound refresh if just changing properties.
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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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are built at the same time.
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operation is most useful and is used by linksets to build and rebuild only once before the simulation step.
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party license and contributor in for for Aurora-Sim project for physics code.
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Change terrain activation state to DISABLE_SIMULATION for better performance.
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assets weren't already in the cache. Comment cleanups.
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Various tweekings to avatar shape/mass/inertia/etc.
Remove change from avatar radius to diameter. But still the avatar sinks.
Collision_end now happens immediately rather than at the next subscription time.
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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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