| Commit message (Collapse) | Author | Age | Files | Lines |
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physics engine.
Older physics engines will default to the legacy region size.
Update BulletSim to use the new region size information.
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static objects.
Reorder collision flag setting code for terrain to fit pattern used elsewhere.
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changes.
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'm_physicsScene' to match coding conventions and reduce confusion.
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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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Remove all related calls from the unmanaged and BSAPITemplate interfaces.
Update DLLs and SOs to include the version without HeightMapInfo structures.
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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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functions.
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BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
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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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for the operation of BulletSim and those defintiions/structures defined
so they can be used in the unmanaged world.
Consolidate setting of collision flags so implementation is not scattered.
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While fixing the above, add methods to physical body and shape pointer
wrapper so routines won't have to know that IntPtr.Zero means no
physical instance.
Fix problem with physical linksets failing after a few sits and
unsits by properly restoring child prom positions for compound
linksets after multiple selection and deselections.
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static objects by more restrictive selection of objects that collide
with static objects.
Rename collision mask fuctions from 'filter' to 'group' so it is clear
what is being set.
Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above.
Restore passing of time step to linear and angular motion component routines.
Use buffering vehicle physical parameter get/set routines consistantly.
Make range enforcement clearer by using ClampInRange() function for parameter setting.
Remove commented out experimental vehicle calculations.
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Add locking around unlikely but possible race conditions on terrain list.
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conflicts with PhysicsShape type defined in later libOMV
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creeping in)
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mesh terrain can be implemented.
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