| Commit message (Collapse) | Author | Files | Lines |
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avatars collide. This is true by default.
This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene.
So there is no provision yet for giving avatars different collision types.
This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim
This is equivalent to the av_av_collisions_off option in ODE.
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Need to do this for a test. Final implementation will be properly controlled through a property.
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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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from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
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Add definition of hand crafted avatar mesh. Not used yet.
Comments and cleanup.
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to have pointers and managed to have objects.
Initial paste of XNA code. Commented out.
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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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(.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
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instantiations for PhysBody and PhysShape when BSPhysObject is created
to account for them being classes and not structures.
Update TODO list.
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Remove unused code. Add comments and TODOs.
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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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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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