| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
child prim physical positions to get out of sync with the view.
More reliably compute the offset of children in a physical linkset.
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values
|
| |
|
|
|
|
|
| |
without rebuilding the whole compound shape. Should make vehicles move
smoother.
|
| |
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
can use to know if the object is currently active.
Code cleaning including use of Util.ClampV function.
|
| |
|
|
|
|
|
| |
It was a dumb idea to try and do a nose over feature for jumping cars anyway.
Add better logging of native shape creation/reuse so can tell the difference.
|
|
|
|
|
| |
objects have been fetched.
Update TODO list with more work.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
buoyancy. Add motor angular debugging controls.
|
|
|
|
| |
Fix problem of vehicles going crazy when backing up.
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
Add definition of hand crafted avatar mesh. Not used yet.
Comments and cleanup.
|
|
|
|
|
| |
Implementation of non-vehicle hover but haven't tested it a lot.
Update TODO list.
|
|
|
|
| |
Update BulletSim DLLs and SOs with simplier step function interface.
|
|
|
|
| |
BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
|
|
|
|
|
|
| |
instantiations for PhysBody and PhysShape when BSPhysObject is created
to account for them being classes and not structures.
Update TODO list.
|
|
|
|
| |
Remove unused code. Add comments and TODOs.
|
|
|
|
| |
individual sub-classes and up to parent BSPhysObject class.
|
|
|
|
|
| |
object is selected.
Update TODO list.
|
|
|
|
| |
like raw numbers scattered around the code.
|
|
|
|
|
| |
step time so it will be applied completely the next step. The internal
AddForce routine does not scale the force.
|
|
|
|
|
| |
object's individual gravity to the world gravity when the object
is added to the physical world.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
Properly return root mass as mass of just the root prim rather
than the mass of the linkset. SOG has the logic to add the masses
together to get the linkset mass.
Update TODO list.
|
|
|
|
| |
up some usages. Disable motor when done.
|
|
|
|
| |
variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list.
|
|
|
|
| |
longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list.
|
| |
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
doesn't need to do that bookkeeping because SOG/SOP already does it.
|
| |
|
| |
|
|
|
|
| |
properties after the destroy object taint has happened.
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
| |
absolute collections.
|
|
|
|
| |
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.
|
|
remember to do.
|