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path: root/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt (follow)
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* BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams2013-04-231-0/+3
| | | | | of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
* BulletSim: complete movement of physical object action code out of theRobert Adams2013-04-081-1/+2
| | | | | physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
* BulletSim: more things into the TODO list.Robert Adams2013-03-011-1/+6
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* BulletSim: fix crash around race condition when a mesh asset cannotRobert Adams2013-02-261-7/+11
| | | | | be fetched. Update TODO list.
* BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams2013-02-211-10/+12
| | | | to eliminate some of the "cannot find terrain height" warning messages.
* BulletSim: remove degenerate triangles from meshes. This fixes theRobert Adams2013-02-051-0/+2
| | | | | | | | | invisible barriers in sculptie doorways (Mantis 6529). Bump up level-of-detail for physical meshes to 32 (the max). This fixes the invisible barriers that showed up in prim cut arches. NOTE: the default LOD values are removed from OpenSimDefaults.ini. If you don't change your OpenSimDefaults.ini, you will continue to see the arch problem.
* BulletSim: add debugging looking for doorway sculpty problemsRobert Adams2013-02-051-0/+3
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* BulletSim: fix problem where editting a physical linkset caused theRobert Adams2013-02-011-0/+1
| | | | | child prim physical positions to get out of sync with the view. More reliably compute the offset of children in a physical linkset.
* BulletSim: fix crash caused when linksets were rebuilt. A problem addedRobert Adams2013-01-311-0/+4
| | | | | when individual child pos/rot changes were implementated a week or so ago. Remove some passing of inTaintTime flag when it was never false.
* BulletSim: make sure vehicle physical properties are set when goingRobert Adams2013-01-311-19/+11
| | | | | | physical by delaying setting until pre-step time. Change vehicle.Refresh() to schedule the pre-step setting. Comments and updating of TODO list.
* BulletSim: first attempt at reporting top collidersRobert Adams2013-01-271-0/+4
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* BulletSim: parameterize several vehicle debugging values: physical linear ↵Robert Adams2013-01-271-2/+7
| | | | and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values
* BulletSim: working on COMRobert Adams2013-01-231-0/+2
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* BulletSim: allow changing position and rotation of a child of a linksetRobert Adams2013-01-211-12/+16
| | | | | without rebuilding the whole compound shape. Should make vehicles move smoother.
* BulletSim: remove unused MaxTaintsToProcessPerStep parameterRobert Adams2013-01-211-0/+2
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* BulletSim: modify motors to return correction rather than current valueRobert Adams2013-01-201-0/+3
| | | | | | | 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.
* BulletSim: Add one function that all actors who act on the physicalRobert Adams2013-01-171-1/+5
| | | | | can use to know if the object is currently active. Code cleaning including use of Util.ClampV function.
* BulletSim: add the editting children in linkset going phantom bug to TODO list.Robert Adams2013-01-151-0/+2
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* BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.Robert Adams2013-01-151-12/+12
| | | | | 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.
* BulletSim: add debugging messages to know when assets for physicalRobert Adams2013-01-151-0/+17
| | | | | objects have been fetched. Update TODO list with more work.
* BulletSim: move center of gravity of linkset to its geometric center.Robert Adams2013-01-111-0/+2
| | | | | | | 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.
* BulletSim: remove double application of buoyancy. Centralize computation of ↵Robert Adams2013-01-111-27/+31
| | | | buoyancy. Add motor angular debugging controls.
* BulletSim: Fix hover height (boats float at the correct level).Robert Adams2013-01-081-2/+2
| | | | Fix problem of vehicles going crazy when backing up.
* BulletSim: add function to push avatar up when hitting stairs.Robert Adams2013-01-071-0/+2
| | | | | | | | | | 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.
* BulletSim: update DLLs and SOs with better debugging output.Robert Adams2013-01-061-3/+9
| | | | | Add definition of hand crafted avatar mesh. Not used yet. Comments and cleanup.
* BulletSim: implement llMoveToTarget by adding PIDActive, etc.Robert Adams2013-01-041-8/+12
| | | | | Implementation of non-vehicle hover but haven't tested it a lot. Update TODO list.
* BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate.Robert Adams2012-12-311-1/+9
| | | | Update BulletSim DLLs and SOs with simplier step function interface.
* BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams2012-12-311-1/+6
| | | | BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
* BulletSim: change physical data structures to classes. Add defaultRobert Adams2012-12-311-0/+4
| | | | | | instantiations for PhysBody and PhysShape when BSPhysObject is created to account for them being classes and not structures. Update TODO list.
* BulletSim: correct collision mask definition for linkset children.Robert Adams2012-12-271-0/+1
| | | | Remove unused code. Add comments and TODOs.
* BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from ↵Robert Adams2012-12-271-1/+2
| | | | individual sub-classes and up to parent BSPhysObject class.
* BulletSim: fix buoyancy so it's properly set by a script when anRobert Adams2012-12-271-8/+16
| | | | | object is selected. Update TODO list.
* BulletSim: add physical parameter min/max constants in BSParam. I just don't ↵Robert Adams2012-12-271-0/+1
| | | | like raw numbers scattered around the code.
* BulletSim: scale the force for external AddForce by the simulationRobert Adams2012-12-261-0/+4
| | | | | step time so it will be applied completely the next step. The internal AddForce routine does not scale the force.
* BulletSim: make llBuoyancy work. For some reason, Bullet resets anRobert Adams2012-12-251-1/+2
| | | | | object's individual gravity to the world gravity when the object is added to the physical world.
* BulletSim: Rename some of the interface structures (BulletWorld, ...)Robert Adams2012-12-241-0/+7
| | | | | | | | 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.
* BulletSim: Fix single physical prim reporting its mass as zero.Robert Adams2012-12-241-2/+13
| | | | | | | 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.
* BulletSim: modify avatar motor code to make falling movement better. Clean ↵Robert Adams2012-12-221-0/+3
| | | | up some usages. Disable motor when done.
* BulletSim: begin movement of parameters from pinned memory block to ↵Robert Adams2012-12-211-7/+9
| | | | variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list.
* BulletSim: angularMotorUp working again (seems a little slow as it takes ↵Robert Adams2012-12-201-11/+22
| | | | longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list.
* BulletSim: comments and TODO list updateRobert Adams2012-12-181-1/+2
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* BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵Robert Adams2012-12-171-1/+1
| | | | 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.
* BulletSim: add even more to the TODO list.Robert Adams2012-12-161-4/+27
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* BulletSim: rip out old code for linkset child position fetching. BulletSim ↵Robert Adams2012-12-161-0/+3
| | | | doesn't need to do that bookkeeping because SOG/SOP already does it.
* BulletSim: Add more to the TODO list. Clean up and improve some comments.Robert Adams2012-12-131-2/+5
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* BulletSim: updates and rearrangement of the TODO list.Robert Adams2012-12-121-14/+33
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* BulletSim: protect prim property setting to remove crash from taints setting ↵Robert Adams2012-12-111-2/+7
| | | | properties after the destroy object taint has happened.
* BulletSim: add ini file and command line parameters to controlRobert Adams2012-12-111-2/+5
| | | | | | | | | 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.
* BulletSim: update comments and add more to TODO list.Robert Adams2012-12-081-1/+7
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* BulletSim: update and add to the TODO list.Robert Adams2012-12-061-31/+56
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