Commit message (Collapse) | Author | Age | Files | Lines | |
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* | BulletSim: remove check for small motor movement because, while it | Robert Adams | 2012-12-29 | 2 | -3/+6 |
| | | | | | | did the right thing for stopping (speed reducing to zero), it prevented movement from starting (speed increasing from zero). Will revisit when the generalize PID motor is debugged. | ||||
* | BulletSim: an 'if' to suppress multiple setting of avatar orientation. | Robert Adams | 2012-12-29 | 1 | -5/+9 |
| | | | | | | | Looks like the viewer bombards the server with avatar orientation information (we're talking several hundred a second) when the avatar is being turned or when walking. This change just reduces the number of 'set' calls into unmanaged code. | ||||
* | BulletSim: tweeking avatar capsule code in an attempt to have | Robert Adams | 2012-12-29 | 4 | -46/+81 |
| | | | | | | | | | asymmetrical avatar capsule work now that rotation is being passed from the simulator. Turns out the Bullet capsule is just not very functional: it doesn't scale properly, the implementation only half does asymmetry and, in general, is hard to work with. Avatar shape is about what it was before these changes. Added initial data structures for avatar shape mesh. | ||||
* | BulletSim: add 'AvatarAlwaysRunFactor' parameter and use in setTargetVelocity | Robert Adams | 2012-12-28 | 2 | -3/+9 |
| | | | | to implement the 'always run' feature. | ||||
* | BulletSim: fix problem of avatars appearing to walk through walls | Robert Adams | 2012-12-28 | 1 | -51/+55 |
| | | | | | by moving the movement motor to a pre-step action and out of its questionable previous home in UpdateProperties. | ||||
* | BulletSim: correct collision mask definition for linkset children. | Robert Adams | 2012-12-27 | 4 | -35/+18 |
| | | | | Remove unused code. Add comments and TODOs. | ||||
* | BulletSim: fix physical object not interacting with static objects. | Robert Adams | 2012-12-27 | 1 | -9/+24 |
| | | | | | Another instance of the underlying Bullet doing, ah, helpful things when items are added to the world. | ||||
* | BulletSim: Parameterize nominal frame rate (55) and add parameters to ↵ | Robert Adams | 2012-12-27 | 4 | -5/+21 |
| | | | | dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles. | ||||
* | BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from ↵ | Robert Adams | 2012-12-27 | 4 | -39/+55 |
| | | | | individual sub-classes and up to parent BSPhysObject class. | ||||
* | BulletSim: fix buoyancy so it's properly set by a script when an | Robert Adams | 2012-12-27 | 4 | -15/+44 |
| | | | | | object is selected. Update TODO list. | ||||
* | BulletSim: fix odd code that wasn't really recomputing the mass of a | Robert Adams | 2012-12-27 | 1 | -7/+7 |
| | | | | | rebuilt linkset. I was burnt by making get/set methods with side effects. I should know better. | ||||
* | BulletSim: add physical parameter min/max constants in BSParam. I just don't ↵ | Robert Adams | 2012-12-27 | 4 | -11/+15 |
| | | | | like raw numbers scattered around the code. | ||||
* | BulletSim: complete applyImpulse function in BSCharacter (like I said | Robert Adams | 2012-12-27 | 1 | -8/+17 |
| | | | | I did last time). | ||||
* | BulletSim: scale the force for external AddForce by the simulation | Robert Adams | 2012-12-26 | 3 | -1/+19 |
| | | | | | 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 an | Robert Adams | 2012-12-25 | 3 | -5/+13 |
| | | | | | object's individual gravity to the world gravity when the object is added to the physical world. | ||||
* | BulletSim: stop avatar from sliding VERY slowly after walking by | Robert Adams | 2012-12-25 | 1 | -3/+2 |
| | | | | only zeroing the movement motor in the UpdateProperties routine. | ||||
* | BulletSim: Rename some of the interface structures (BulletWorld, ...) | Robert Adams | 2012-12-24 | 9 | -13/+412 |
| | | | | | | | | 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: Default avatar density changed to 3.5 which is WAY closer | Robert Adams | 2012-12-24 | 2 | -9/+9 |
| | | | | | | to the SL value. Fixed frictin values for physical materials which were just wrong which caused things that should have slipped to not. | ||||
* | BulletSim: Fix single physical prim reporting its mass as zero. | Robert Adams | 2012-12-24 | 7 | -54/+83 |
| | | | | | | | 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 Adams | 2012-12-22 | 3 | -35/+45 |
| | | | | up some usages. Disable motor when done. | ||||
* | BulletSim: remove post step one-time taints (doesn't make any sense). Rename ↵ | Robert Adams | 2012-12-22 | 1 | -82/+30 |
| | | | | pre and post step event invocation routines to Trigger* to be consistant. Remove old, unused code. | ||||
* | BulletSim: add Enabled parameter and operation to motors. | Robert Adams | 2012-12-22 | 1 | -2/+16 |
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* | BulletSim: remove all special vehicle code from BSScene. Replace per-frame ↵ | Robert Adams | 2012-12-21 | 2 | -101/+20 |
| | | | | updates for vehicles with per-frame action registration. One fewer special case. | ||||
* | BulletSim: remove the movement decay while flying. Made flying slow down ↵ | Robert Adams | 2012-12-21 | 1 | -6/+0 |
| | | | | over time. | ||||
* | BulletSim: Fix llApplyImpulse so it works after the first impulse. The ↵ | Robert Adams | 2012-12-21 | 2 | -4/+29 |
| | | | | problem was Bullet deactivating the object between the pushes (when, as far as the physics engine is concerned, it isn't moving). | ||||
* | BulletSim: add BSPhysObject code to manage registrations of preStep events. ↵ | Robert Adams | 2012-12-21 | 3 | -66/+104 |
| | | | | Use same to implement setForce and setTorque so the values are restored at the beginning of each step (since Bullet zeros forces applied last step). Simplify implementation of AddForce and AddTorque by relying on the addition of forces in Bullet. | ||||
* | BulletSim: repair vehicle problems introduced in previous 'improvements'. ↵ | Robert Adams | 2012-12-21 | 4 | -572/+598 |
| | | | | Fix line endings in BSParams. | ||||
* | BulletSim: Move all the parameter variables, tables and get and fetch logic ↵ | Robert Adams | 2012-12-21 | 13 | -606/+681 |
| | | | | to a separate, static class for easier addition and to remove all that bulk from the BSScene class. | ||||
* | BulletSim: small fix to avatar movement motor use which keeps avatar from ↵ | Robert Adams | 2012-12-21 | 1 | -1/+2 |
| | | | | flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable. | ||||
* | BulletSim: avatar movement smoothed with motor that modifies avatar velocity ↵ | Robert Adams | 2012-12-21 | 2 | -4/+81 |
| | | | | to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly. | ||||
* | BulletSim: Better detail logging of VMotor actions. | Robert Adams | 2012-12-21 | 1 | -7/+8 |
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* | BulletSim: begin movement of parameters from pinned memory block to ↵ | Robert Adams | 2012-12-21 | 2 | -7/+19 |
| | | | | variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list. | ||||
* | BulletSim: fix incorrectly defined property changed flag. | Robert Adams | 2012-12-20 | 1 | -3/+1 |
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* | BulletSim: Check for unspecified TimeScale in BSVMotor and don't scale if ↵ | Robert Adams | 2012-12-20 | 1 | -9/+43 |
| | | | | not specified. Add test dump routine. Don'e zero current and target values when error goes to zero as the values could be used externally to store the actual target values, etc. | ||||
* | BulletSim: replace use of funky nullable values for vehicle property update ↵ | Robert Adams | 2012-12-20 | 1 | -26/+43 |
| | | | | control (m_known* stuff). Bitmaps will be quicker to test and to clear. | ||||
* | BulletSim: angularMotorUp working again (seems a little slow as it takes ↵ | Robert Adams | 2012-12-20 | 2 | -32/+66 |
| | | | | longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list. | ||||
* | BulletSim: reorganize motor step code to separate error computation allowing ↵ | Robert Adams | 2012-12-20 | 1 | -51/+91 |
| | | | | subclass for PID error correction. | ||||
* | BulletSim: improve angularVerticalAttraction calculation to compute angular ↵ | Robert Adams | 2012-12-18 | 1 | -18/+15 |
| | | | | correction velocity rather than estimating correction (excuse to use trig functions). | ||||
* | BulletSim: initial implementation of a PID motor. Not hooked up yet. | Robert Adams | 2012-12-18 | 1 | -6/+38 |
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* | BulletSim: comments and TODO list update | Robert Adams | 2012-12-18 | 2 | -3/+9 |
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* | BulletSim: apply friction to linear and angular motion before returning ↵ | Robert Adams | 2012-12-17 | 3 | -14/+2 |
| | | | | 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. | ||||
* | BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵ | Robert Adams | 2012-12-17 | 4 | -29/+32 |
| | | | | 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: fix vehicles being shot in the air at border crossings because of ↵ | Robert Adams | 2012-12-16 | 1 | -2/+5 |
| | | | | mis-application of correction to postion for below groundness. | ||||
* | BulletSim: add parameter to UpdateProperties call into the linkset so ↵ | Robert Adams | 2012-12-16 | 6 | -36/+65 |
| | | | | 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. | ||||
* | BulletSim: add even more to the TODO list. | Robert Adams | 2012-12-16 | 1 | -4/+27 |
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* | BulletSim: add check for border crossing in character position sanity check. | Robert Adams | 2012-12-16 | 1 | -2/+10 |
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* | BulletSim: refactor to combine common terrain height testing code. Add ↵ | Robert Adams | 2012-12-16 | 1 | -38/+48 |
| | | | | function to test if a position is over known terrain. | ||||
* | BulletSim: remove some errors on shutdown by moving terrain destruction ↵ | Robert Adams | 2012-12-16 | 2 | -3/+16 |
| | | | | until after physical object destruction. TerrainManager also made disposable and that feature used. | ||||
* | BulletSim: rip out old code for linkset child position fetching. BulletSim ↵ | Robert Adams | 2012-12-16 | 5 | -45/+31 |
| | | | | 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 Adams | 2012-12-13 | 2 | -10/+9 |
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