Commit message (Collapse) | Author | Files | Lines | ||
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2013-01-18 | BulletSim: reduce jitter in avatar velocity when walking or flying. | Robert Adams | 2 | -2/+9 | |
OpenSimulator is VERY sensitive to changes in avatar velocity and will send an avatar update message when velocity changes more than 0.001m/s. This significantly reduces the number of avatar update messages by smoothing the avatar velocity returned by Bullet. | |||||
2013-01-18 | BulletSim: add logic to turn off pre-step actions when object goes | Robert Adams | 1 | -0/+21 | |
non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget' when the object is selected or made non-physical. | |||||
2013-01-17 | BulletSim: Add one function that all actors who act on the physical | Robert Adams | 5 | -24/+31 | |
can use to know if the object is currently active. Code cleaning including use of Util.ClampV function. | |||||
2013-01-15 | BulletSim: add the editting children in linkset going phantom bug to TODO list. | Robert Adams | 1 | -0/+2 | |
2013-01-15 | BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP. | Robert Adams | 5 | -28/+30 | |
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. | |||||
2013-01-15 | BulletSim: add debugging messages to know when assets for physical | Robert Adams | 4 | -17/+51 | |
objects have been fetched. Update TODO list with more work. | |||||
2013-01-15 | BulletSim: reduce maximum force a script can apply (like in llApplyImpulse) | Robert Adams | 1 | -3/+3 | |
to the documented maximum from the outragious number previously. | |||||
2013-01-15 | BulletSim: tweeks to improve hover. | Robert Adams | 1 | -5/+21 | |
2013-01-15 | BulletSim: temporarily disable banking and direction deflection | Robert Adams | 2 | -10/+29 | |
because the computations are wrong. Add VehicleTorqueImpulse routines. | |||||
2013-01-15 | BulletSim: fix logic for enabling unmanaged code debug messages. | Robert Adams | 1 | -1/+14 | |
Free pinned memory when physics engine is unloaded. | |||||
2013-01-15 | BulletSim: by default, turn on continuious collision detection (CCD) | Robert Adams | 1 | -3/+3 | |
and enable friction computation caching. Remove dangerous BulletSim settings from OpenSimDefaults.ini. | |||||
2013-01-14 | BulletSim: fix not moving physical objects below terrain to over terrain. | Robert Adams | 5 | -18/+36 | |
Add locking on register prestep action list preventing potential race conditions. Little comment and formatting changes. | |||||
2013-01-14 | BulletSim: disable center-of-mass computation for linksets until debugged. ↵ | Robert Adams | 2 | -25/+36 | |
Move physical prim above ground if it is underground. Previously tried to correct by applying and up force but the prim would never go through the ground. | |||||
2013-01-13 | prevent potencial invalid refs | UbitUmarov | 2 | -170/+53 | |
2013-01-11 | BulletSim: move center of gravity of linkset to its geometric center. | Robert Adams | 10 | -32/+106 | |
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. | |||||
2013-01-11 | BulletSim: add osGetPhysicsEngineType() LSL function and update | Robert Adams | 9 | -11/+28 | |
the physics engines to return the name that is specified in the INI file ("physics = XXX") as the type of engine. This os function is a little different than the others in that it does not throw an exception of one is not privilaged to use it. It merely returns an empty string. | |||||
2013-01-11 | BulletSim: Add IsSelected attribute to physical objects. Have vehicles check ↵ | Robert Adams | 4 | -50/+162 | |
to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion. | |||||
2013-01-11 | BulletSim: Redo linear function coding so they can better interact. New ↵ | Robert Adams | 2 | -62/+91 | |
algorithm for limitMotorUp that relies on going up when not colliding rather than distance from ground. Add parameter for turning on and off embedded source vehicle debugging. | |||||
2013-01-11 | BulletSim: remove double application of buoyancy. Centralize computation of ↵ | Robert Adams | 4 | -65/+59 | |
buoyancy. Add motor angular debugging controls. | |||||
2013-01-11 | BulletSim: fix the 'No recognised physics mesh found ...' error spew by ↵ | Robert Adams | 1 | -1/+1 | |
remembering that the last asset fetch failed until the simulator resets the shape parameters. | |||||
2013-01-08 | BulletSim: Fix hover height (boats float at the correct level). | Robert Adams | 2 | -8/+12 | |
Fix problem of vehicles going crazy when backing up. | |||||
2013-01-07 | BulletSim: improve vehicle angular banking and deflection computation. ↵ | Robert Adams | 1 | -19/+18 | |
Rotate angular correction forces to be world relative rather than vehicle relative. | |||||
2013-01-08 | * DAnger, TEST * change camera plane collision detection. Still bounces on | UbitUmarov | 1 | -12/+29 | |
* prim edges due to camera lag | |||||
2013-01-07 | BulletSim: add function to push avatar up when hitting stairs. | Robert Adams | 5 | -27/+119 | |
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. | |||||
2013-01-07 | BulletSim: fix exception when re-creating the terrain when loading an OAR file | Robert Adams | 1 | -0/+2 | |
2013-01-07 | also exclude land | UbitUmarov | 1 | -3/+3 | |
2013-01-07 | exclude avatars from unfiltered RaycastWorld | UbitUmarov | 1 | -3/+3 | |
2013-01-06 | BulletSim: comments and removing small compile errors introduced in last commit. | Robert Adams | 3 | -9/+3 | |
2013-01-06 | BulletSim: update DLLs and SOs with better debugging output. | Robert Adams | 4 | -12/+151 | |
Add definition of hand crafted avatar mesh. Not used yet. Comments and cleanup. | |||||
2013-01-06 | don't try to read geom positions outside main ode thread :( | UbitUmarov | 1 | -10/+11 | |
2013-01-04 | BulletSim: fix problem where mesh shapes were physically just their bounding ↵ | Robert Adams | 1 | -0/+1 | |
box and not the complete mesh. Fill mesh physical objects are back. | |||||
2013-01-04 | BulletSim: implement llMoveToTarget by adding PIDActive, etc. | Robert Adams | 2 | -50/+33 | |
Implementation of non-vehicle hover but haven't tested it a lot. Update TODO list. | |||||
2013-01-04 | BulletSim: add some features to the PID motor to make it more flexible. | Robert Adams | 1 | -9/+18 | |
2013-01-04 | BulletSim: convert avatar movement from a force to an impulse. Shouldn't | Robert Adams | 1 | -2/+2 | |
change functionality but removes an oddity in computing the force. | |||||
2013-01-04 | BulletSim: add initial implementation of llMoveToTarget and hover height. | Robert Adams | 1 | -10/+147 | |
Not all there yet. | |||||
2013-01-04 | BulletSim: reorganize motor code a little to pull together common functions. | Robert Adams | 1 | -18/+129 | |
Add BSFMotor. | |||||
2013-01-04 | BulletSim: add comments to force and impulse setting functions | Robert Adams | 1 | -0/+8 | |
so it is clear what Bullet is actually doing with the set values. | |||||
2013-01-04 | BulletSim: fix problem where pre-step actions would not replaced | Robert Adams | 1 | -0/+4 | |
by new registrations thus causing multiple instances of an action. | |||||
2013-01-04 | BulletSim: add ResetBroadphasePool and ResetConstraintSolver diagnostic | Robert Adams | 4 | -50/+73 | |
functions. If values set from console, the functions are called. Looking for why the collision pools fill up with unnecessary stuff. | |||||
2013-01-03 | bug fix, cleanup... | UbitUmarov | 3 | -38/+34 | |
2013-01-02 | i try to fix avatar orientation in some cases.. | UbitUmarov | 1 | -2/+2 | |
2013-01-02 | add a lock to CollisionEventsThisFrame | UbitUmarov | 1 | -20/+29 | |
2013-01-02 | *TEST* avatar unscripted sit. Some guessing/automation | UbitUmarov | 5 | -330/+801 | |
2013-01-01 | BulletSim: add parameter to have Bullet output performance statistics | Robert Adams | 4 | -7/+11 | |
every so many frames. Default to off. | |||||
2013-01-01 | BulletSim: move selection of the unmanaged Bullet DLL from BSPlugin | Robert Adams | 2 | -6/+8 | |
into the unmanaged Bullet interface class. | |||||
2013-01-01 | BulletSim: move over and port the interface for BulletXNA. | Robert Adams | 7 | -315/+623 | |
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. | |||||
2013-01-01 | BulletSim: fix line endings. | Robert Adams | 2 | -52/+52 | |
2013-01-01 | BulletSim: subclass Bullet[World|Body|Shape|Constraint] for unmanaged | Robert Adams | 6 | -278/+1806 | |
to have pointers and managed to have objects. Initial paste of XNA code. Commented out. | |||||
2012-12-31 | BulletSim: remove unused unmanaged memory reference functions from ↵ | Robert Adams | 2 | -2/+4 | |
BSAPITemplate. | |||||
2012-12-31 | BulletSim: remove rigid body contruction functions from BSAPITemplate that ↵ | Robert Adams | 2 | -61/+0 | |
relied on prebuilt construction info structures. |