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2012-11-03BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename ↵Robert Adams5-17/+39
MassRaw to RawMass. Fix BSShapeCollection to use Raw* for creating the body to eliminate exception from referencing the physical body before it has been created.
2012-11-03BulletSim: Remove use of shapeData in ShapeCollection and rely on the ↵Robert Adams7-266/+256
available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
2012-11-03BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵Robert Adams9-176/+328
of BSLinksetCompound.
2012-11-03BulletSim: vehicle tweeking.Robert Adams3-93/+90
Add AddTorque() method to BSPrim. Remove some manual motor actions in computing angular force (will eventually be replaced with motor class). Remove some experimental changes.
2012-11-03BulletSim: remove center-of-mass setting for linksets because it causes the ↵Robert Adams5-54/+33
constraint calculation to pull the objects together.
2012-11-03BulletSim: Use the PostTaints operation to build the linkset once before the ↵Robert Adams2-124/+68
next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code.
2012-11-03BulletSim: Add gravity force to vehicle. Some debugging additions.Robert Adams1-2/+6
2012-11-03BulletSim: fix problem with multiple linksets stepping on each other if they ↵Robert Adams1-3/+4
are built at the same time.
2012-11-03BulletSim: add definitions for linkset collision maskRobert Adams1-0/+3
2012-11-03BulletSim: code rearrangementRobert Adams2-8/+6
2012-11-03BulletSim: Use Refresh/PostTaints to cause recomputing of constraint ↵Robert Adams1-29/+36
variables before the simulation step. Update logging and messages to properly name LinksetConstraints. Use UpdatePhysicalMassProperties to put the whole linkset mass into all the physical linkset members so they have the inertia to move the whole linkset.
2012-11-03BulletSim: add post taint taints and post step taints. The post taints ↵Robert Adams1-16/+122
operation is most useful and is used by linksets to build and rebuild only once before the simulation step.
2012-11-03BulletSim: remove unneeded parameter from Refresh().Robert Adams1-1/+1
2012-11-03BulletSim: centralize mass/inertia computation with ↵Robert Adams3-18/+38
UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty.
2012-11-03BulletSim: rename constraint classes so they show up together alphabetically.Robert Adams3-6/+6
2012-11-03BulletSim: many small changes for vehicles simulation.Robert Adams1-31/+40
2012-11-03BulletSim: add ForEachMember(action) call for linkset.Robert Adams1-8/+28
2012-11-03BulletSim: Add activations after vehicle properties change. Problem was the ↵Robert Adams1-12/+62
vehicle was going to sleep while waiting for commands. Make AddAngularForce work the same way as AddForce -- accumulates values and pushes them once into Bullet.
2012-11-03BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'.Robert Adams3-3/+7
2012-11-03BulletSim: Add banking and other new code to vechile dynamics. Add third ↵Robert Adams11-188/+323
party license and contributor in for for Aurora-Sim project for physics code.
2012-10-31Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵Dan Lake1-0/+6
No change to existing functions.
2012-10-30Log warning if mesh/sculpt asset couldn't be found by ↵Justin Clark-Casey (justincc)1-0/+6
ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.
2012-10-30Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵Justin Clark-Casey (justincc)1-1/+1
exception. In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved).
2012-10-30Make MeshAssetReceived private.Justin Clark-Casey (justincc)1-1/+1
Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity.
2012-10-30correct ODEPrim.MeshAssetReveived -> MeshAssetReceivedJustin Clark-Casey (justincc)1-3/+2
2012-10-23BulletSim: fix problem with avatars sinking into the ground.Robert Adams4-15/+23
Change terrain activation state to DISABLE_SIMULATION for better performance.
2012-10-23BulletSim: minor change to insure avatar body recreation when shape changes.Robert Adams1-3/+3
2012-10-22BulletSim: remove chatty debug message.Robert Adams2-2/+2
2012-10-22BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh ↵Robert Adams8-35/+51
assets weren't already in the cache. Comment cleanups.
2012-10-22BulletSim: fix problem of not rebuilding shape by clearing last rebuild ↵Robert Adams2-2/+8
failed flag in BSPrim.ForceBodyShapeRebuild()
2012-10-22BulletSim: remove trailing spaces to make git happy.Robert Adams8-36/+36
2012-10-22BulletSim: encorporate UBit's suggestion to save a copy of mesh raw data.Robert Adams1-2/+1
2012-10-22BulletSim: Create LinkSet abstract class and sparate constraint based ↵Robert Adams3-319/+434
linksets into own subclass. Will eventually add manual movement linkset subclass.
2012-10-20minor: remove unnecessary bit of method doc from ↵Justin Clark-Casey (justincc)1-3/+0
OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically
2012-10-20Fix minor issues from commit 28483150Justin Clark-Casey (justincc)1-12/+17
Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity
2012-10-19BulletSim: add asset fetching so BulletSim works with new physics asset ↵Robert Adams4-165/+240
handling. Refactor some names to make them available for the asset tracking and fetching.
2012-10-19BulletSim: reorder avatar collision checking to eliminate double collision_end.Robert Adams6-35/+43
Various tweekings to avatar shape/mass/inertia/etc. Remove change from avatar radius to diameter. But still the avatar sinks. Collision_end now happens immediately rather than at the next subscription time.
2012-10-19BulletSim: change nonimal physics frame rate to 55 to give same numbers as ODE.Robert Adams6-52/+57
Change character scaling to represent size of capsule (diameter rather than radius) Modify create capsule call to pass radius and height. Eliminate errors when calculating shape inertia (should have some type checking).
2012-10-19BulletSim: remove code in ShapeCollection that hinted at shape sharing.Robert Adams5-161/+138
Add new function to ParameterDefn for calling BulletSimAPI to set values. Tweaking to BSCharacter parameter setting to try and have avatars stand.
2012-10-19BulletSim: Fix small problems with last patch: BSScene.World properly ↵Robert Adams3-11/+6
initialized and setting of C++ parameters commented out. Comments and logging added.
2012-10-19BulletSim: Update BSCharacter to use API2 interface.Robert Adams6-93/+250
Add capsule shape to BSShapeCollection(). Remember last updated values so inter frame diffs can be computed. Parameterize avatarStandingFriction and reduce to 10 from 999. The latter high value made avatars very hard to push. Set CCD parameters for prims and characters of specified.
2012-10-19[UNTESTED] core Ode: let broken mesh physical prims collide with land asUbitUmarov1-6/+11
the defaul basic box so they don't go off world.
2012-10-19[UNTESTED] core Ode: stop trying to load a broken asset. Make brokenUbitUmarov1-21/+97
assets behave like phantom by Nebadon request
2012-10-18 missing changed fileUbitUmarov1-1/+1
Signed-off-by: Melanie <melanie@t-data.com>
2012-10-18i update core ode plugin and make it load is meshs (i hope)UbitUmarov2-2/+51
Signed-off-by: Melanie <melanie@t-data.com>
2012-10-12BulletSim: only use native sphere shape if it is a sphere.Robert Adams1-1/+2
2012-10-11BulletSim: fix problem with some shapes (like cylinders) being implemented ↵Robert Adams1-1/+1
as cubes.
2012-10-11BulletSim: remove some unused API2 calls because they were removed from ↵Robert Adams2-14/+2
Bullet 2.81
2012-10-11BulletSim: normalize physics FPS to 45 (for real this time).Robert Adams1-2/+2
2012-10-11BulletSim: normalize physics FPS to 45.Robert Adams1-3/+4