Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | BulletSim: Add gravity force to vehicle. Some debugging additions. | Robert Adams | 2012-11-03 | 1 | -2/+6 |
| | |||||
* | BulletSim: fix problem with multiple linksets stepping on each other if they ↵ | Robert Adams | 2012-11-03 | 1 | -3/+4 |
| | | | | are built at the same time. | ||||
* | BulletSim: add definitions for linkset collision mask | Robert Adams | 2012-11-03 | 1 | -0/+3 |
| | |||||
* | BulletSim: code rearrangement | Robert Adams | 2012-11-03 | 2 | -8/+6 |
| | |||||
* | BulletSim: Use Refresh/PostTaints to cause recomputing of constraint ↵ | Robert Adams | 2012-11-03 | 1 | -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. | ||||
* | BulletSim: add post taint taints and post step taints. The post taints ↵ | Robert Adams | 2012-11-03 | 1 | -16/+122 |
| | | | | operation is most useful and is used by linksets to build and rebuild only once before the simulation step. | ||||
* | BulletSim: remove unneeded parameter from Refresh(). | Robert Adams | 2012-11-03 | 1 | -1/+1 |
| | |||||
* | BulletSim: centralize mass/inertia computation with ↵ | Robert Adams | 2012-11-03 | 3 | -18/+38 |
| | | | | UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty. | ||||
* | BulletSim: rename constraint classes so they show up together alphabetically. | Robert Adams | 2012-11-03 | 3 | -6/+6 |
| | |||||
* | BulletSim: many small changes for vehicles simulation. | Robert Adams | 2012-11-03 | 1 | -31/+40 |
| | |||||
* | BulletSim: add ForEachMember(action) call for linkset. | Robert Adams | 2012-11-03 | 1 | -8/+28 |
| | |||||
* | BulletSim: Add activations after vehicle properties change. Problem was the ↵ | Robert Adams | 2012-11-03 | 1 | -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. | ||||
* | BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'. | Robert Adams | 2012-11-03 | 3 | -3/+7 |
| | |||||
* | BulletSim: Add banking and other new code to vechile dynamics. Add third ↵ | Robert Adams | 2012-11-03 | 11 | -188/+323 |
| | | | | party license and contributor in for for Aurora-Sim project for physics code. | ||||
* | Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵ | Dan Lake | 2012-10-31 | 1 | -0/+6 |
| | | | | No change to existing functions. | ||||
* | Log warning if mesh/sculpt asset couldn't be found by ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 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. | ||||
* | Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 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). | ||||
* | Make MeshAssetReceived private. | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -1/+1 |
| | | | | Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity. | ||||
* | correct ODEPrim.MeshAssetReveived -> MeshAssetReceived | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -3/+2 |
| | |||||
* | BulletSim: fix problem with avatars sinking into the ground. | Robert Adams | 2012-10-23 | 4 | -15/+23 |
| | | | | Change terrain activation state to DISABLE_SIMULATION for better performance. | ||||
* | BulletSim: minor change to insure avatar body recreation when shape changes. | Robert Adams | 2012-10-23 | 1 | -3/+3 |
| | |||||
* | BulletSim: remove chatty debug message. | Robert Adams | 2012-10-22 | 2 | -2/+2 |
| | |||||
* | BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh ↵ | Robert Adams | 2012-10-22 | 8 | -35/+51 |
| | | | | assets weren't already in the cache. Comment cleanups. | ||||
* | BulletSim: fix problem of not rebuilding shape by clearing last rebuild ↵ | Robert Adams | 2012-10-22 | 2 | -2/+8 |
| | | | | failed flag in BSPrim.ForceBodyShapeRebuild() | ||||
* | BulletSim: remove trailing spaces to make git happy. | Robert Adams | 2012-10-22 | 8 | -36/+36 |
| | |||||
* | BulletSim: encorporate UBit's suggestion to save a copy of mesh raw data. | Robert Adams | 2012-10-22 | 1 | -2/+1 |
| | |||||
* | BulletSim: Create LinkSet abstract class and sparate constraint based ↵ | Robert Adams | 2012-10-22 | 3 | -319/+434 |
| | | | | linksets into own subclass. Will eventually add manual movement linkset subclass. | ||||
* | minor: remove unnecessary bit of method doc from ↵ | Justin Clark-Casey (justincc) | 2012-10-20 | 1 | -3/+0 |
| | | | | OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically | ||||
* | Fix minor issues from commit 28483150 | Justin Clark-Casey (justincc) | 2012-10-20 | 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 | ||||
* | BulletSim: add asset fetching so BulletSim works with new physics asset ↵ | Robert Adams | 2012-10-19 | 4 | -165/+240 |
| | | | | | | handling. Refactor some names to make them available for the asset tracking and fetching. | ||||
* | BulletSim: reorder avatar collision checking to eliminate double collision_end. | Robert Adams | 2012-10-19 | 6 | -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. | ||||
* | BulletSim: change nonimal physics frame rate to 55 to give same numbers as ODE. | Robert Adams | 2012-10-19 | 6 | -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). | ||||
* | BulletSim: remove code in ShapeCollection that hinted at shape sharing. | Robert Adams | 2012-10-19 | 5 | -161/+138 |
| | | | | | Add new function to ParameterDefn for calling BulletSimAPI to set values. Tweaking to BSCharacter parameter setting to try and have avatars stand. | ||||
* | BulletSim: Fix small problems with last patch: BSScene.World properly ↵ | Robert Adams | 2012-10-19 | 3 | -11/+6 |
| | | | | initialized and setting of C++ parameters commented out. Comments and logging added. | ||||
* | BulletSim: Update BSCharacter to use API2 interface. | Robert Adams | 2012-10-19 | 6 | -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. | ||||
* | [UNTESTED] core Ode: let broken mesh physical prims collide with land as | UbitUmarov | 2012-10-19 | 1 | -6/+11 |
| | | | | the defaul basic box so they don't go off world. | ||||
* | [UNTESTED] core Ode: stop trying to load a broken asset. Make broken | UbitUmarov | 2012-10-19 | 1 | -21/+97 |
| | | | | assets behave like phantom by Nebadon request | ||||
* | missing changed file | UbitUmarov | 2012-10-18 | 1 | -1/+1 |
| | | | | Signed-off-by: Melanie <melanie@t-data.com> | ||||
* | i update core ode plugin and make it load is meshs (i hope) | UbitUmarov | 2012-10-18 | 2 | -2/+51 |
| | | | | Signed-off-by: Melanie <melanie@t-data.com> | ||||
* | BulletSim: only use native sphere shape if it is a sphere. | Robert Adams | 2012-10-12 | 1 | -1/+2 |
| | |||||
* | BulletSim: fix problem with some shapes (like cylinders) being implemented ↵ | Robert Adams | 2012-10-11 | 1 | -1/+1 |
| | | | | as cubes. | ||||
* | BulletSim: remove some unused API2 calls because they were removed from ↵ | Robert Adams | 2012-10-11 | 2 | -14/+2 |
| | | | | Bullet 2.81 | ||||
* | BulletSim: normalize physics FPS to 45 (for real this time). | Robert Adams | 2012-10-11 | 1 | -2/+2 |
| | |||||
* | BulletSim: normalize physics FPS to 45. | Robert Adams | 2012-10-11 | 1 | -3/+4 |
| | |||||
* | BulletSim: Use full linkset mass when computing vehicle gravity force. Add ↵ | Robert Adams | 2012-10-11 | 3 | -11/+16 |
| | | | | taint-time specification to new AddForce(). | ||||
* | BulletSim: Change defaults for constraint CFM and ERP to make large linksets ↵ | Robert Adams | 2012-10-11 | 2 | -11/+8 |
| | | | | more rigid. Remove mass calculation for terrain (it should stay a static object). | ||||
* | BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to ↵ | Robert Adams | 2012-10-11 | 7 | -52/+74 |
| | | | | improve interactions. | ||||
* | BulletSim: Add Force* operations to objects to allow direct push to engine. | Robert Adams | 2012-10-11 | 7 | -29/+100 |
| | | | | | | | | | | Update BSDynamics to use same (don't want to delay updates til next taint-time. Suppress queuing a taint update for position and orientation calls if value does not change. Move Bullet timing statistics call from C# back to C++ code. Throttle taints per simulation step and add parameter to set. By default, don't create hulls for physical objects. Add a parameter to turn on and off. | ||||
* | BulletSim: Fix crash when linking large physical linksets. | Robert Adams | 2012-10-11 | 8 | -102/+132 |
| | | | | | | | | Properly remove and restore linkage constraints when upgrading a prim's mesh to a hull. Lots more debug logging. Definitions and use of Bullet structure dumping. Centralize detail logging so a Flush() can be added for debugging. | ||||
* | av_av_collisions_off = false OdePhysics Settings in OpenSimDefaults.ini - ↵ | teravus | 2012-10-09 | 1 | -2/+9 |
| | | | | No Avatar Avatar Collisions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment. |