Commit message (Collapse) | Author | Age | Files | Lines | |
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* | BulletSim: fix compound linkset crash by not freeing shape of child prims. | Robert Adams | 2012-11-03 | 6 | -17/+25 |
| | | | | | Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes. | ||||
* | BulletSim: search the mesh and hull lists to find shapes if type is not ↵ | Robert Adams | 2012-11-03 | 4 | -20/+96 |
| | | | | known. This makes sure the correct accounting is done for the particular shape. | ||||
* | BulletSim: Move construction of compound linkset from ShapeCollection | Robert Adams | 2012-11-03 | 3 | -61/+120 |
| | | | | | | | into LinksetCompound where it should be. Create meshes for native shapes when part of a compound linkset because scale is currently per object and not per collision shape. Don't schedule a LinksetCompound refresh if just changing properties. | ||||
* | BulletSim: parameterize selection of linkset implementation | Robert Adams | 2012-11-03 | 3 | -10/+24 |
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* | BulletSim: debugging of compound shape implementation of linksets. | Robert Adams | 2012-11-03 | 10 | -132/+274 |
| | | | | | | | | | Add compound shape creation and freeing in shape manager. Add optional taint-time execution method and update code to use it. Add API2 linkage for more compound shape methods (get num, get/remove by index, ...) Modify perferred shape return so linkset children can have differet shapes than root. Add Position and Orientation calls to linksets so children can be moved around by the linkset by its own calculation. Allows for very general linkset implementations. | ||||
* | BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename ↵ | Robert Adams | 2012-11-03 | 5 | -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. | ||||
* | BulletSim: Remove use of shapeData in ShapeCollection and rely on the ↵ | Robert Adams | 2012-11-03 | 7 | -266/+256 |
| | | | | available BSPhysObject varaiables. Fix line endings in BSLinksetCompound. | ||||
* | BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵ | Robert Adams | 2012-11-03 | 9 | -176/+328 |
| | | | | of BSLinksetCompound. | ||||
* | BulletSim: vehicle tweeking. | Robert Adams | 2012-11-03 | 3 | -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. | ||||
* | BulletSim: remove center-of-mass setting for linksets because it causes the ↵ | Robert Adams | 2012-11-03 | 5 | -54/+33 |
| | | | | constraint calculation to pull the objects together. | ||||
* | BulletSim: Use the PostTaints operation to build the linkset once before the ↵ | Robert Adams | 2012-11-03 | 2 | -124/+68 |
| | | | | next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code. | ||||
* | BulletSim: Add gravity force to vehicle. Some debugging additions. | Robert Adams | 2012-11-03 | 1 | -2/+6 |
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* | 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 |
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* | BulletSim: code rearrangement | Robert Adams | 2012-11-03 | 2 | -8/+6 |
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* | 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 |
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* | 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 |
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* | BulletSim: many small changes for vehicles simulation. | Robert Adams | 2012-11-03 | 1 | -31/+40 |
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* | BulletSim: add ForEachMember(action) call for linkset. | Robert Adams | 2012-11-03 | 1 | -8/+28 |
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* | 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 |
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* | 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 |
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* | 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 |
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* | BulletSim: remove chatty debug message. | Robert Adams | 2012-10-22 | 2 | -2/+2 |
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* | 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 |
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* | BulletSim: encorporate UBit's suggestion to save a copy of mesh raw data. | Robert Adams | 2012-10-22 | 1 | -2/+1 |
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* | 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> |