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| * | BulletSim: scale the force for external AddForce by the simulationRobert Adams2012-12-263-1/+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 anRobert Adams2012-12-253-5/+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 byRobert Adams2012-12-251-3/+2
| | | | | | | | | | | | only zeroing the movement motor in the UpdateProperties routine.
* | | Merge branch 'master' into careminsterMelanie2012-12-2640-76/+12222
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| * | BulletSim: Rename some of the interface structures (BulletWorld, ...)Robert Adams2012-12-249-13/+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 closerRobert Adams2012-12-242-9/+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 Adams2012-12-247-54/+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.
| * | * Update BulletSimN terrain implementation to default to Heightfield, it's ↵teravus2012-12-231-1/+1
| | | | | | | | | | | | less CPU intensive.
| * | * Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation ↵teravus2012-12-2323-0/+11718
| | | | | | | | | | | | of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN.
* | | Revert "Whitespace change to trigger ircbot"Melanie2012-12-231-1/+0
| | | | | | | | | | | | This reverts commit ca30559b05bd44995277c270ec19a92d8170e587.
* | | Whitespace change to trigger ircbotMelanie2012-12-231-0/+1
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* | | Merge branch 'master' into careminsterMelanie2012-12-2316-911/+960
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| * | BulletSim: modify avatar motor code to make falling movement better. Clean ↵Robert Adams2012-12-223-35/+45
| | | | | | | | | | | | up some usages. Disable motor when done.
| * | BulletSim: remove post step one-time taints (doesn't make any sense). Rename ↵Robert Adams2012-12-221-82/+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 Adams2012-12-221-2/+16
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| * | BulletSim: remove all special vehicle code from BSScene. Replace per-frame ↵Robert Adams2012-12-212-101/+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 Adams2012-12-211-6/+0
| | | | | | | | | | | | over time.
| * | BulletSim: Fix llApplyImpulse so it works after the first impulse. The ↵Robert Adams2012-12-212-4/+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 Adams2012-12-213-66/+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 Adams2012-12-214-572/+598
| | | | | | | | | | | | Fix line endings in BSParams.
| * | BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams2012-12-2113-606/+681
| | | | | | | | | | | | to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
* | | Merge branch 'master' into careminsterMelanie2012-12-216-120/+369
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| * | BulletSim: small fix to avatar movement motor use which keeps avatar from ↵Robert Adams2012-12-211-1/+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 Adams2012-12-212-4/+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 Adams2012-12-211-7/+8
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| * | BulletSim: begin movement of parameters from pinned memory block to ↵Robert Adams2012-12-212-7/+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 Adams2012-12-201-3/+1
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| * | BulletSim: Check for unspecified TimeScale in BSVMotor and don't scale if ↵Robert Adams2012-12-201-9/+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 Adams2012-12-201-26/+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 Adams2012-12-202-32/+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 Adams2012-12-201-51/+91
| | | | | | | | | | | | subclass for PID error correction.
| * | BulletSim: improve angularVerticalAttraction calculation to compute angular ↵Robert Adams2012-12-181-18/+15
| | | | | | | | | | | | correction velocity rather than estimating correction (excuse to use trig functions).
| * | BulletSim: initial implementation of a PID motor. Not hooked up yet.Robert Adams2012-12-181-6/+38
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| * | BulletSim: comments and TODO list updateRobert Adams2012-12-182-3/+9
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* | | Merge branch 'avination' into careminsterMelanie2012-12-188-352/+976
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| * | *TESTP unscripted sit: missing filesUbitUmarov2012-12-172-0/+6
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| * | * TEST * unscripted sitUbitUmarov2012-12-172-2/+196
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| * | make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov2012-12-111-14/+37
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| * | changes on the fast speed avatars collider, collisions from above, etcUbitUmarov2012-12-111-62/+64
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| * | fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2012-12-113-13/+8
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| * | missing files remove some warnings...UbitUmarov2012-12-113-4/+3
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| * | missing fileUbitUmarov2012-12-111-0/+9
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| * | a few more changes on avatar colliderUbitUmarov2012-12-112-299/+363
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| * | create a new ode character also with the new informationUbitUmarov2012-12-073-5/+20
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| * | *TEST* Use new avatar size in ubitODE.UbitUmarov2012-12-073-4/+50
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| * | avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2012-12-053-101/+74
| | | | | | | | | | | | avatar collider, just rounding the boxes, etc
| * | move characters (avatars) to own collision space, also fixing a problemUbitUmarov2012-12-043-14/+47
| | | | | | | | | | | | with previus code that was still assuming the avatar is g2
| * | raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov2012-12-041-4/+4
| | | | | | | | | | | | reduce head size a bit
| * | Merge branch 'avination' into ubitworkMelanie2012-12-033-102/+367
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| | * | *TEST* diferent avatar colliderUbitUmarov2012-12-032-101/+337
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