| Commit message (Collapse) | Author | Age | Files | Lines |
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The changes don't seem to be ready for prime time.
This reverts commit d0d654e2186c8b81c1150da89a549e4f7162a2b4.
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The changes don't seem to be ready for prime time.
This reverts commit b44f0e1a00eba7f76401692322e48a3b23a81164.
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whole linkset.
Override physical property setting for BSLinksetCompound as there are
not children to the compound spape.
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and start changing the logic to handle the base prim as a complex
object (ie, a linkset).
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into the linkset implementation classes.
Add HasSomeCollision attribute that remembers of any component of
a linkset has a collision.
Update vehicle code (BSDynamic) to use the HasSomeCollision in place of
IsColliding to make constraint based linksets properly notice the ground.
Add linkset functions to change physical attributes of all the members
of a linkset.
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PhysicsScene and PhysicsActor.
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move around when standing on a stationary object.
Create proper linkage between BSCharacter and its actor by generating
a UpdatedProperties event the same way BSPrim does.
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before the first simulator step.
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Add parameter to not apply vehicle linear deflection Z forces if
vehicle is not colliding. This defaults to 'true' so vehicles will fall
even if there is some linear deflection to apply.
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selectable from configuration paramters.
Changed default algorithm to "1" from previous default as it seems to
handle Y axis correction a little better.
Add config file independent enablement of vehicle angular forces to
make debugging easier (independent testing of forces).
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Activates it again and fixes problem with fighting with vertical attractor removing wobble of forward axis. Comments on testing welcome, May require adjustments of this force or other forces after this commit, exact tweaking to come after testing on other hardware.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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was enabled. Didn't effect the physical position but the viewer saw
the linkset jumping between its simulator center and its physical
center.
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inconsistant use of Raw* and _* conventions.
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Default off, for the moment, until more testing.
Add separate thread and center-of-mass flags to OpenSimDefaults.ini.
Clean up comments in OpenSimDefaults.ini.
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effect if LinksetOffsetCenterOfMass=false (the default).
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center-of-gravity implementation.
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Update TODO list.
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Fix small typo in one log message.
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that need it to look it up.
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wide default. This allows individual prims to differ in the
underlying linkset implementation.
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There is still some overshoot but mostly fixes Mantis 6693.
Fix bug where moveToTarget was active for non-physical objects
and while selected.
Fix bug where move target was not getting changed if the script
changed the target during a move.
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Remove VehicleForwardVelocity changed storage since the value
will be modified as movement is processed.
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vehicle tuning diffrence between Opensim and Second life.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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to prevent infinite jumps. Now jumps last only AvatarJumpFrames long
(default 4) which is about as high as in SL.
TODO: jumping should only depend on standing (collision with feet)
rather than collision anywhere on the avatar.
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and region with the offending object's name in the error message.
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so error messages make more sense.
Change some BulletSim status log messages from WARN to INFO.
Update TODO list.
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heartbeat timestep when running the physics engine on a separate
thread. This reduces the occurance of heartbeats that happen when
there is no physics step which is seen as vehicle jerkyness.
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a mesh/hull while a mesh or hull is being rebuilt when its asset
is fetched. This fixes a 'pure virtual function' crash when changing
physical state of complex linksets that include many meshes.
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thread. Off by default until more testing.
Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics
engine to be called on its own thread and the heartbeat thread only
handles the reporting of property updates and collisions. Physics frame
rate is about right but physics execution time goes to zero as accounted
by the heartbeat loop.
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Some vehicle scripts change type on the fly as an easy way of setting
all the parameters (like a plane changing to a car when on the ground).
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if the mesh asset specifies physics hulls, BulletSim will fetch and
use same rather than approximating the hulls. If physics hulls are not
specified, the representation will fall back to the regular physics mesh.
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which recompute GImpact shape bounding box after creation as Bullet
doesn't do that itself (something it does for nearly every other shape).
Now, physical prims without cuts become single mesh convex meshes. Physical
prims with cuts become GImpact meshes. Meshes become a set of convex
hulls approximated from the mesh unless the hulls are specified in the
mesh asset data. The use of GImpact shapes should make some mechanical
physics more stable.
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Another parameter for vehicle operation tuning.
Default to <1,1,1> which means nothing is different under normal use.
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Shouldn't see any functional difference.
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Default to off.
To turn mesh parsing DEBUG detail logging on, add
[Mesh]
LogMeshDetail=true
to the INI file.
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a compile time variable to turn this logging off if it is too spammy.
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condition when extracting the convex hulls.
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Add debugging messages for hull asset use.
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Default to 'off' as it needs debugging.
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in certain directions. The problem was really that the avatar capsule
orientation was being set incorrectly.
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This reverts commit 2fd8819a043269f9308cb46c71893e6eb35a426e.
Remove this code until I can figure out why the references that are
clearly in prebuild.xml doesn't work for the
'using OpenSim.Region.Physics.Meshing' in BSShape.cs.
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