| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
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.
|
|
|
|
| |
up some usages. Disable motor when done.
|
|
|
|
| |
pre and post step event invocation routines to Trigger* to be consistant. Remove old, unused code.
|
| |
|
|
|
|
| |
updates for vehicles with per-frame action registration. One fewer special case.
|
|
|
|
| |
over time.
|
|
|
|
| |
problem was Bullet deactivating the object between the pushes (when, as far as the physics engine is concerned, it isn't moving).
|
|
|
|
| |
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.
|
|
|
|
| |
Fix line endings in BSParams.
|
|
|
|
| |
to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
|
|
|
|
| |
flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable.
|
|
|
|
| |
to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly.
|
| |
|
|
|
|
| |
variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list.
|
| |
|
|
|
|
| |
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.
|
|
|
|
| |
control (m_known* stuff). Bitmaps will be quicker to test and to clear.
|
|
|
|
| |
longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list.
|
|
|
|
| |
subclass for PID error correction.
|
|
|
|
| |
correction velocity rather than estimating correction (excuse to use trig functions).
|
| |
|
| |
|
|
|
|
| |
advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning.
|
|
|
|
| |
doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
|
|
|
|
| |
mis-application of correction to postion for below groundness.
|
|
|
|
| |
changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
|
| |
|
| |
|
|
|
|
| |
function to test if a position is over known terrain.
|
|
|
|
| |
until after physical object destruction. TerrainManager also made disposable and that feature used.
|
|
|
|
| |
doesn't need to do that bookkeeping because SOG/SOP already does it.
|
| |
|
|
|
|
| |
default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around.
|
|
|
|
| |
This caused movement problems and large prim vehicles to take up a LOT of simulation time.
|
| |
|
|
|
|
|
|
| |
for the operation of BulletSim and those defintiions/structures defined
so they can be used in the unmanaged world.
Consolidate setting of collision flags so implementation is not scattered.
|
| |
|
|
|
|
| |
Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
|
|
|
|
| |
attribute specifications.
|
| |
|
| |
|
|
|
|
| |
the terrain. Users can sure find some interesting corner conditions.
|
|
|
|
| |
setting properties after the destroy character taint.
|
|
|
|
| |
properties after the destroy object taint has happened.
|
|
|
|
| |
than ground level. This makes boats float at water level better but not perfectly. There probably needs to be some interaction between HOVER and LIMIT_MOTOR_UP.
|
|
|
|
|
|
|
|
|
| |
dumping of physical vehicle parameters (out of Bullet) on each
simulation step and to optionally scale vehicle angular velocity
by the time step. The latter looks to be part of a difference
between angular parameters for ODE and BulletSim. SL docs say
angular velocity is measured in radians/timeScale. Not sure if this
is different than what ODE does.
|
|
|
|
| |
single prim vehicles not working (the surf board now zooms).
|
|
|
|
| |
BSDynamics to make velocity vs force calculation clearer.
|
|
|
|
|
|
|
|
|
| |
While fixing the above, add methods to physical body and shape pointer
wrapper so routines won't have to know that IntPtr.Zero means no
physical instance.
Fix problem with physical linksets failing after a few sits and
unsits by properly restoring child prom positions for compound
linksets after multiple selection and deselections.
|
|
|
|
| |
restore a child's position in the world based on its position in the moved linkset).
|