Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | BulletSim: fix the trimming of colliders so only the top 25 are returned. | Robert Adams | 2013-01-28 | 2 | -4/+4 | |
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* | BulletSim: simplify the initialization of some of the parameters. | Robert Adams | 2013-01-27 | 2 | -32/+23 | |
| | | | | | | Disable vertical attraction for vehicles by default (for the moment). Fix bug where vehicle would go crazy when velocity got above a certain speed. | |||||
* | BulletSim: reinstate the supression of rotational velocity for vehicles | Robert Adams | 2013-01-27 | 1 | -1/+1 | |
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* | BulletSim: add framework for BulletSim unit tests. No tests yet. | Robert Adams | 2013-01-27 | 3 | -0/+193 | |
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* | BulletSim: disable center-of-mass computation because it does not work yet | Robert Adams | 2013-01-27 | 1 | -1/+1 | |
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* | BulletSim: fix compile error from last commit | Robert Adams | 2013-01-27 | 1 | -2/+2 | |
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* | BulletSim: parameterize the value for gravity reduction for ground vehicles ↵ | Robert Adams | 2013-01-27 | 3 | -11/+18 | |
| | | | | on the ground. Set defaults for vehicle factors to one. Debug logging changes. | |||||
* | BulletSim: first attempt at reporting top colliders | Robert Adams | 2013-01-27 | 5 | -11/+43 | |
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* | BulletSim: parameterize several vehicle debugging values: physical linear ↵ | Robert Adams | 2013-01-27 | 3 | -9/+57 | |
| | | | | and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values | |||||
* | BulletSim: finish the post step event for physical object actions. Modify ↵ | Robert Adams | 2013-01-27 | 3 | -13/+73 | |
| | | | | vehicle to use post step event for logging. | |||||
* | * This adds llVolumeDetect functionality to the C# implementation of BulletSim. | teravus | 2013-01-25 | 1 | -86/+116 | |
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* | BulletSim: reduce the force of gravity on ground vehicles when they | Robert Adams | 2013-01-24 | 1 | -0/+11 | |
| | | | | are on the ground. Makes them a little more stable. | |||||
* | BulletSim: reduce the zeroing threshold for rotational velocity. | Robert Adams | 2013-01-24 | 1 | -3/+1 | |
| | | | | | Sometimes settling of a vehicle from gravity introduces small velocities that need to be kept. | |||||
* | BulletSim: disable CCD (continuious collision detection) and | Robert Adams | 2013-01-24 | 1 | -3/+3 | |
| | | | | | contact processing threshold since the first didn't solve tunneling problems but used resources and the latter caused instabilities. | |||||
* | BulletSim: zero motion on an object that we pop up because it is | Robert Adams | 2013-01-24 | 1 | -1/+7 | |
| | | | | | below terrain. If the position is being corrected because it is out of bounds, all other movement rules are out the window. | |||||
* | BulletSim: remove exception that can happen when setting physics parameters ↵ | Robert Adams | 2013-01-24 | 1 | -2/+2 | |
| | | | | from the console. | |||||
* | * Added in the manifold point dept on collision desc. In BulletSim engine ↵ | teravus | 2013-01-24 | 1 | -5/+64 | |
| | | | | BulletXNA. | |||||
* | * Repairs the Object updates, Collision updates, and Child Prim methods ↵ | teravus | 2013-01-24 | 1 | -164/+282 | |
| | | | | | | making the bulletXNA engine work again. * The only thing that had an issue was when creating a new RigidBody, BulletXNA didn't know the type SimMotionState and the upcast type is unknown in the constructor. Therefore, I had to update the IMotionState with a new method 'SetBody'. All of the duplicated type information has been removed and BulletXNA is not relying on any non-standard types external to the library. | |||||
* | BulletSim: pass up and report the real collision penetration. | Robert Adams | 2013-01-23 | 2 | -2/+4 | |
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* | BulletSim: remove setting of vehicle InterpolationRotationalVelocity. | Robert Adams | 2013-01-23 | 2 | -36/+34 | |
| | | | | | | This doesn't seem to help the vehicle stability. Rename vehicle internal variables adding a "V" or "W" so it is clear when coordinates are vehicle or world relative. | |||||
* | BulletSim: small change to center-of-mass computation left out last commit | Robert Adams | 2013-01-23 | 1 | -3/+8 | |
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* | BulletSim: center-of-gravity linkset changes. Not working yet. | Robert Adams | 2013-01-23 | 4 | -29/+9 | |
| | | | | | | Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||||
* | BulletSim: working on COM | Robert Adams | 2013-01-23 | 4 | -7/+36 | |
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* | BulletSim: fix build break introduced by previous commit | Robert Adams | 2013-01-23 | 1 | -5/+0 | |
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* | BulletSim: remove the unused RestoreBodyDependencies used by linksets | Robert Adams | 2013-01-23 | 3 | -33/+2 | |
| | | | | and vehicles and clean up code by removing their kludgyness. | |||||
* | Add the Avination physics raycast glue so Core Physics can implement raycast | Melanie | 2013-01-23 | 1 | -0/+39 | |
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* | BulletSim: Tweeks to vehicle motion. | Robert Adams | 2013-01-21 | 3 | -15/+11 | |
| | | | | | Pass through old angular velocity making for smoother transitions. Remove some old kludges for angular motion (damping and rotvel suppression). | |||||
* | BulletSim: allow changing position and rotation of a child of a linkset | Robert Adams | 2013-01-21 | 8 | -46/+112 | |
| | | | | | without rebuilding the whole compound shape. Should make vehicles move smoother. | |||||
* | BulletSim: remove unused MaxTaintsToProcessPerStep parameter | Robert Adams | 2013-01-21 | 3 | -8/+5 | |
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* | BulletSim: More aggressive as setting character velocity to zero | Robert Adams | 2013-01-20 | 5 | -91/+153 | |
| | | | | | | | | | | | | when should be standing. Modify angular force routines to be the same pattern as linear force routines. BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!! Fix some bugs in BSMotor dealing with the motor going to zero. Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity, MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity, and most of the values are defaulted to values that are larger than in SL. Use the new parameters in BSPrim, BSCharacter and BSDynamic. | |||||
* | BulletSim: fix problem of avatar sliding very slowly occasionally after ↵ | Robert Adams | 2013-01-20 | 1 | -34/+41 | |
| | | | | stopping walking. Consolidate movement tests into the one prestep motion action | |||||
* | BulletSim: small fix making sure terrain height is calculated | Robert Adams | 2013-01-20 | 1 | -1/+3 | |
| | | | | properly if the vehicle moves during vehicle actions. | |||||
* | BulletSim: modify motors to return correction rather than current value | Robert Adams | 2013-01-20 | 5 | -38/+36 | |
| | | | | | | | to better use them for incremental updates. Modify prim and character to use the new motors. Simplify the vehicle linear movement code to just update the velocity directly or the basic movement. | |||||
* | This updates prebuild to remove BulletSimN, implements the BulletSim API in ↵ | teravus | 2013-01-20 | 1 | -262/+623 | |
| | | | | BulletSPlugin using the BulletXNA Bullet physics engine. It also updates the BulletXNA library to be compatible with the changes. OpenSimDefaults has been updated to describe how to switch engines and terrain implementations. | |||||
* | * Dumping BulletSimNPlugin in favor of combining the API | teravus | 2013-01-20 | 23 | -11752/+0 | |
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* | * Tweak the BulletSimN API a bit. | teravus | 2013-01-20 | 2 | -17/+18 | |
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* | BulletSim: reduce jitter in avatar velocity when walking or flying. | Robert Adams | 2013-01-18 | 2 | -2/+9 | |
| | | | | | | | OpenSimulator is VERY sensitive to changes in avatar velocity and will send an avatar update message when velocity changes more than 0.001m/s. This significantly reduces the number of avatar update messages by smoothing the avatar velocity returned by Bullet. | |||||
* | BulletSim: add logic to turn off pre-step actions when object goes | Robert Adams | 2013-01-18 | 1 | -0/+21 | |
| | | | | | non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget' when the object is selected or made non-physical. | |||||
* | BulletSim: Add one function that all actors who act on the physical | Robert Adams | 2013-01-17 | 5 | -24/+31 | |
| | | | | | can use to know if the object is currently active. Code cleaning including use of Util.ClampV function. | |||||
* | BulletSim: add the editting children in linkset going phantom bug to TODO list. | Robert Adams | 2013-01-15 | 1 | -0/+2 | |
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* | BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP. | Robert Adams | 2013-01-15 | 5 | -28/+30 | |
| | | | | | It was a dumb idea to try and do a nose over feature for jumping cars anyway. Add better logging of native shape creation/reuse so can tell the difference. | |||||
* | BulletSim: add debugging messages to know when assets for physical | Robert Adams | 2013-01-15 | 4 | -17/+51 | |
| | | | | | objects have been fetched. Update TODO list with more work. | |||||
* | BulletSim: reduce maximum force a script can apply (like in llApplyImpulse) | Robert Adams | 2013-01-15 | 1 | -3/+3 | |
| | | | | to the documented maximum from the outragious number previously. | |||||
* | BulletSim: tweeks to improve hover. | Robert Adams | 2013-01-15 | 1 | -5/+21 | |
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* | BulletSim: temporarily disable banking and direction deflection | Robert Adams | 2013-01-15 | 2 | -10/+29 | |
| | | | | | because the computations are wrong. Add VehicleTorqueImpulse routines. | |||||
* | BulletSim: fix logic for enabling unmanaged code debug messages. | Robert Adams | 2013-01-15 | 1 | -1/+14 | |
| | | | | Free pinned memory when physics engine is unloaded. | |||||
* | BulletSim: by default, turn on continuious collision detection (CCD) | Robert Adams | 2013-01-15 | 1 | -3/+3 | |
| | | | | | and enable friction computation caching. Remove dangerous BulletSim settings from OpenSimDefaults.ini. | |||||
* | BulletSim: fix not moving physical objects below terrain to over terrain. | Robert Adams | 2013-01-14 | 5 | -18/+36 | |
| | | | | | Add locking on register prestep action list preventing potential race conditions. Little comment and formatting changes. | |||||
* | BulletSim: disable center-of-mass computation for linksets until debugged. ↵ | Robert Adams | 2013-01-14 | 2 | -25/+36 | |
| | | | | Move physical prim above ground if it is underground. Previously tried to correct by applying and up force but the prim would never go through the ground. | |||||
* | BulletSim: move center of gravity of linkset to its geometric center. | Robert Adams | 2013-01-11 | 10 | -32/+106 | |
| | | | | | | | Necessitated allowing simulator and physical position of a body to get out of sync since Bullet assumes that <0,0,0> is the center of mass. Update DLLs and SOs for the UpdateChildTransform so positions of individual prim in a linkset can be implemented. |