Commit message (Collapse) | Author | Age | Files | Lines | |
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* | BulletSim: fix boats floating low by removing LIMIT_MOTOR_UP flag from ↵ | Robert Adams | 2012-11-28 | 1 | -3/+15 |
| | | | | TYPE_BOAT definition. | ||||
* | BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain. | Robert Adams | 2012-11-28 | 7 | -22/+63 |
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* | Stop logging spurious asset data for {0} is zero length error for sculpts/mesh | Justin Clark-Casey (justincc) | 2012-11-28 | 2 | -1/+9 |
| | | | | | | | | ODEPrim, for instance, always hits this code path twice at the moment Firstly before any sculpt data has been loaded (hence the spurious message) Secondly when any sculpt data has been loaded or failed to load (when the message would be valid). Hence comment this out and rely on the message in ODEPrim.MeshAssetReceived() instead (though this is not ideal since it requires all physics plugins to copy/paste similar code). | ||||
* | BulletSim: reorganize linear movement routine into separate subroutines ↵ | Robert Adams | 2012-11-27 | 1 | -58/+79 |
| | | | | enabling external calibration routines and unit tests. | ||||
* | BulletSim: fix terrain mesh generation for problem with regions that have ↵ | Robert Adams | 2012-11-27 | 1 | -6/+16 |
| | | | | unequal edge heights. Thanks UBit. | ||||
* | BulletSim: reorganize angular movement routine into separate subroutines ↵ | Robert Adams | 2012-11-27 | 1 | -95/+114 |
| | | | | enabling external calibration routines and unit testing. | ||||
* | BulletSim: implementation of vertical attraction motor. | Robert Adams | 2012-11-27 | 1 | -41/+62 |
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* | BulletSim: add 'infinite' timescale that does not reduce motor target or ↵ | Robert Adams | 2012-11-27 | 1 | -10/+27 |
| | | | | friction. | ||||
* | BulletSim: increase vehicle stability by suppressing Bullet's update to ↵ | Robert Adams | 2012-11-26 | 4 | -59/+26 |
| | | | | angular velocity. | ||||
* | BulletSim: use m_angularMotor to do the basic movement. Add the setting of ↵ | Robert Adams | 2012-11-25 | 1 | -60/+64 |
| | | | | same. Rename the angular forces and add comments to match MoveAngular to the form of MoveLinear. | ||||
* | BulletSim: up the vehicle angular damping to 0.95. Still trying to overcome ↵ | Robert Adams | 2012-11-25 | 1 | -2/+2 |
| | | | | the movement added by Bullet. | ||||
* | BulletSim: organize MoveLinear code for understandability. Make ↵ | Robert Adams | 2012-11-25 | 1 | -89/+40 |
| | | | | LIMIT_MOTOR_UP contribution a velocity and not a force. | ||||
* | BulletSim: add ToString override to BSVMotor. | Robert Adams | 2012-11-25 | 1 | -1/+6 |
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* | BulletSim: add BSVMotor as BSDynamics linear motor. | Robert Adams | 2012-11-25 | 2 | -27/+74 |
| | | | | | | | | | | | Properly limit *_MOTOR_DECAY_TIMESCALE to 120 as per specs. Invode BSDynamics.Refresh() when vehicle type is changed. Previously the vehicle properties weren't getting set because the physical properties were set before the vehicle type was set. Add a "use name" to BSMotors for identification while debugging. Correct current and target confusion in BSVMotor design. Rename CurrentValueReductionTimescale to FrictionTimescale. Event more detailed logging. | ||||
* | BulletSim: clean up TODO list. It is kept somewhere wlse that should be more ↵ | Robert Adams | 2012-11-25 | 2 | -18/+17 |
| | | | | public. Add error logging for the detail log writer so a message is output when it cannot write to the specified logging directory. Modify friction defaults to be closer to ODE's values. Add new collision margin and vehicle angular damping parameters. | ||||
* | BulletSim: small change to add position correction force with AddForce ↵ | Robert Adams | 2012-11-25 | 2 | -16/+22 |
| | | | | rather than just storing it in the variable | ||||
* | BulletSim: complete vector motor. Correct line endings. | Robert Adams | 2012-11-25 | 1 | -104/+129 |
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* | BulletSim: add terrain collision margin and vehicle angular damping | Robert Adams | 2012-11-25 | 1 | -0/+7 |
| | | | | | parameters to the parameter block. New API call for setting collision margin. | ||||
* | BulletSim: add parameter for terrain collision margin. | Robert Adams | 2012-11-25 | 3 | -54/+45 |
| | | | | Add locking around unlikely but possible race conditions on terrain list. | ||||
* | BulletSim: Add tables and initialization for different attributes for ↵ | Robert Adams | 2012-11-25 | 2 | -0/+198 |
| | | | | different materials. For the moment, the per material tables are not used. | ||||
* | Consistenly make NUnit test cases inherit from OpenSimTestCase which ↵ | Justin Clark-Casey (justincc) | 2012-11-24 | 1 | -1/+2 |
| | | | | automatically turns off any logging enabled between tests | ||||
* | Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because it | Melanie | 2012-11-22 | 11 | -54/+54 |
| | | | | conflicts with PhysicsShape type defined in later libOMV | ||||
* | BulletSim: Make avatar capsule so it is not circular. | Robert Adams | 2012-11-21 | 6 | -21/+39 |
| | | | | | | | | | Simple attempt to make avatars better shaped. Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth' and 'avatarCapsuleDepth'. More tweeking to avatar height calculation. A little better but short avatar's feet are above the terrain and tall avatar's feet are a little below the ground. | ||||
* | BulletSim: Properly position mesh terrain on creation (fixes terrain not ↵ | Robert Adams | 2012-11-21 | 2 | -76/+44 |
| | | | | appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages. | ||||
* | BulletSim: add terrainImplementation parameter with default to Mesh. | Robert Adams | 2012-11-21 | 3 | -5/+46 |
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* | BulletSim: fix line endings to be all Linux style (windows style keeps ↵ | Robert Adams | 2012-11-21 | 2 | -454/+454 |
| | | | | creeping in) | ||||
* | BulletSim: enablement and debugging of mesh terrain. | Robert Adams | 2012-11-21 | 4 | -36/+253 |
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* | BulletSim: pull heightmap implementation out of the terrain manager so a ↵ | Robert Adams | 2012-11-21 | 4 | -181/+327 |
| | | | | mesh terrain can be implemented. | ||||
* | BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵ | Robert Adams | 2012-11-21 | 4 | -8/+8 |
| | | | | having mesh avatars. | ||||
* | BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is ↵ | Robert Adams | 2012-11-21 | 3 | -20/+22 |
| | | | | getting simplified out of existance someday) and update all the references to same. | ||||
* | BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵ | Robert Adams | 2012-11-21 | 9 | -66/+67 |
| | | | | getting simplified out of existance someday) and update all the references to that enum. | ||||
* | BulletSim: change PositionSanityCheck to apply a force to correct position ↵ | Robert Adams | 2012-11-21 | 2 | -33/+30 |
| | | | | corrections (below ground and floating). | ||||
* | BulletSim: tweek avatar capsule parameters so avatar feet don't go below ↵ | Robert Adams | 2012-11-21 | 2 | -8/+10 |
| | | | | ground. This solves the bouncing, short avatar problem (Mantis 6403). | ||||
* | BulletSim: Use base class constructors for initialization of BSShape and ↵ | Robert Adams | 2012-11-18 | 4 | -216/+214 |
| | | | | other classes. | ||||
* | BulletSim: fix the problem with flying being disabled when crossing region ↵ | Robert Adams | 2012-11-18 | 1 | -2/+6 |
| | | | | boundries. | ||||
* | BulletSim: remove the obsolete interface to the Bullet code. Update ↵ | Robert Adams | 2012-11-18 | 1 | -134/+0 |
| | | | | BulletSim libraries with code stripped of the obsolete code. | ||||
* | Added AssemblyInfos to every dll in the OpenSim.Region namespace. | Diva Canto | 2012-11-14 | 6 | -4/+70 |
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* | Updated all existing AssemblyVersions's to 0.7.5.*. Many DLLs still don't ↵ | Diva Canto | 2012-11-13 | 5 | -5/+5 |
| | | | | have an AssemblyInfo file. | ||||
* | ODECharacter overrides TargetVelocity. No change to existing behavior | Dan Lake | 2012-11-08 | 1 | -1/+15 |
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* | BulletSim: add skeleton classes for shape objectification. This will ↵ | Robert Adams | 2012-11-07 | 1 | -0/+213 |
| | | | | eventually replace all the if's and switches in ShapeCollection with polymorphism. | ||||
* | BulletSim: add classes for physics motors. Eventually these will replace the ↵ | Robert Adams | 2012-11-07 | 1 | -0/+104 |
| | | | | manual code for vehicles and add PID functionality to avatar movement. | ||||
* | BulletSim: many changes to tune vehicles for BulletSim. | Robert Adams | 2012-11-06 | 1 | -63/+161 |
| | | | | | | | | The problem left is that the vehicle sitting on something needs to press down for gravity and what its sitting on pushes up so the vehicle does not penetrate. The effect is Bullet calculates a lot of random angular motion for the vehicle. Various schemes of damping and zeroing has not resolved the problem. | ||||
* | BulletSim: Add ZeroAngularMotion method to physical objects. Add inTaint ↵ | Robert Adams | 2012-11-06 | 4 | -28/+82 |
| | | | | flag to ZeroMotion method. Update the references to those functions. | ||||
* | BulletSim: remove limit on taints that can happen before a step. Remove some ↵ | Robert Adams | 2012-11-06 | 1 | -12/+16 |
| | | | | debugging code (detail log flushing). | ||||
* | BulletSim: recalculate the compound shape bounding box when built. | Robert Adams | 2012-11-06 | 1 | -0/+2 |
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* | BulletSim: only compute linkset mass when membership changes rather than ↵ | Robert Adams | 2012-11-06 | 1 | -2/+6 |
| | | | | everytime someone asks for it. | ||||
* | BulletSim: Add separate linear and angular damping function calls. Add ↵ | Robert Adams | 2012-11-06 | 1 | -0/+9 |
| | | | | function for recalculating compound shape bounding box. | ||||
* | 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. |