Commit message (Collapse) | Author | Age | Files | Lines | |
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* | BulletSim: fix the 'No recognised physics mesh found ...' error spew by ↵ | Robert Adams | 2013-01-11 | 1 | -1/+1 |
| | | | | remembering that the last asset fetch failed until the simulator resets the shape parameters. | ||||
* | BulletSim: Fix hover height (boats float at the correct level). | Robert Adams | 2013-01-08 | 2 | -8/+12 |
| | | | | Fix problem of vehicles going crazy when backing up. | ||||
* | BulletSim: improve vehicle angular banking and deflection computation. ↵ | Robert Adams | 2013-01-07 | 1 | -19/+18 |
| | | | | Rotate angular correction forces to be world relative rather than vehicle relative. | ||||
* | BulletSim: add function to push avatar up when hitting stairs. | Robert Adams | 2013-01-07 | 5 | -27/+119 |
| | | | | | | | | | | It looks like BulletSim and ODE rely on penetration correction to cause the avatar to move up and thus allowing walking up stairs. Object penetration was minimized for walking and flying (so one doesn't go through walls) and this stopped stairs from working. This commit introduces avatar movement code to check for collisions at the feet while walking and attempts to raise the avatar for the steps. Not yet perfect but movement is better. | ||||
* | BulletSim: fix exception when re-creating the terrain when loading an OAR file | Robert Adams | 2013-01-07 | 1 | -0/+2 |
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* | BulletSim: comments and removing small compile errors introduced in last commit. | Robert Adams | 2013-01-06 | 3 | -9/+3 |
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* | BulletSim: update DLLs and SOs with better debugging output. | Robert Adams | 2013-01-06 | 4 | -12/+151 |
| | | | | | Add definition of hand crafted avatar mesh. Not used yet. Comments and cleanup. | ||||
* | BulletSim: fix problem where mesh shapes were physically just their bounding ↵ | Robert Adams | 2013-01-04 | 1 | -0/+1 |
| | | | | box and not the complete mesh. Fill mesh physical objects are back. | ||||
* | BulletSim: implement llMoveToTarget by adding PIDActive, etc. | Robert Adams | 2013-01-04 | 2 | -50/+33 |
| | | | | | Implementation of non-vehicle hover but haven't tested it a lot. Update TODO list. | ||||
* | BulletSim: add some features to the PID motor to make it more flexible. | Robert Adams | 2013-01-04 | 1 | -9/+18 |
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* | BulletSim: convert avatar movement from a force to an impulse. Shouldn't | Robert Adams | 2013-01-04 | 1 | -2/+2 |
| | | | | change functionality but removes an oddity in computing the force. | ||||
* | BulletSim: add initial implementation of llMoveToTarget and hover height. | Robert Adams | 2013-01-04 | 1 | -10/+147 |
| | | | | Not all there yet. | ||||
* | BulletSim: reorganize motor code a little to pull together common functions. | Robert Adams | 2013-01-04 | 1 | -18/+129 |
| | | | | Add BSFMotor. | ||||
* | BulletSim: add comments to force and impulse setting functions | Robert Adams | 2013-01-04 | 1 | -0/+8 |
| | | | | so it is clear what Bullet is actually doing with the set values. | ||||
* | BulletSim: fix problem where pre-step actions would not replaced | Robert Adams | 2013-01-04 | 1 | -0/+4 |
| | | | | by new registrations thus causing multiple instances of an action. | ||||
* | BulletSim: add ResetBroadphasePool and ResetConstraintSolver diagnostic | Robert Adams | 2013-01-04 | 4 | -50/+73 |
| | | | | | functions. If values set from console, the functions are called. Looking for why the collision pools fill up with unnecessary stuff. | ||||
* | BulletSim: add parameter to have Bullet output performance statistics | Robert Adams | 2013-01-01 | 4 | -7/+11 |
| | | | | every so many frames. Default to off. | ||||
* | BulletSim: move selection of the unmanaged Bullet DLL from BSPlugin | Robert Adams | 2013-01-01 | 2 | -6/+8 |
| | | | | into the unmanaged Bullet interface class. | ||||
* | BulletSim: move over and port the interface for BulletXNA. | Robert Adams | 2013-01-01 | 7 | -315/+623 |
| | | | | | | | | Copied BulletSNPlugin.BulletSimAPI to a new BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to comply with the BSAPITemplate definition. Not totally debugged but the code is all there for an INI variable to select either unmanaged C++ Bullet or the C# version of Bullet. | ||||
* | BulletSim: fix line endings. | Robert Adams | 2013-01-01 | 2 | -52/+52 |
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* | BulletSim: subclass Bullet[World|Body|Shape|Constraint] for unmanaged | Robert Adams | 2013-01-01 | 6 | -278/+1806 |
| | | | | | to have pointers and managed to have objects. Initial paste of XNA code. Commented out. | ||||
* | BulletSim: remove unused unmanaged memory reference functions from ↵ | Robert Adams | 2012-12-31 | 2 | -2/+4 |
| | | | | BSAPITemplate. | ||||
* | BulletSim: remove rigid body contruction functions from BSAPITemplate that ↵ | Robert Adams | 2012-12-31 | 2 | -61/+0 |
| | | | | relied on prebuilt construction info structures. | ||||
* | BulletSim: eliminate the use of the unmanaged HeightMapInfo structure. | Robert Adams | 2012-12-31 | 4 | -42/+20 |
| | | | | | Remove all related calls from the unmanaged and BSAPITemplate interfaces. Update DLLs and SOs to include the version without HeightMapInfo structures. | ||||
* | BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate. | Robert Adams | 2012-12-31 | 10 | -194/+311 |
| | | | | Update BulletSim DLLs and SOs with simplier step function interface. | ||||
* | BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵ | Robert Adams | 2012-12-31 | 15 | -201/+372 |
| | | | | Only initialization and debug fuctions left. | ||||
* | BulletSim: remove all the debug printing of pointer formatting ↵ | Robert Adams | 2012-12-31 | 7 | -25/+58 |
| | | | | (.ToString(X)) and replace it with a method on BulletBody, BulletShape, ... | ||||
* | BulletSim: another round of conversion: dynamics world and collision object ↵ | Robert Adams | 2012-12-31 | 15 | -1248/+1454 |
| | | | | functions. | ||||
* | BulletSim: add the implementation files for the two versions of Bullet: | Robert Adams | 2012-12-31 | 2 | -0/+1146 |
| | | | | unmanaged (C++) and managed (C#). | ||||
* | BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵ | Robert Adams | 2012-12-31 | 11 | -839/+234 |
| | | | | BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first. | ||||
* | BulletSim: change physical data structures to classes. Add default | Robert Adams | 2012-12-31 | 5 | -15/+29 |
| | | | | | | instantiations for PhysBody and PhysShape when BSPhysObject is created to account for them being classes and not structures. Update TODO list. | ||||
* | BulletSim: remove check for small motor movement because, while it | Robert Adams | 2012-12-29 | 2 | -3/+6 |
| | | | | | | did the right thing for stopping (speed reducing to zero), it prevented movement from starting (speed increasing from zero). Will revisit when the generalize PID motor is debugged. | ||||
* | BulletSim: an 'if' to suppress multiple setting of avatar orientation. | Robert Adams | 2012-12-29 | 1 | -5/+9 |
| | | | | | | | Looks like the viewer bombards the server with avatar orientation information (we're talking several hundred a second) when the avatar is being turned or when walking. This change just reduces the number of 'set' calls into unmanaged code. | ||||
* | BulletSim: tweeking avatar capsule code in an attempt to have | Robert Adams | 2012-12-29 | 4 | -46/+81 |
| | | | | | | | | | asymmetrical avatar capsule work now that rotation is being passed from the simulator. Turns out the Bullet capsule is just not very functional: it doesn't scale properly, the implementation only half does asymmetry and, in general, is hard to work with. Avatar shape is about what it was before these changes. Added initial data structures for avatar shape mesh. | ||||
* | BulletSim: add 'AvatarAlwaysRunFactor' parameter and use in setTargetVelocity | Robert Adams | 2012-12-28 | 2 | -3/+9 |
| | | | | to implement the 'always run' feature. | ||||
* | BulletSim: fix problem of avatars appearing to walk through walls | Robert Adams | 2012-12-28 | 1 | -51/+55 |
| | | | | | by moving the movement motor to a pre-step action and out of its questionable previous home in UpdateProperties. | ||||
* | BulletSim: correct collision mask definition for linkset children. | Robert Adams | 2012-12-27 | 4 | -35/+18 |
| | | | | Remove unused code. Add comments and TODOs. | ||||
* | BulletSim: fix physical object not interacting with static objects. | Robert Adams | 2012-12-27 | 1 | -9/+24 |
| | | | | | Another instance of the underlying Bullet doing, ah, helpful things when items are added to the world. | ||||
* | BulletSim: Parameterize nominal frame rate (55) and add parameters to ↵ | Robert Adams | 2012-12-27 | 4 | -5/+21 |
| | | | | dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles. | ||||
* | BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from ↵ | Robert Adams | 2012-12-27 | 4 | -39/+55 |
| | | | | individual sub-classes and up to parent BSPhysObject class. | ||||
* | BulletSim: fix buoyancy so it's properly set by a script when an | Robert Adams | 2012-12-27 | 4 | -15/+44 |
| | | | | | object is selected. Update TODO list. | ||||
* | BulletSim: fix odd code that wasn't really recomputing the mass of a | Robert Adams | 2012-12-27 | 1 | -7/+7 |
| | | | | | rebuilt linkset. I was burnt by making get/set methods with side effects. I should know better. | ||||
* | BulletSim: add physical parameter min/max constants in BSParam. I just don't ↵ | Robert Adams | 2012-12-27 | 4 | -11/+15 |
| | | | | like raw numbers scattered around the code. | ||||
* | BulletSim: complete applyImpulse function in BSCharacter (like I said | Robert Adams | 2012-12-27 | 1 | -8/+17 |
| | | | | I did last time). | ||||
* | * Merges BulletSim Updates to BulletSimN(BulletSNPlugin) | teravus | 2012-12-18 | 19 | -79/+116 |
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* | BulletSim: scale the force for external AddForce by the simulation | Robert Adams | 2012-12-26 | 3 | -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 an | Robert Adams | 2012-12-25 | 3 | -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 by | Robert Adams | 2012-12-25 | 1 | -3/+2 |
| | | | | only zeroing the movement motor in the UpdateProperties routine. | ||||
* | BulletSim: Rename some of the interface structures (BulletWorld, ...) | Robert Adams | 2012-12-24 | 9 | -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 closer | Robert Adams | 2012-12-24 | 2 | -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. |