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* | | Revert "Whitespace change to trigger ircbot"Melanie2012-12-231-1/+0
| | | | | | | | | | | | This reverts commit ca30559b05bd44995277c270ec19a92d8170e587.
* | | Whitespace change to trigger ircbotMelanie2012-12-231-0/+1
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* | | Merge branch 'master' into careminsterMelanie2012-12-2316-911/+960
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| * | BulletSim: modify avatar motor code to make falling movement better. Clean ↵Robert Adams2012-12-223-35/+45
| | | | | | | | | | | | up some usages. Disable motor when done.
| * | BulletSim: remove post step one-time taints (doesn't make any sense). Rename ↵Robert Adams2012-12-221-82/+30
| | | | | | | | | | | | pre and post step event invocation routines to Trigger* to be consistant. Remove old, unused code.
| * | BulletSim: add Enabled parameter and operation to motors.Robert Adams2012-12-221-2/+16
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| * | BulletSim: remove all special vehicle code from BSScene. Replace per-frame ↵Robert Adams2012-12-212-101/+20
| | | | | | | | | | | | updates for vehicles with per-frame action registration. One fewer special case.
| * | BulletSim: remove the movement decay while flying. Made flying slow down ↵Robert Adams2012-12-211-6/+0
| | | | | | | | | | | | over time.
| * | BulletSim: Fix llApplyImpulse so it works after the first impulse. The ↵Robert Adams2012-12-212-4/+29
| | | | | | | | | | | | problem was Bullet deactivating the object between the pushes (when, as far as the physics engine is concerned, it isn't moving).
| * | BulletSim: add BSPhysObject code to manage registrations of preStep events. ↵Robert Adams2012-12-213-66/+104
| | | | | | | | | | | | 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.
| * | BulletSim: repair vehicle problems introduced in previous 'improvements'. ↵Robert Adams2012-12-214-572/+598
| | | | | | | | | | | | Fix line endings in BSParams.
| * | BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams2012-12-2113-606/+681
| | | | | | | | | | | | to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
* | | Merge branch 'master' into careminsterMelanie2012-12-216-120/+369
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| * | BulletSim: small fix to avatar movement motor use which keeps avatar from ↵Robert Adams2012-12-211-1/+2
| | | | | | | | | | | | flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable.
| * | BulletSim: avatar movement smoothed with motor that modifies avatar velocity ↵Robert Adams2012-12-212-4/+81
| | | | | | | | | | | | to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly.
| * | BulletSim: Better detail logging of VMotor actions.Robert Adams2012-12-211-7/+8
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| * | BulletSim: begin movement of parameters from pinned memory block to ↵Robert Adams2012-12-212-7/+19
| | | | | | | | | | | | variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list.
| * | BulletSim: fix incorrectly defined property changed flag.Robert Adams2012-12-201-3/+1
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| * | BulletSim: Check for unspecified TimeScale in BSVMotor and don't scale if ↵Robert Adams2012-12-201-9/+43
| | | | | | | | | | | | 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.
| * | BulletSim: replace use of funky nullable values for vehicle property update ↵Robert Adams2012-12-201-26/+43
| | | | | | | | | | | | control (m_known* stuff). Bitmaps will be quicker to test and to clear.
| * | BulletSim: angularMotorUp working again (seems a little slow as it takes ↵Robert Adams2012-12-202-32/+66
| | | | | | | | | | | | longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list.
| * | BulletSim: reorganize motor step code to separate error computation allowing ↵Robert Adams2012-12-201-51/+91
| | | | | | | | | | | | subclass for PID error correction.
| * | BulletSim: improve angularVerticalAttraction calculation to compute angular ↵Robert Adams2012-12-181-18/+15
| | | | | | | | | | | | correction velocity rather than estimating correction (excuse to use trig functions).
| * | BulletSim: initial implementation of a PID motor. Not hooked up yet.Robert Adams2012-12-181-6/+38
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| * | BulletSim: comments and TODO list updateRobert Adams2012-12-182-3/+9
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* | | Merge branch 'avination' into careminsterMelanie2012-12-188-352/+976
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| * | *TESTP unscripted sit: missing filesUbitUmarov2012-12-172-0/+6
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| * | * TEST * unscripted sitUbitUmarov2012-12-172-2/+196
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| * | make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov2012-12-111-14/+37
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| * | changes on the fast speed avatars collider, collisions from above, etcUbitUmarov2012-12-111-62/+64
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| * | fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2012-12-113-13/+8
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| * | missing files remove some warnings...UbitUmarov2012-12-113-4/+3
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| * | missing fileUbitUmarov2012-12-111-0/+9
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| * | a few more changes on avatar colliderUbitUmarov2012-12-112-299/+363
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| * | create a new ode character also with the new informationUbitUmarov2012-12-073-5/+20
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| * | *TEST* Use new avatar size in ubitODE.UbitUmarov2012-12-073-4/+50
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| * | avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2012-12-053-101/+74
| | | | | | | | | | | | avatar collider, just rounding the boxes, etc
| * | move characters (avatars) to own collision space, also fixing a problemUbitUmarov2012-12-043-14/+47
| | | | | | | | | | | | with previus code that was still assuming the avatar is g2
| * | raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov2012-12-041-4/+4
| | | | | | | | | | | | reduce head size a bit
| * | Merge branch 'avination' into ubitworkMelanie2012-12-033-102/+367
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| | * | *TEST* diferent avatar colliderUbitUmarov2012-12-032-101/+337
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| | * | fix vertex rounding directionUbitUmarov2012-12-031-1/+8
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| | * | *TEST* reduce all mesh vertices resolution to 1e-5. This reduces numberUbitUmarov2012-12-031-0/+16
| | | | | | | | | | | | | | | | of unique vertices only originated by math errors in PrimMesher
| | * | adjust avatar standing Z positionUbitUmarov2012-12-031-5/+11
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| * | | don't zero constant force and torque in selectionUbitUmarov2012-11-241-6/+6
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* | | Merge branch 'master' into careminsterMelanie2012-12-185-37/+28
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| * | BulletSim: apply friction to linear and angular motion before returning ↵Robert Adams2012-12-173-14/+2
| | | | | | | | | | | | 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.
| * | BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵Robert Adams2012-12-174-29/+32
| | | | | | | | | | | | 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.
* | | Merge branch 'master' into careminsterMelanie2012-12-1810-123/+195
|\ \ \ | |/ / | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
| * | BulletSim: fix vehicles being shot in the air at border crossings because of ↵Robert Adams2012-12-161-2/+5
| | | | | | | | | | | | mis-application of correction to postion for below groundness.