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2016-01-18BulletSim: change method signatures for internal AddForce methods to removeRobert Adams1-2/+2
confusion about push forces. The latter is an external, physics engine interface feature (the force parameter has a different unit if pushing vs adding force) and that distinction is not used internally.
2015-08-30More namespace and dll name changes. Still no functional changes.Diva Canto1-1/+1
2015-08-30Renamed the namespaces tooDiva Canto1-2/+2
2015-08-30Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto1-0/+0
2015-04-05BulletSim: implement VEHICLE_REFERENCE_FRAME. Thanks Vegaslon!.Robert Adams1-14/+21
2015-03-07BulletSim: add VEHICLE_ more parameter value limit checking.Robert Adams1-29/+53
This only bounds passed parameters as there is no good way of refusing the parameter setting. This mostly means that passing NaN's won't crash the simulator.
2014-07-18BulletSim: Modify first and default vehicle vertical attractor to be feature ↵Vegaslon1-0/+14
complete with use of the Limit Roll Only Flag. Signed-off-by: Robert Adams <misterblue@misterblue.com>
2014-04-23Eliminated many warningsOren Hurvitz1-0/+4
2014-04-03BulletSim: Minor Fix to vehicle hovering, add more ways to disable it.Vegaslon1-1/+1
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
2014-02-11BulletSim: the minimum vehicle velocity was set too low so moving slowRobert Adams1-1/+6
was getting zeroed too easily. Added VehicleMinVelocity parameter.
2013-10-15BulletSim: implement the SL bug where VEHICLE_HOVER_UP_ONLY disablesRobert Adams1-0/+12
the vehicle buoyancy if the vehicle is above its hover height. This is a known misfeature of this vehicle flag which has been accepted since it would break too many implementations. The problem is noticed when creating a jetski-like vehicle that jumps over sand bars. A boat normally is configured with neutral buoyancy and hovering at water height. When it jumps the sandbar, it needs to have gravity applied to get back to water level.
2013-07-30BulletSim: distribute vehicle physical settings to all members ofRobert Adams1-37/+38
a linkset. Enables constraint based linksets. Rename some internal variables to clarify whether values world or vehicle relative.
2013-07-23Revert "Revert "BulletSim: change BSDynamics to expect to be passed a ↵Robert Adams1-2/+15
BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 7b187deb19517aa7c880458894643a5448566a94.
2013-07-23Revert "Revert "BulletSim: move collision processing for linksets from ↵Robert Adams1-8/+8
BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
2013-07-23Revert "Revert "BulletSim: freshen up the code for constraint based linksets.""Robert Adams1-2/+2
Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 44543ebe638f391fc1c7ff532fe4470006dec55a.
2013-07-22Revert "BulletSim: freshen up the code for constraint based linksets."Robert Adams1-2/+2
The changes don't seem to be ready for prime time. This reverts commit 803632f8f32d91bb4aec678d8b45a8430c2703e1.
2013-07-22Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"Robert Adams1-8/+8
The changes don't seem to be ready for prime time. This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
2013-07-22Revert "BulletSim: change BSDynamics to expect to be passed a BSPrimLinkable"Robert Adams1-15/+2
The changes don't seem to be ready for prime time. This reverts commit d0d654e2186c8b81c1150da89a549e4f7162a2b4.
2013-07-22BulletSim: change BSDynamics to expect to be passed a BSPrimLinkableRobert Adams1-2/+15
and start changing the logic to handle the base prim as a complex object (ie, a linkset).
2013-07-22BulletSim: move collision processing for linksets from BSPrimLinkableRobert Adams1-8/+8
into the linkset implementation classes. Add HasSomeCollision attribute that remembers of any component of a linkset has a collision. Update vehicle code (BSDynamic) to use the HasSomeCollision in place of IsColliding to make constraint based linksets properly notice the ground. Add linkset functions to change physical attributes of all the members of a linkset.
2013-07-22BulletSim: freshen up the code for constraint based linksets.Robert Adams1-2/+2
2013-07-09BulletSim: add parameter to optionally disable vehicle linear deflection.Robert Adams1-15/+27
Add parameter to not apply vehicle linear deflection Z forces if vehicle is not colliding. This defaults to 'true' so vehicles will fall even if there is some linear deflection to apply.
2013-07-08BulletSim: make all the different angularVerticalAttraction algorithmsRobert Adams1-132/+129
selectable from configuration paramters. Changed default algorithm to "1" from previous default as it seems to handle Y axis correction a little better. Add config file independent enablement of vehicle angular forces to make debugging easier (independent testing of forces).
2013-07-07BulletSim: Different Implementation of Angular Deflection for vehicles, ↵Vegaslon1-15/+16
Activates it again and fixes problem with fighting with vertical attractor removing wobble of forward axis. Comments on testing welcome, May require adjustments of this force or other forces after this commit, exact tweaking to come after testing on other hardware. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-07-06BulletSim: non-functional updates. Comments and formatting.Robert Adams1-3/+11
Update TODO list.
2013-06-30BulletSim: add the reset of the last commit for flush log file problems.Robert Adams1-1/+1
Fix small typo in one log message.
2013-06-21BulletSim: move new linear deflection code to own routine.Robert Adams1-29/+35
Remove VehicleForwardVelocity changed storage since the value will be modified as movement is processed.
2013-06-20BulletSim: Implementation of Linear Deflection, it is a partial help for the ↵Vegaslon1-5/+33
vehicle tuning diffrence between Opensim and Second life. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-05-24BulletSim: add VehicleInertiaFactor to allow modifying inertia.Robert Adams1-1/+2
Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use.
2013-05-07Bulletsim: and the rotational friction.Vegaslon1-3/+5
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-05-07BulletSim: Another way to create vehicle framed friction.Vegaslon1-3/+5
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-05-06BulletSim: apply linear and angular friction in vehicle coordinatesRobert Adams1-6/+6
and not world coordinates.
2013-05-06BulletSim: remove friction calcuation from BSMotor and move linear andRobert Adams1-13/+31
angular friction computation into linear and angular movement code. The friction wasn't being applied properly. This will make it so vehicles don't drift as much and the drift is tunable by changing the friction timescales.
2013-05-06BulletSim: simplify parameter specification by reducing the number ofRobert Adams1-1/+1
specifications required for simple properties with defaults.
2013-05-03BulletSim: zero vehicle motion when changing vehicle type.Robert Adams1-3/+3
Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages.
2013-05-02BulletSim: Rebuild physical body if physical shape changes for mesh and hull.Robert Adams1-0/+1
Properly rebuilds collision caches. Release asset data fetched when building mesh or hulls.
2013-04-29BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams1-11/+11
changes.
2013-04-29BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams1-4/+4
'm_physicsScene' to match coding conventions and reduce confusion.
2013-04-29BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams1-2/+2
from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
2013-04-09BulletSim: some formatting changes.Robert Adams1-10/+17
2013-04-09Another algorithm for AngularVerticalAttraction. This one Takes into account ↵Vegaslon1-0/+23
all rotations before it and makes the corrections more close to the time that sl does. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-03-31BulletSim: start the renaming of local variables to m_ form to match the ↵Robert Adams1-23/+23
OpenSim coding conventions.
2013-03-31BulletSim: convert BSDynamic to a BSActor and change BSPrim to setRobert Adams1-73/+126
up the vehicle actor.
2013-03-25BulletSim: new algorithm for vertical attraction which uses quaternionRobert Adams1-3/+45
arithmetic to compute the shortest path between the current tilt and vertical.
2013-03-19BulletSim: code to generate a higher resolution terrain mesh. ParameterRobert Adams1-2/+3
TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.
2013-03-16BulletSim: add INI parameter for angular banking timescale fudge parameter.Robert Adams1-6/+6
2013-03-16BulletSim: Working Implementation of Angular Banking for Vehicles (Not SL ↵Vegaslon1-16/+17
Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis) Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-03-15BulletSim: Tweak vertical angular attraction to remove double ↵Vegaslon1-1/+1
VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-03-01BulletSim: add parameters, code cleanup around checking and enforcingRobert Adams1-2/+2
maximum velocity and angular velocity values for prims.
2013-02-17BulletSim: rework parameter setting for different types of valuesRobert Adams1-3/+3
(like vectors or quaternions).