| Commit message (Collapse) | Author | Files | Lines |
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filtering.
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so taints check if they are not in simulation time and execute
immediately if not.
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Now PhysicsActor.Velocity.set and PhysicsActor.SetMomentum do the same thing
of setting the instantanious avatar velocity. PhysicsActor.TargetVelocity
sets a velocity target and the movement motor is used to accelerate the'
avatar to that velocity.
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region boundries.
Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and
have both BSPrim and BSCharacter share the code.
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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.
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that works for all physics engines.
BulletSim: implement an optimized version of SetVehicle() that still
uses the vehicle code to do bounds checking but does it in one taint
operation.
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very much an optional Bullet feature. This way, Bullet doesn't need to depend on the OptionalModules dll. No changes in configs or behavior.
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Change how physics engine is created in unit tests to resolve a lib reference problem.
Add ShapeInfoInfo class to collect info about the created physical shape
for debugging and unit test testing.
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Allows locking of prim/linkset relative moving in each of the linear
and angular axis. Limits on movement or rotation can be set.
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BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
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unnecessary object update if the prim was not moving to target.
This involves making PhysicsActor.PIDActive get as well as set.
On physics components that don't implement this (all characters and some phys engines) we return false.
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to check for border crossings based on the size of the region.
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LocalID of object which created the taint.
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and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
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should be.
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don't happen until the object is completely initialized.
This fixes the problem of doing a teleport while the simulator is running.
The destruction of the physical object while the engine is running means
that the physics parameter update would overwrite the new position of the
newly created avatar.
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is not with a volume detect object.
This fixes a problem of avatars trying to step over a volume detect object
that they collide with. This appeared as the avatar popping up as it started
to step up but then continuing on since the object wasn't physically interacting.
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and processing routines in BulletSim.
Add linkset rebuild/conversion routine in BSLinkset.
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Reduce object density by factor of 100 to bring physical mass computations
into a range better suited for Bullet.
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enabled.""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a.
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BSPrimLinkable""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
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The changes don't seem to be ready for prime time.
This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
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The changes don't seem to be ready for prime time.
This reverts commit acb7b4a09ad564d1dfae3ad12adbb593ca3942c9.
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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.
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inconsistant use of Raw* and _* conventions.
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Default off, for the moment, until more testing.
Add separate thread and center-of-mass flags to OpenSimDefaults.ini.
Clean up comments in OpenSimDefaults.ini.
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Update TODO list.
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that need it to look it up.
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There is still some overshoot but mostly fixes Mantis 6693.
Fix bug where moveToTarget was active for non-physical objects
and while selected.
Fix bug where move target was not getting changed if the script
changed the target during a move.
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thread. Off by default until more testing.
Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics
engine to be called on its own thread and the heartbeat thread only
handles the reporting of property updates and collisions. Physics frame
rate is about right but physics execution time goes to zero as accounted
by the heartbeat loop.
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Some vehicle scripts change type on the fly as an easy way of setting
all the parameters (like a plane changing to a car when on the ground).
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addition to angular movement. Not enabled by anything yet.
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Rebuild compound linkset of any child in the linkset changes shape.
Comments and better detailed logging messages.
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Properly rebuilds collision caches.
Release asset data fetched when building mesh or hulls.
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changes.
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'm_physicsScene' to match coding conventions and reduce confusion.
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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.
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of both position change and up force that move avatars over barrier.
Default parameters are for steps up to 0.5m in height.
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