| Commit message (Collapse) | Author | Files | Lines |
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parameter 'TerrainGroundPlane' which defaults to -500.
BulletSim had assumed altitudes never went negative but that is not true. The
ground plane is just a safety net so things wouldn't fall to infinity.
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physics engine.
Older physics engines will default to the legacy region size.
Update BulletSim to use the new region size information.
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static objects.
Reorder collision flag setting code for terrain to fit pattern used elsewhere.
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changes.
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'm_physicsScene' to match coding conventions and reduce confusion.
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all the terrain with the base region.
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a little clearer.
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The symptom was exceptions while creating physical terrain.
Reduce default terrain mesh magnification to 2 from 3 because the
higher resolution uses a lot of memory and doesn't solve the terrain
smoothness for vehicles.
Added comments here and there and improved some debugging log messages.
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contact processing threshold for static object as well as mesh terrain.
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regions when there are no region neighbors.
Add some terrain location processing routines to support above.
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Only initialization and debug fuctions left.
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functions.
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BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
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to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
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function to test if a position is over known terrain.
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until after physical object destruction. TerrainManager also made disposable and that feature used.
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for the operation of BulletSim and those defintiions/structures defined
so they can be used in the unmanaged world.
Consolidate setting of collision flags so implementation is not scattered.
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While fixing the above, add methods to physical body and shape pointer
wrapper so routines won't have to know that IntPtr.Zero means no
physical instance.
Fix problem with physical linksets failing after a few sits and
unsits by properly restoring child prom positions for compound
linksets after multiple selection and deselections.
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static objects by more restrictive selection of objects that collide
with static objects.
Rename collision mask fuctions from 'filter' to 'group' so it is clear
what is being set.
Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above.
Restore passing of time step to linear and angular motion component routines.
Use buffering vehicle physical parameter get/set routines consistantly.
Make range enforcement clearer by using ClampInRange() function for parameter setting.
Remove commented out experimental vehicle calculations.
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Add locking around unlikely but possible race conditions on terrain list.
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conflicts with PhysicsShape type defined in later libOMV
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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.
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appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages.
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mesh terrain can be implemented.
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getting simplified out of existance someday) and update all the references to that enum.
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master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing
changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
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Add compound shape creation and freeing in shape manager.
Add optional taint-time execution method and update code to use it.
Add API2 linkage for more compound shape methods (get num, get/remove by index, ...)
Modify perferred shape return so linkset children can have differet shapes than root.
Add Position and Orientation calls to linksets so children can be moved around by
the linkset by its own calculation. Allows for very general linkset implementations.
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party license and contributor in for for Aurora-Sim project for physics code.
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Change terrain activation state to DISABLE_SIMULATION for better performance.
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assets weren't already in the cache. Comment cleanups.
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Various tweekings to avatar shape/mass/inertia/etc.
Remove change from avatar radius to diameter. But still the avatar sinks.
Collision_end now happens immediately rather than at the next subscription time.
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Add new function to ParameterDefn for calling BulletSimAPI to set values.
Tweaking to BSCharacter parameter setting to try and have avatars stand.
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more rigid. Remove mass calculation for terrain (it should stay a static object).
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improve interactions.
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pointers at runtime and at taint-time. Now passes the body into the
taint.
Vehicles zero inertia when active to eliminate Bullet's contribution
to vehicle motion.
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Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION.
Might reconsider this and, alternatively, have dynamic objects force activation.
Clean up use of DetailLog().
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Rearrangement and cleanup of shape collection code. Much more readable.
Enabling and use of collision filters and masks.
Addition of ID to body creation BulletSimAPI calls so always set in
shape for collision reporting.
Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder
from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE
which makes volume detect fail.
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so the members case is consistant. Caused modifications everywhere.
New logic in BSShapeCollection to track use and sharing of shapes.
I just reslized, though, that shapes cannot be shared because the
shape's UserPointer is the localID of the prim and is required
for tracking collisions. More changes coming.
Added DuplicateCollisionShape2() to API and changed BuildNativeShape2
to take a ShapeData structure so don't have to pass so many parameters.
This matches the latest version of BulletSim.dll.
Additions and removal of DetailLog() statements for debugging.
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tracking in the C# code. Needed for the changing body type
(to and from GhostObjects) for volumeDetect.
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