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* * Merges BulletSim Updates to BulletSimN(BulletSNPlugin)teravus2012-12-1819-79/+116
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* BulletSim: scale the force for external AddForce by the simulationRobert Adams2012-12-263-1/+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 anRobert Adams2012-12-253-5/+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 byRobert Adams2012-12-251-3/+2
| | | | only zeroing the movement motor in the UpdateProperties routine.
* BulletSim: Rename some of the interface structures (BulletWorld, ...)Robert Adams2012-12-249-13/+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 closerRobert Adams2012-12-242-9/+9
| | | | | | to the SL value. Fixed frictin values for physical materials which were just wrong which caused things that should have slipped to not.
* BulletSim: Fix single physical prim reporting its mass as zero.Robert Adams2012-12-247-54/+83
| | | | | | | Properly return root mass as mass of just the root prim rather than the mass of the linkset. SOG has the logic to add the masses together to get the linkset mass. Update TODO list.
* * Update BulletSimN terrain implementation to default to Heightfield, it's ↵teravus2012-12-231-1/+1
| | | | less CPU intensive.
* * Update Example to include BulletSimN option and description.teravus2012-12-231-2/+3
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* * Added third party license for Bullet-xna.teravus2012-12-231-0/+23
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* * Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation ↵teravus2012-12-2326-0/+11752
| | | | of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN.
* Revert "Whitespace change to trigger bot"Melanie2012-12-231-1/+1
| | | | This reverts commit 7b0604dc492b95b0edaeb4de367e1f92d29e85d3.
* Revert "White space change to trigger bot"Melanie2012-12-231-1/+1
| | | | This reverts commit bad9cb918a3a51038c0a833b3d644cb3bf4864ad.
* White space change to trigger botMelanie2012-12-231-1/+1
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* Whitespace change to trigger botMelanie2012-12-231-1/+1
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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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* Add helper routine Util.InRange()Robert Adams2012-12-221-0/+7
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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.
* 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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* Replace axis rotation numeric constants (STATUS_ROTATE_XYZ) with symbols. ↵Robert Adams2012-12-183-9/+19
| | | | Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
* Disable UDPPacketBuffer pooling for now to resolve an issue on Windows of ↵Justin Clark-Casey (justincc)2012-12-191-5/+8
| | | | | | | | | | | interference between incoming packets. On Windows, concurrent multi-threaded processing of inbound UDP somehow allows different data input processing to interfere with each other. Possibly the endpoint reference is being switched, though I don't yet know the mechanism. Not seen on Mono. Also resolveable by setting RecyclePackets = false or RecycleBaseUDPPackets = false in [PacketPool] Or async_packet_handling = false in [ClientStack.LindenUDP] For now, will simply disable this particular pooling though will revisit this issue. In response to http://opensimulator.org/mantis/view.php?id=6468
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-12-175-37/+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.
* | Extend default 1 second wait for event completion to other thread script ↵Justin Clark-Casey (justincc)2012-12-173-4/+33
|/ | | | | | | | reset (as called by llResetOtherScript()). As with script stop (via llDie()) aborting other scripts event threads, llResetOtherScript() can also abort any current event thread on another script. On mono 2.6, 2.10 and possibly later this may cause locking problems in certain code areas. This commit reuses the recently introduced [XEngine] WaitForEventCompletionOnScriptStop to make this a 1 sec timeout, rather than 0 secs.
* 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.
* BulletSim: add parameter to UpdateProperties call into the linkset so ↵Robert Adams2012-12-166-36/+65
| | | | changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
* BulletSim: add even more to the TODO list.Robert Adams2012-12-161-4/+27
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* BulletSim: add check for border crossing in character position sanity check.Robert Adams2012-12-161-2/+10
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* BulletSim: refactor to combine common terrain height testing code. Add ↵Robert Adams2012-12-161-38/+48
| | | | function to test if a position is over known terrain.
* BulletSim: experimentally remove unit displacement from prim border crossing ↵Robert Adams2012-12-161-2/+13
| | | | test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change.
* Add stack dump function that takes an alternate printer outter. I've found ↵Robert Adams2012-12-161-1/+7
| | | | that log4net can be slowish so, if one is generating A LOT of debug output, alternate printers are better