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* | BulletSim: an 'if' to suppress multiple setting of avatar orientation. | Robert Adams | 2012-12-29 | 1 | -5/+9 | |
| | | | | | | | Looks like the viewer bombards the server with avatar orientation information (we're talking several hundred a second) when the avatar is being turned or when walking. This change just reduces the number of 'set' calls into unmanaged code. | |||||
* | BulletSim: tweeking avatar capsule code in an attempt to have | Robert Adams | 2012-12-29 | 4 | -46/+81 | |
| | | | | | | | | | asymmetrical avatar capsule work now that rotation is being passed from the simulator. Turns out the Bullet capsule is just not very functional: it doesn't scale properly, the implementation only half does asymmetry and, in general, is hard to work with. Avatar shape is about what it was before these changes. Added initial data structures for avatar shape mesh. | |||||
* | BulletSim: update values in OpenSimDefaults.ini to reflect the values really ↵ | Robert Adams | 2012-12-28 | 1 | -2/+2 | |
| | | | | used by the code. | |||||
* | ScenePresence passes the avatar rotation down to the physics engine. This ↵ | Robert Adams | 2012-12-28 | 1 | -0/+4 | |
| | | | | will be a no-op for ODE but enables asymmetrical avatars for BulletSim. | |||||
* | BulletSim: add 'AvatarAlwaysRunFactor' parameter and use in setTargetVelocity | Robert Adams | 2012-12-28 | 2 | -3/+9 | |
| | | | | to implement the 'always run' feature. | |||||
* | BulletSim: fix problem of avatars appearing to walk through walls | Robert Adams | 2012-12-28 | 1 | -51/+55 | |
| | | | | | by moving the movement motor to a pre-step action and out of its questionable previous home in UpdateProperties. | |||||
* | BulletSim: correct collision mask definition for linkset children. | Robert Adams | 2012-12-27 | 4 | -35/+18 | |
| | | | | Remove unused code. Add comments and TODOs. | |||||
* | BulletSim: fix physical object not interacting with static objects. | Robert Adams | 2012-12-27 | 1 | -9/+24 | |
| | | | | | Another instance of the underlying Bullet doing, ah, helpful things when items are added to the world. | |||||
* | BulletSim: Parameterize nominal frame rate (55) and add parameters to ↵ | Robert Adams | 2012-12-27 | 4 | -5/+21 | |
| | | | | dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles. | |||||
* | BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from ↵ | Robert Adams | 2012-12-27 | 4 | -39/+55 | |
| | | | | individual sub-classes and up to parent BSPhysObject class. | |||||
* | Add check to always push terse updates for presences that have new ↵ | Robert Adams | 2012-12-27 | 1 | -3/+8 | |
| | | | | velocities of zero. | |||||
* | BulletSim: fix buoyancy so it's properly set by a script when an | Robert Adams | 2012-12-27 | 4 | -15/+44 | |
| | | | | | object is selected. Update TODO list. | |||||
* | BulletSim: fix odd code that wasn't really recomputing the mass of a | Robert Adams | 2012-12-27 | 1 | -7/+7 | |
| | | | | | rebuilt linkset. I was burnt by making get/set methods with side effects. I should know better. | |||||
* | BulletSim: add physical parameter min/max constants in BSParam. I just don't ↵ | Robert Adams | 2012-12-27 | 4 | -11/+15 | |
| | | | | like raw numbers scattered around the code. | |||||
* | BulletSim: complete applyImpulse function in BSCharacter (like I said | Robert Adams | 2012-12-27 | 1 | -8/+17 | |
| | | | | I did last time). | |||||
* | * Merges BulletSim Updates to BulletSimN(BulletSNPlugin) | teravus | 2012-12-18 | 19 | -79/+116 | |
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* | BulletSim: scale the force for external AddForce by the simulation | Robert Adams | 2012-12-26 | 3 | -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 an | Robert Adams | 2012-12-25 | 3 | -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 by | Robert Adams | 2012-12-25 | 1 | -3/+2 | |
| | | | | only zeroing the movement motor in the UpdateProperties routine. | |||||
* | BulletSim: Rename some of the interface structures (BulletWorld, ...) | Robert Adams | 2012-12-24 | 9 | -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 closer | Robert Adams | 2012-12-24 | 2 | -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 Adams | 2012-12-24 | 7 | -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 ↵ | teravus | 2012-12-23 | 1 | -1/+1 | |
| | | | | less CPU intensive. | |||||
* | * Update Example to include BulletSimN option and description. | teravus | 2012-12-23 | 1 | -2/+3 | |
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* | * Added third party license for Bullet-xna. | teravus | 2012-12-23 | 1 | -0/+23 | |
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* | * Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation ↵ | teravus | 2012-12-23 | 26 | -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" | Melanie | 2012-12-23 | 1 | -1/+1 | |
| | | | | This reverts commit 7b0604dc492b95b0edaeb4de367e1f92d29e85d3. | |||||
* | Revert "White space change to trigger bot" | Melanie | 2012-12-23 | 1 | -1/+1 | |
| | | | | This reverts commit bad9cb918a3a51038c0a833b3d644cb3bf4864ad. | |||||
* | White space change to trigger bot | Melanie | 2012-12-23 | 1 | -1/+1 | |
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* | Whitespace change to trigger bot | Melanie | 2012-12-23 | 1 | -1/+1 | |
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* | BulletSim: modify avatar motor code to make falling movement better. Clean ↵ | Robert Adams | 2012-12-22 | 3 | -35/+45 | |
| | | | | up some usages. Disable motor when done. | |||||
* | BulletSim: remove post step one-time taints (doesn't make any sense). Rename ↵ | Robert Adams | 2012-12-22 | 1 | -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 Adams | 2012-12-22 | 1 | -2/+16 | |
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* | Add helper routine Util.InRange() | Robert Adams | 2012-12-22 | 1 | -0/+7 | |
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* | BulletSim: remove all special vehicle code from BSScene. Replace per-frame ↵ | Robert Adams | 2012-12-21 | 2 | -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 Adams | 2012-12-21 | 1 | -6/+0 | |
| | | | | over time. | |||||
* | BulletSim: Fix llApplyImpulse so it works after the first impulse. The ↵ | Robert Adams | 2012-12-21 | 2 | -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 Adams | 2012-12-21 | 3 | -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 Adams | 2012-12-21 | 4 | -572/+598 | |
| | | | | Fix line endings in BSParams. | |||||
* | BulletSim: Move all the parameter variables, tables and get and fetch logic ↵ | Robert Adams | 2012-12-21 | 13 | -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 Adams | 2012-12-21 | 1 | -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 Adams | 2012-12-21 | 2 | -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 Adams | 2012-12-21 | 1 | -7/+8 | |
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* | BulletSim: begin movement of parameters from pinned memory block to ↵ | Robert Adams | 2012-12-21 | 2 | -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 Adams | 2012-12-20 | 1 | -3/+1 | |
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* | BulletSim: Check for unspecified TimeScale in BSVMotor and don't scale if ↵ | Robert Adams | 2012-12-20 | 1 | -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 Adams | 2012-12-20 | 1 | -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 Adams | 2012-12-20 | 2 | -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 Adams | 2012-12-20 | 1 | -51/+91 | |
| | | | | subclass for PID error correction. | |||||
* | BulletSim: improve angularVerticalAttraction calculation to compute angular ↵ | Robert Adams | 2012-12-18 | 1 | -18/+15 | |
| | | | | correction velocity rather than estimating correction (excuse to use trig functions). |