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path: root/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs (unfollow)
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2012-12-03BulletSim: rework angular corrections to remove any hybrid code and compute ↵Robert Adams1-2/+15
absolute collections.
2012-12-03BulletSim: format vehicle detail logging messages so vehicle changs are ↵Robert Adams1-3/+3
grouped better in the log output.
2012-11-29BulletSim: remove time scaling of computed vehicle absolute velocity since ↵Robert Adams1-0/+8
Bullet will scale the movement by the time slice. Restore LIMIT_MOTOR_UP to definitition of BOAT simce some vehicle engines use it even for land vehicles. Push vehicle parameter updates through the regular property update to solve vehicles floating off when they should be stopped.
2012-11-29BulletSim: add copyright header where it is missing. Remove some unnecessary ↵Robert Adams1-1/+31
'using' requirements so testing framework is less complicated.
2012-11-27BulletSim: add 'infinite' timescale that does not reduce motor target or ↵Robert Adams1-10/+27
friction.
2012-11-25BulletSim: add ToString override to BSVMotor.Robert Adams1-1/+6
2012-11-25BulletSim: add BSVMotor as BSDynamics linear motor.Robert Adams1-14/+32
Properly limit *_MOTOR_DECAY_TIMESCALE to 120 as per specs. Invode BSDynamics.Refresh() when vehicle type is changed. Previously the vehicle properties weren't getting set because the physical properties were set before the vehicle type was set. Add a "use name" to BSMotors for identification while debugging. Correct current and target confusion in BSVMotor design. Rename CurrentValueReductionTimescale to FrictionTimescale. Event more detailed logging.
2012-11-25BulletSim: complete vector motor. Correct line endings.Robert Adams1-104/+129
2012-11-07BulletSim: add classes for physics motors. Eventually these will replace the ↵Robert Adams1-0/+104
manual code for vehicles and add PID functionality to avatar movement.