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path: root/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs (follow)
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* BulletSim: non-functional updates. Comments and formatting.Robert Adams2013-07-061-7/+8
| | | | Update TODO list.
* BulletSim: a better version of llMoveToTarget that doesn't go crazy.Robert Adams2013-06-301-8/+7
| | | | | | | | 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.
* BulletSim: remove friction calcuation from BSMotor and move linear andRobert Adams2013-05-061-49/+14
| | | | | | | angular friction computation into linear and angular movement code. The friction wasn't being applied properly. This will make it so vehicles don't drift as much and the drift is tunable by changing the friction timescales.
* BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams2013-04-291-6/+6
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* BulletSim: More aggressive as setting character velocity to zeroRobert Adams2013-01-201-7/+19
| | | | | | | | | | | | when should be standing. Modify angular force routines to be the same pattern as linear force routines. BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!! Fix some bugs in BSMotor dealing with the motor going to zero. Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity, MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity, and most of the values are defaulted to values that are larger than in SL. Use the new parameters in BSPrim, BSCharacter and BSDynamic.
* BulletSim: modify motors to return correction rather than current valueRobert Adams2013-01-201-9/+16
| | | | | | | to better use them for incremental updates. Modify prim and character to use the new motors. Simplify the vehicle linear movement code to just update the velocity directly or the basic movement.
* BulletSim: add some features to the PID motor to make it more flexible.Robert Adams2013-01-041-9/+18
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* BulletSim: reorganize motor code a little to pull together common functions.Robert Adams2013-01-041-18/+129
| | | | Add BSFMotor.
* BulletSim: fix buoyancy so it's properly set by a script when anRobert Adams2012-12-271-2/+2
| | | | | object is selected. Update TODO list.
* BulletSim: add Enabled parameter and operation to motors.Robert Adams2012-12-221-2/+16
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* BulletSim: repair vehicle problems introduced in previous 'improvements'. ↵Robert Adams2012-12-211-4/+10
| | | | Fix line endings in BSParams.
* BulletSim: Better detail logging of VMotor actions.Robert Adams2012-12-211-7/+8
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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: reorganize motor step code to separate error computation allowing ↵Robert Adams2012-12-201-51/+91
| | | | subclass for PID error correction.
* BulletSim: initial implementation of a PID motor. Not hooked up yet.Robert Adams2012-12-181-6/+38
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* BulletSim: apply friction to linear and angular motion before returning ↵Robert Adams2012-12-171-2/+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: protect prim property setting to remove crash from taints setting ↵Robert Adams2012-12-111-1/+1
| | | | properties after the destroy object taint has happened.
* BulletSim: rework angular corrections to remove any hybrid code and compute ↵Robert Adams2012-12-031-2/+15
| | | | absolute collections.
* BulletSim: format vehicle detail logging messages so vehicle changs are ↵Robert Adams2012-12-031-3/+3
| | | | grouped better in the log output.
* BulletSim: remove time scaling of computed vehicle absolute velocity since ↵Robert Adams2012-11-291-0/+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.
* BulletSim: add copyright header where it is missing. Remove some unnecessary ↵Robert Adams2012-11-291-1/+31
| | | | 'using' requirements so testing framework is less complicated.
* BulletSim: add 'infinite' timescale that does not reduce motor target or ↵Robert Adams2012-11-271-10/+27
| | | | friction.
* BulletSim: add ToString override to BSVMotor.Robert Adams2012-11-251-1/+6
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* BulletSim: add BSVMotor as BSDynamics linear motor.Robert Adams2012-11-251-14/+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.
* BulletSim: complete vector motor. Correct line endings.Robert Adams2012-11-251-104/+129
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* BulletSim: add classes for physics motors. Eventually these will replace the ↵Robert Adams2012-11-071-0/+104
manual code for vehicles and add PID functionality to avatar movement.