Commit message (Collapse) | Author | Age | Files | Lines | |
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* | BulletSim: fix buoyancy so it's properly set by a script when an | Robert Adams | 2012-12-27 | 1 | -2/+2 |
| | | | | | object is selected. Update TODO list. | ||||
* | BulletSim: add Enabled parameter and operation to motors. | Robert Adams | 2012-12-22 | 1 | -2/+16 |
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* | BulletSim: repair vehicle problems introduced in previous 'improvements'. ↵ | Robert Adams | 2012-12-21 | 1 | -4/+10 |
| | | | | Fix line endings in BSParams. | ||||
* | BulletSim: Better detail logging of VMotor actions. | Robert Adams | 2012-12-21 | 1 | -7/+8 |
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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: reorganize motor step code to separate error computation allowing ↵ | Robert Adams | 2012-12-20 | 1 | -51/+91 |
| | | | | subclass for PID error correction. | ||||
* | BulletSim: initial implementation of a PID motor. Not hooked up yet. | Robert Adams | 2012-12-18 | 1 | -6/+38 |
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* | BulletSim: apply friction to linear and angular motion before returning ↵ | Robert Adams | 2012-12-17 | 1 | -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 Adams | 2012-12-11 | 1 | -1/+1 |
| | | | | properties after the destroy object taint has happened. | ||||
* | BulletSim: rework angular corrections to remove any hybrid code and compute ↵ | Robert Adams | 2012-12-03 | 1 | -2/+15 |
| | | | | absolute collections. | ||||
* | BulletSim: format vehicle detail logging messages so vehicle changs are ↵ | Robert Adams | 2012-12-03 | 1 | -3/+3 |
| | | | | grouped better in the log output. | ||||
* | BulletSim: remove time scaling of computed vehicle absolute velocity since ↵ | Robert Adams | 2012-11-29 | 1 | -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 Adams | 2012-11-29 | 1 | -1/+31 |
| | | | | 'using' requirements so testing framework is less complicated. | ||||
* | BulletSim: add 'infinite' timescale that does not reduce motor target or ↵ | Robert Adams | 2012-11-27 | 1 | -10/+27 |
| | | | | friction. | ||||
* | BulletSim: add ToString override to BSVMotor. | Robert Adams | 2012-11-25 | 1 | -1/+6 |
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* | BulletSim: add BSVMotor as BSDynamics linear motor. | Robert Adams | 2012-11-25 | 1 | -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 Adams | 2012-11-25 | 1 | -104/+129 |
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* | BulletSim: add classes for physics motors. Eventually these will replace the ↵ | Robert Adams | 2012-11-07 | 1 | -0/+104 |
manual code for vehicles and add PID functionality to avatar movement. |