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path: root/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs (follow)
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* 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.