| Commit message (Collapse) | Author | Age | Files | Lines |
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Only initialization and debug fuctions left.
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functions.
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BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
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instantiations for PhysBody and PhysShape when BSPhysObject is created
to account for them being classes and not structures.
Update TODO list.
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Another instance of the underlying Bullet doing, ah, helpful things
when items are added to the world.
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dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles.
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individual sub-classes and up to parent BSPhysObject class.
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object is selected.
Update TODO list.
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like raw numbers scattered around the code.
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step time so it will be applied completely the next step. The internal
AddForce routine does not scale the force.
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object's individual gravity to the world gravity when the object
is added to the physical world.
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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.
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updates for vehicles with per-frame action registration. One fewer special case.
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problem was Bullet deactivating the object between the pushes (when, as far as the physics engine is concerned, it isn't moving).
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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.
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to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
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to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly.
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changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
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doesn't need to do that bookkeeping because SOG/SOP already does it.
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for the operation of BulletSim and those defintiions/structures defined
so they can be used in the unmanaged world.
Consolidate setting of collision flags so implementation is not scattered.
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Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
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the terrain. Users can sure find some interesting corner conditions.
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setting properties after the destroy character taint.
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properties after the destroy object taint has happened.
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While fixing the above, add methods to physical body and shape pointer
wrapper so routines won't have to know that IntPtr.Zero means no
physical instance.
Fix problem with physical linksets failing after a few sits and
unsits by properly restoring child prom positions for compound
linksets after multiple selection and deselections.
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Linkset.MakeStatic() after call to ForceActivationState2() since linkset might change activation state. Make BSPrim.CreateGeomAndObject public as linkset rebuilding might need access to it. Only rebuild prim if selection state is actually changes -- OpenSimulator calls PhysObject.Selected() multiple times whenever a prim is selected or deselected.
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can do anything dumb they wish.
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forces commented out for the moment for debugging.
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static objects by more restrictive selection of objects that collide
with static objects.
Rename collision mask fuctions from 'filter' to 'group' so it is clear
what is being set.
Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above.
Restore passing of time step to linear and angular motion component routines.
Use buffering vehicle physical parameter get/set routines consistantly.
Make range enforcement clearer by using ClampInRange() function for parameter setting.
Remove commented out experimental vehicle calculations.
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DISABLE_SIMULATION to ISLAND_SLEEPING. Update DLLs and SOs to add DumpActivationInfo2 function.
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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.
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angular velocity.
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rather than just storing it in the variable
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conflicts with PhysicsShape type defined in later libOMV
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Simple attempt to make avatars better shaped.
Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth'
and 'avatarCapsuleDepth'.
More tweeking to avatar height calculation. A little better but
short avatar's feet are above the terrain and tall avatar's feet
are a little below the ground.
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getting simplified out of existance someday) and update all the references to that enum.
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corrections (below ground and floating).
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other classes.
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flag to ZeroMotion method. Update the references to those functions.
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Remove all compilation warnings (mostly 'protected' in sealed classes.)
Add the dynamicAabbEnable parameter to creation of compound shapes.
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Add compound shape creation and freeing in shape manager.
Add optional taint-time execution method and update code to use it.
Add API2 linkage for more compound shape methods (get num, get/remove by index, ...)
Modify perferred shape return so linkset children can have differet shapes than root.
Add Position and Orientation calls to linksets so children can be moved around by
the linkset by its own calculation. Allows for very general linkset implementations.
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MassRaw to RawMass. Fix BSShapeCollection to use Raw* for creating the body to eliminate exception from referencing the physical body before it has been created.
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available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
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of BSLinksetCompound.
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Add AddTorque() method to BSPrim. Remove some manual motor actions
in computing angular force (will eventually be replaced with motor class).
Remove some experimental changes.
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constraint calculation to pull the objects together.
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UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty.
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