| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
| |
asymmetrical avatar capsule work now that rotation is being passed
from the simulator. Turns out the Bullet capsule is just not very
functional: it doesn't scale properly, the implementation only half
does asymmetry and, in general, is hard to work with.
Avatar shape is about what it was before these changes.
Added initial data structures for avatar shape mesh.
|
|
|
|
|
|
|
|
| |
to get ready for...
Start creation of BulletAPITemplate. This defines the abstract interface
functions. Following commits will move over to the new interface.
This will enable switching between the managed and unmanaged version of
Bullet.
|
|
|
|
| |
to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
| |
dumping of physical vehicle parameters (out of Bullet) on each
simulation step and to optionally scale vehicle angular velocity
by the time step. The latter looks to be part of a difference
between angular parameters for ODE and BulletSim. SL docs say
angular velocity is measured in radians/timeScale. Not sure if this
is different than what ODE does.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
caused the native shapes to be rebuilt when not necessary.
|
|
|
|
| |
uncomment the detail logging when changing the depth of logged info.
|
|
|
|
| |
mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh.
|
|
|
|
| |
conflicts with PhysicsShape type defined in later libOMV
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
having mesh avatars.
|
|
|
|
| |
getting simplified out of existance someday) and update all the references to same.
|
|
|
|
| |
getting simplified out of existance someday) and update all the references to that enum.
|
|
|
|
| |
corrections (below ground and floating).
|
|
|
|
|
| |
Remove all compilation warnings (mostly 'protected' in sealed classes.)
Add the dynamicAabbEnable parameter to creation of compound shapes.
|
|
|
|
| |
known. This makes sure the correct accounting is done for the particular shape.
|
|
|
|
|
|
|
| |
into LinksetCompound where it should be.
Create meshes for native shapes when part of a compound linkset because
scale is currently per object and not per collision shape.
Don't schedule a LinksetCompound refresh if just changing properties.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
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.
|
|
|
|
| |
available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
|
|
|
|
| |
of BSLinksetCompound.
|
|
|
|
| |
constraint calculation to pull the objects together.
|
|
|
|
| |
party license and contributor in for for Aurora-Sim project for physics code.
|
|
|
|
| |
Change terrain activation state to DISABLE_SIMULATION for better performance.
|
| |
|
|
|
|
| |
assets weren't already in the cache. Comment cleanups.
|
|
|
|
| |
failed flag in BSPrim.ForceBodyShapeRebuild()
|
| |
|
| |
|
|
|
|
|
|
| |
handling.
Refactor some names to make them available for the asset tracking and fetching.
|
|
|
|
|
|
| |
Various tweekings to avatar shape/mass/inertia/etc.
Remove change from avatar radius to diameter. But still the avatar sinks.
Collision_end now happens immediately rather than at the next subscription time.
|
|
|
|
|
|
| |
Change character scaling to represent size of capsule (diameter rather than radius)
Modify create capsule call to pass radius and height.
Eliminate errors when calculating shape inertia (should have some type checking).
|
|
|
|
|
| |
Add new function to ParameterDefn for calling BulletSimAPI to set values.
Tweaking to BSCharacter parameter setting to try and have avatars stand.
|
|
|
|
| |
initialized and setting of C++ parameters commented out. Comments and logging added.
|
|
|
|
|
|
|
|
| |
Add capsule shape to BSShapeCollection().
Remember last updated values so inter frame diffs can be computed.
Parameterize avatarStandingFriction and reduce to 10 from 999.
The latter high value made avatars very hard to push.
Set CCD parameters for prims and characters of specified.
|
| |
|
|
|
|
| |
as cubes.
|
|
|
|
| |
improve interactions.
|
|
|
|
|
|
|
|
|
|
| |
Update BSDynamics to use same (don't want to delay updates til next taint-time.
Suppress queuing a taint update for position and orientation calls if value
does not change.
Move Bullet timing statistics call from C# back to C++ code.
Throttle taints per simulation step and add parameter to set.
By default, don't create hulls for physical objects. Add a
parameter to turn on and off.
|
|
|
|
|
|
|
|
| |
Properly remove and restore linkage constraints when upgrading
a prim's mesh to a hull.
Lots more debug logging.
Definitions and use of Bullet structure dumping.
Centralize detail logging so a Flush() can be added for debugging.
|
|
|
|
| |
type changed.
|
| |
|
|
|
|
| |
destroyed. This fixes many problems with physical linksets.
|
|
|
|
| |
keep the creation of constraints separate from runtime.
|
|
|
|
|
|
|
|
|
| |
use.
Added callbacks for shape and body changes in GetBodyAndShape() so the linkset
constraints can be picked up and restored. A better design might be to have
a "prim shape changed" event. Think about that.
Added constraint types to general constraint class.
|
| |
|
|
|
|
|
|
|
| |
pointers at runtime and at taint-time. Now passes the body into the
taint.
Vehicles zero inertia when active to eliminate Bullet's contribution
to vehicle motion.
|
|
|
|
|
|
| |
Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION.
Might reconsider this and, alternatively, have dynamic objects force activation.
Clean up use of DetailLog().
|
|
|
|
|
|
|
|
|
|
| |
Rearrangement and cleanup of shape collection code. Much more readable.
Enabling and use of collision filters and masks.
Addition of ID to body creation BulletSimAPI calls so always set in
shape for collision reporting.
Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder
from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE
which makes volume detect fail.
|