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2013-01-29BulletSim: fix physics repositioning when under ground to only happenRobert Adams3-15/+50
for physical objects. Non-physical objects can go anywhere they want.
2013-01-28BulletSim: enable angular vertical attraction.Robert Adams2-3/+3
Increase terrain collision margin to help vehicles from tunneling into same.
2013-01-28BulletSim: first unit test: vehicle angular attractionRobert Adams5-79/+150
2013-01-28BulletSim: do not zero an avatar's standing velocity if it is standingRobert Adams3-96/+118
on a moving object. Rearrange pre/post action subscription code to put more in locks. Add meshmerizer params to BulletSimTestUtil scene creation (and fix line endings). Rebuilt version of DLLs and SOs with cleaned up code and no profiling for sure.
2013-01-28BulletSim: rename 'uint' to 'UInt32' to make clear the type that is passed ↵Robert Adams1-14/+14
to unmanaged code.
2013-01-28BulletSim: fix the trimming of colliders so only the top 25 are returned.Robert Adams2-4/+4
2013-01-27BulletSim: simplify the initialization of some of the parameters.Robert Adams2-32/+23
Disable vertical attraction for vehicles by default (for the moment). Fix bug where vehicle would go crazy when velocity got above a certain speed.
2013-01-27BulletSim: reinstate the supression of rotational velocity for vehiclesRobert Adams1-1/+1
2013-01-27BulletSim: add framework for BulletSim unit tests. No tests yet.Robert Adams3-0/+193
2013-01-27BulletSim: disable center-of-mass computation because it does not work yetRobert Adams1-1/+1
2013-01-27BulletSim: fix compile error from last commitRobert Adams1-2/+2
2013-01-27BulletSim: parameterize the value for gravity reduction for ground vehicles ↵Robert Adams3-11/+18
on the ground. Set defaults for vehicle factors to one. Debug logging changes.
2013-01-27BulletSim: first attempt at reporting top collidersRobert Adams5-11/+43
2013-01-27BulletSim: parameterize several vehicle debugging values: physical linear ↵Robert Adams3-9/+57
and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values
2013-01-27BulletSim: finish the post step event for physical object actions. Modify ↵Robert Adams3-13/+73
vehicle to use post step event for logging.
2013-01-26bug fix: crash when too many collisions on a ode stepUbitUmarov1-36/+40
2013-01-25* This adds llVolumeDetect functionality to the C# implementation of BulletSim.teravus1-86/+116
2013-01-24BulletSim: reduce the force of gravity on ground vehicles when theyRobert Adams1-0/+11
are on the ground. Makes them a little more stable.
2013-01-24BulletSim: reduce the zeroing threshold for rotational velocity.Robert Adams1-3/+1
Sometimes settling of a vehicle from gravity introduces small velocities that need to be kept.
2013-01-24BulletSim: disable CCD (continuious collision detection) andRobert Adams1-3/+3
contact processing threshold since the first didn't solve tunneling problems but used resources and the latter caused instabilities.
2013-01-24BulletSim: zero motion on an object that we pop up because it isRobert Adams1-1/+7
below terrain. If the position is being corrected because it is out of bounds, all other movement rules are out the window.
2013-01-24BulletSim: remove exception that can happen when setting physics parameters ↵Robert Adams1-2/+2
from the console.
2013-01-24* Added in the manifold point dept on collision desc. In BulletSim engine ↵teravus1-5/+64
BulletXNA.
2013-01-24* Repairs the Object updates, Collision updates, and Child Prim methods ↵teravus1-164/+282
making the bulletXNA engine work again. * The only thing that had an issue was when creating a new RigidBody, BulletXNA didn't know the type SimMotionState and the upcast type is unknown in the constructor. Therefore, I had to update the IMotionState with a new method 'SetBody'. All of the duplicated type information has been removed and BulletXNA is not relying on any non-standard types external to the library.
2013-01-23BulletSim: pass up and report the real collision penetration.Robert Adams2-2/+4
2013-01-23BulletSim: remove setting of vehicle InterpolationRotationalVelocity.Robert Adams2-36/+34
This doesn't seem to help the vehicle stability. Rename vehicle internal variables adding a "V" or "W" so it is clear when coordinates are vehicle or world relative.
2013-01-23BulletSim: small change to center-of-mass computation left out last commitRobert Adams1-3/+8
2013-01-23BulletSim: center-of-gravity linkset changes. Not working yet.Robert Adams4-29/+9
Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
2013-01-23BulletSim: working on COMRobert Adams4-7/+36
2013-01-23BulletSim: fix build break introduced by previous commitRobert Adams1-5/+0
2013-01-23BulletSim: remove the unused RestoreBodyDependencies used by linksetsRobert Adams3-33/+2
and vehicles and clean up code by removing their kludgyness.
2013-01-23Add the Avination physics raycast glue so Core Physics can implement raycastMelanie1-0/+39
2013-01-23Fix a type (Suports => Supports). Also put the normal terrain collision checkMelanie2-2/+2
into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
2013-01-21BulletSim: Tweeks to vehicle motion.Robert Adams3-15/+11
Pass through old angular velocity making for smoother transitions. Remove some old kludges for angular motion (damping and rotvel suppression).
2013-01-21BulletSim: allow changing position and rotation of a child of a linksetRobert Adams8-46/+112
without rebuilding the whole compound shape. Should make vehicles move smoother.
2013-01-21BulletSim: remove unused MaxTaintsToProcessPerStep parameterRobert Adams3-8/+5
2013-01-20BulletSim: More aggressive as setting character velocity to zeroRobert Adams5-91/+153
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.
2013-01-20BulletSim: fix problem of avatar sliding very slowly occasionally after ↵Robert Adams1-34/+41
stopping walking. Consolidate movement tests into the one prestep motion action
2013-01-20BulletSim: small fix making sure terrain height is calculatedRobert Adams1-1/+3
properly if the vehicle moves during vehicle actions.
2013-01-20BulletSim: modify motors to return correction rather than current valueRobert Adams5-38/+36
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.
2013-01-20This updates prebuild to remove BulletSimN, implements the BulletSim API in ↵teravus1-262/+623
BulletSPlugin using the BulletXNA Bullet physics engine. It also updates the BulletXNA library to be compatible with the changes. OpenSimDefaults has been updated to describe how to switch engines and terrain implementations.
2013-01-20* Dumping BulletSimNPlugin in favor of combining the APIteravus23-11752/+0
2013-01-20* Tweak the BulletSimN API a bit.teravus2-17/+18
2013-01-18BulletSim: reduce jitter in avatar velocity when walking or flying.Robert Adams2-2/+9
OpenSimulator is VERY sensitive to changes in avatar velocity and will send an avatar update message when velocity changes more than 0.001m/s. This significantly reduces the number of avatar update messages by smoothing the avatar velocity returned by Bullet.
2013-01-18BulletSim: add logic to turn off pre-step actions when object goesRobert Adams1-0/+21
non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget' when the object is selected or made non-physical.
2013-01-17BulletSim: Add one function that all actors who act on the physicalRobert Adams5-24/+31
can use to know if the object is currently active. Code cleaning including use of Util.ClampV function.
2013-01-15BulletSim: add the editting children in linkset going phantom bug to TODO list.Robert Adams1-0/+2
2013-01-15BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.Robert Adams5-28/+30
It was a dumb idea to try and do a nose over feature for jumping cars anyway. Add better logging of native shape creation/reuse so can tell the difference.
2013-01-15BulletSim: add debugging messages to know when assets for physicalRobert Adams4-17/+51
objects have been fetched. Update TODO list with more work.
2013-01-15BulletSim: reduce maximum force a script can apply (like in llApplyImpulse)Robert Adams1-3/+3
to the documented maximum from the outragious number previously.