| Commit message (Collapse) | Author | Age | Files | Lines |
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Move physical prim above ground if it is underground. Previously tried to correct by applying and up force but the prim would never go through the ground.
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Necessitated allowing simulator and physical position of a body to
get out of sync since Bullet assumes that <0,0,0> is the center of mass.
Update DLLs and SOs for the UpdateChildTransform so positions of
individual prim in a linkset can be implemented.
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the physics engines to return the name that is specified in the INI
file ("physics = XXX") as the type of engine.
This os function is a little different than the others in that it
does not throw an exception of one is not privilaged to use it.
It merely returns an empty string.
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to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion.
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algorithm for limitMotorUp that relies on going up when not colliding rather than distance from ground. Add parameter for turning on and off embedded source vehicle debugging.
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buoyancy. Add motor angular debugging controls.
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remembering that the last asset fetch failed until the simulator resets the shape parameters.
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Fix problem of vehicles going crazy when backing up.
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Rotate angular correction forces to be world relative rather than vehicle relative.
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It looks like BulletSim and ODE rely on penetration correction to cause
the avatar to move up and thus allowing walking up stairs. Object
penetration was minimized for walking and flying (so one doesn't go
through walls) and this stopped stairs from working. This commit
introduces avatar movement code to check for collisions at the
feet while walking and attempts to raise the avatar for the steps.
Not yet perfect but movement is better.
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Add definition of hand crafted avatar mesh. Not used yet.
Comments and cleanup.
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box and not the complete mesh. Fill mesh physical objects are back.
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Implementation of non-vehicle hover but haven't tested it a lot.
Update TODO list.
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change functionality but removes an oddity in computing the force.
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Not all there yet.
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Add BSFMotor.
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so it is clear what Bullet is actually doing with the set values.
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by new registrations thus causing multiple instances of an action.
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functions. If values set from console, the functions are called. Looking
for why the collision pools fill up with unnecessary stuff.
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every so many frames. Default to off.
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into the unmanaged Bullet interface class.
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Copied BulletSNPlugin.BulletSimAPI to a new
BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to
comply with the BSAPITemplate definition. Not totally debugged
but the code is all there for an INI variable to select either
unmanaged C++ Bullet or the C# version of Bullet.
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to have pointers and managed to have objects.
Initial paste of XNA code. Commented out.
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BSAPITemplate.
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relied on prebuilt construction info structures.
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Remove all related calls from the unmanaged and BSAPITemplate interfaces.
Update DLLs and SOs to include the version without HeightMapInfo structures.
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Update BulletSim DLLs and SOs with simplier step function interface.
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Only initialization and debug fuctions left.
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(.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
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functions.
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unmanaged (C++) and managed (C#).
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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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did the right thing for stopping (speed reducing to zero), it prevented
movement from starting (speed increasing from zero). Will revisit
when the generalize PID motor is debugged.
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Looks like the viewer bombards the server with avatar orientation
information (we're talking several hundred a second) when the avatar
is being turned or when walking. This change just reduces the number
of 'set' calls into unmanaged code.
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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.
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to implement the 'always run' feature.
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by moving the movement motor to a pre-step action and out of its
questionable previous home in UpdateProperties.
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Remove unused code. Add comments and TODOs.
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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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rebuilt linkset. I was burnt by making get/set methods with side
effects. I should know better.
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like raw numbers scattered around the code.
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I did last time).
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