Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because it | Melanie | 2012-11-22 | 11 | -54/+54 | |
| | | | | conflicts with PhysicsShape type defined in later libOMV | |||||
* | BulletSim: Make avatar capsule so it is not circular. | Robert Adams | 2012-11-21 | 6 | -21/+39 | |
| | | | | | | | | | 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. | |||||
* | BulletSim: Properly position mesh terrain on creation (fixes terrain not ↵ | Robert Adams | 2012-11-21 | 2 | -76/+44 | |
| | | | | appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages. | |||||
* | BulletSim: add terrainImplementation parameter with default to Mesh. | Robert Adams | 2012-11-21 | 3 | -5/+46 | |
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* | BulletSim: fix line endings to be all Linux style (windows style keeps ↵ | Robert Adams | 2012-11-21 | 2 | -454/+454 | |
| | | | | creeping in) | |||||
* | BulletSim: enablement and debugging of mesh terrain. | Robert Adams | 2012-11-21 | 4 | -36/+253 | |
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* | BulletSim: pull heightmap implementation out of the terrain manager so a ↵ | Robert Adams | 2012-11-21 | 4 | -181/+327 | |
| | | | | mesh terrain can be implemented. | |||||
* | BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵ | Robert Adams | 2012-11-21 | 4 | -8/+8 | |
| | | | | having mesh avatars. | |||||
* | BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is ↵ | Robert Adams | 2012-11-21 | 3 | -20/+22 | |
| | | | | getting simplified out of existance someday) and update all the references to same. | |||||
* | BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵ | Robert Adams | 2012-11-21 | 9 | -66/+67 | |
| | | | | getting simplified out of existance someday) and update all the references to that enum. | |||||
* | BulletSim: change PositionSanityCheck to apply a force to correct position ↵ | Robert Adams | 2012-11-21 | 2 | -33/+30 | |
| | | | | corrections (below ground and floating). | |||||
* | BulletSim: tweek avatar capsule parameters so avatar feet don't go below ↵ | Robert Adams | 2012-11-21 | 2 | -8/+10 | |
| | | | | ground. This solves the bouncing, short avatar problem (Mantis 6403). | |||||
* | BulletSim: Use base class constructors for initialization of BSShape and ↵ | Robert Adams | 2012-11-18 | 4 | -216/+214 | |
| | | | | other classes. | |||||
* | BulletSim: fix the problem with flying being disabled when crossing region ↵ | Robert Adams | 2012-11-18 | 1 | -2/+6 | |
| | | | | boundries. | |||||
* | BulletSim: remove the obsolete interface to the Bullet code. Update ↵ | Robert Adams | 2012-11-18 | 1 | -134/+0 | |
| | | | | BulletSim libraries with code stripped of the obsolete code. | |||||
* | Added AssemblyInfos to every dll in the OpenSim.Region namespace. | Diva Canto | 2012-11-14 | 6 | -4/+70 | |
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* | Updated all existing AssemblyVersions's to 0.7.5.*. Many DLLs still don't ↵ | Diva Canto | 2012-11-13 | 5 | -5/+5 | |
| | | | | have an AssemblyInfo file. | |||||
* | ODECharacter overrides TargetVelocity. No change to existing behavior | Dan Lake | 2012-11-08 | 1 | -1/+15 | |
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* | BulletSim: add skeleton classes for shape objectification. This will ↵ | Robert Adams | 2012-11-07 | 1 | -0/+213 | |
| | | | | eventually replace all the if's and switches in ShapeCollection with polymorphism. | |||||
* | BulletSim: add classes for physics motors. Eventually these will replace the ↵ | Robert Adams | 2012-11-07 | 1 | -0/+104 | |
| | | | | manual code for vehicles and add PID functionality to avatar movement. | |||||
* | BulletSim: many changes to tune vehicles for BulletSim. | Robert Adams | 2012-11-06 | 1 | -63/+161 | |
| | | | | | | | | The problem left is that the vehicle sitting on something needs to press down for gravity and what its sitting on pushes up so the vehicle does not penetrate. The effect is Bullet calculates a lot of random angular motion for the vehicle. Various schemes of damping and zeroing has not resolved the problem. | |||||
* | BulletSim: Add ZeroAngularMotion method to physical objects. Add inTaint ↵ | Robert Adams | 2012-11-06 | 4 | -28/+82 | |
| | | | | flag to ZeroMotion method. Update the references to those functions. | |||||
* | BulletSim: remove limit on taints that can happen before a step. Remove some ↵ | Robert Adams | 2012-11-06 | 1 | -12/+16 | |
| | | | | debugging code (detail log flushing). | |||||
* | BulletSim: recalculate the compound shape bounding box when built. | Robert Adams | 2012-11-06 | 1 | -0/+2 | |
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* | BulletSim: only compute linkset mass when membership changes rather than ↵ | Robert Adams | 2012-11-06 | 1 | -2/+6 | |
| | | | | everytime someone asks for it. | |||||
* | BulletSim: Add separate linear and angular damping function calls. Add ↵ | Robert Adams | 2012-11-06 | 1 | -0/+9 | |
| | | | | function for recalculating compound shape bounding box. | |||||
* | BulletSim: fix compound linkset crash by not freeing shape of child prims. | Robert Adams | 2012-11-03 | 6 | -17/+25 | |
| | | | | | Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes. | |||||
* | BulletSim: search the mesh and hull lists to find shapes if type is not ↵ | Robert Adams | 2012-11-03 | 4 | -20/+96 | |
| | | | | known. This makes sure the correct accounting is done for the particular shape. | |||||
* | BulletSim: Move construction of compound linkset from ShapeCollection | Robert Adams | 2012-11-03 | 3 | -61/+120 | |
| | | | | | | | 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. | |||||
* | BulletSim: parameterize selection of linkset implementation | Robert Adams | 2012-11-03 | 3 | -10/+24 | |
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* | BulletSim: debugging of compound shape implementation of linksets. | Robert Adams | 2012-11-03 | 10 | -132/+274 | |
| | | | | | | | | | 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. | |||||
* | BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename ↵ | Robert Adams | 2012-11-03 | 5 | -17/+39 | |
| | | | | 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. | |||||
* | BulletSim: Remove use of shapeData in ShapeCollection and rely on the ↵ | Robert Adams | 2012-11-03 | 7 | -266/+256 | |
| | | | | available BSPhysObject varaiables. Fix line endings in BSLinksetCompound. | |||||
* | BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵ | Robert Adams | 2012-11-03 | 9 | -176/+328 | |
| | | | | of BSLinksetCompound. | |||||
* | BulletSim: vehicle tweeking. | Robert Adams | 2012-11-03 | 3 | -93/+90 | |
| | | | | | | 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. | |||||
* | BulletSim: remove center-of-mass setting for linksets because it causes the ↵ | Robert Adams | 2012-11-03 | 5 | -54/+33 | |
| | | | | constraint calculation to pull the objects together. | |||||
* | BulletSim: Use the PostTaints operation to build the linkset once before the ↵ | Robert Adams | 2012-11-03 | 2 | -124/+68 | |
| | | | | next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code. | |||||
* | BulletSim: Add gravity force to vehicle. Some debugging additions. | Robert Adams | 2012-11-03 | 1 | -2/+6 | |
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* | BulletSim: fix problem with multiple linksets stepping on each other if they ↵ | Robert Adams | 2012-11-03 | 1 | -3/+4 | |
| | | | | are built at the same time. | |||||
* | BulletSim: add definitions for linkset collision mask | Robert Adams | 2012-11-03 | 1 | -0/+3 | |
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* | BulletSim: code rearrangement | Robert Adams | 2012-11-03 | 2 | -8/+6 | |
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* | BulletSim: Use Refresh/PostTaints to cause recomputing of constraint ↵ | Robert Adams | 2012-11-03 | 1 | -29/+36 | |
| | | | | variables before the simulation step. Update logging and messages to properly name LinksetConstraints. Use UpdatePhysicalMassProperties to put the whole linkset mass into all the physical linkset members so they have the inertia to move the whole linkset. | |||||
* | BulletSim: add post taint taints and post step taints. The post taints ↵ | Robert Adams | 2012-11-03 | 1 | -16/+122 | |
| | | | | operation is most useful and is used by linksets to build and rebuild only once before the simulation step. | |||||
* | BulletSim: remove unneeded parameter from Refresh(). | Robert Adams | 2012-11-03 | 1 | -1/+1 | |
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* | BulletSim: centralize mass/inertia computation with ↵ | Robert Adams | 2012-11-03 | 3 | -18/+38 | |
| | | | | UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty. | |||||
* | BulletSim: rename constraint classes so they show up together alphabetically. | Robert Adams | 2012-11-03 | 3 | -6/+6 | |
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* | BulletSim: many small changes for vehicles simulation. | Robert Adams | 2012-11-03 | 1 | -31/+40 | |
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* | BulletSim: add ForEachMember(action) call for linkset. | Robert Adams | 2012-11-03 | 1 | -8/+28 | |
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* | BulletSim: Add activations after vehicle properties change. Problem was the ↵ | Robert Adams | 2012-11-03 | 1 | -12/+62 | |
| | | | | vehicle was going to sleep while waiting for commands. Make AddAngularForce work the same way as AddForce -- accumulates values and pushes them once into Bullet. | |||||
* | BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'. | Robert Adams | 2012-11-03 | 3 | -3/+7 | |
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