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* BulletSim: fix exception when re-creating the terrain when loading an OAR fileRobert Adams2013-01-071-0/+2
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* BulletSim: comments and removing small compile errors introduced in last commit.Robert Adams2013-01-063-9/+3
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* BulletSim: update DLLs and SOs with better debugging output.Robert Adams2013-01-064-12/+151
| | | | | Add definition of hand crafted avatar mesh. Not used yet. Comments and cleanup.
* BulletSim: fix problem where mesh shapes were physically just their bounding ↵Robert Adams2013-01-041-0/+1
| | | | box and not the complete mesh. Fill mesh physical objects are back.
* BulletSim: implement llMoveToTarget by adding PIDActive, etc.Robert Adams2013-01-042-50/+33
| | | | | Implementation of non-vehicle hover but haven't tested it a lot. Update TODO list.
* BulletSim: add some features to the PID motor to make it more flexible.Robert Adams2013-01-041-9/+18
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* BulletSim: convert avatar movement from a force to an impulse. Shouldn'tRobert Adams2013-01-041-2/+2
| | | | change functionality but removes an oddity in computing the force.
* BulletSim: add initial implementation of llMoveToTarget and hover height.Robert Adams2013-01-041-10/+147
| | | | Not all there yet.
* BulletSim: reorganize motor code a little to pull together common functions.Robert Adams2013-01-041-18/+129
| | | | Add BSFMotor.
* BulletSim: add comments to force and impulse setting functionsRobert Adams2013-01-041-0/+8
| | | | so it is clear what Bullet is actually doing with the set values.
* BulletSim: fix problem where pre-step actions would not replacedRobert Adams2013-01-041-0/+4
| | | | by new registrations thus causing multiple instances of an action.
* BulletSim: add ResetBroadphasePool and ResetConstraintSolver diagnosticRobert Adams2013-01-044-50/+73
| | | | | functions. If values set from console, the functions are called. Looking for why the collision pools fill up with unnecessary stuff.
* BulletSim: add parameter to have Bullet output performance statisticsRobert Adams2013-01-014-7/+11
| | | | every so many frames. Default to off.
* BulletSim: move selection of the unmanaged Bullet DLL from BSPluginRobert Adams2013-01-012-6/+8
| | | | into the unmanaged Bullet interface class.
* BulletSim: move over and port the interface for BulletXNA.Robert Adams2013-01-017-315/+623
| | | | | | | | 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.
* BulletSim: fix line endings.Robert Adams2013-01-012-52/+52
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* BulletSim: subclass Bullet[World|Body|Shape|Constraint] for unmanagedRobert Adams2013-01-016-278/+1806
| | | | | to have pointers and managed to have objects. Initial paste of XNA code. Commented out.
* BulletSim: remove unused unmanaged memory reference functions from ↵Robert Adams2012-12-312-2/+4
| | | | BSAPITemplate.
* BulletSim: remove rigid body contruction functions from BSAPITemplate that ↵Robert Adams2012-12-312-61/+0
| | | | relied on prebuilt construction info structures.
* BulletSim: eliminate the use of the unmanaged HeightMapInfo structure.Robert Adams2012-12-314-42/+20
| | | | | Remove all related calls from the unmanaged and BSAPITemplate interfaces. Update DLLs and SOs to include the version without HeightMapInfo structures.
* BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate.Robert Adams2012-12-3110-194/+311
| | | | Update BulletSim DLLs and SOs with simplier step function interface.
* BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams2012-12-3115-201/+372
| | | | Only initialization and debug fuctions left.
* BulletSim: remove all the debug printing of pointer formatting ↵Robert Adams2012-12-317-25/+58
| | | | (.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
* BulletSim: another round of conversion: dynamics world and collision object ↵Robert Adams2012-12-3115-1248/+1454
| | | | functions.
* BulletSim: add the implementation files for the two versions of Bullet:Robert Adams2012-12-312-0/+1146
| | | | unmanaged (C++) and managed (C#).
* BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams2012-12-3111-839/+234
| | | | BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
* BulletSim: change physical data structures to classes. Add defaultRobert Adams2012-12-315-15/+29
| | | | | | instantiations for PhysBody and PhysShape when BSPhysObject is created to account for them being classes and not structures. Update TODO list.
* BulletSim: remove check for small motor movement because, while itRobert Adams2012-12-292-3/+6
| | | | | | 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.
* BulletSim: an 'if' to suppress multiple setting of avatar orientation.Robert Adams2012-12-291-5/+9
| | | | | | | 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.
* BulletSim: tweeking avatar capsule code in an attempt to haveRobert Adams2012-12-294-46/+81
| | | | | | | | | 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.
* BulletSim: add 'AvatarAlwaysRunFactor' parameter and use in setTargetVelocityRobert Adams2012-12-282-3/+9
| | | | to implement the 'always run' feature.
* BulletSim: fix problem of avatars appearing to walk through wallsRobert Adams2012-12-281-51/+55
| | | | | by moving the movement motor to a pre-step action and out of its questionable previous home in UpdateProperties.
* BulletSim: correct collision mask definition for linkset children.Robert Adams2012-12-274-35/+18
| | | | Remove unused code. Add comments and TODOs.
* BulletSim: fix physical object not interacting with static objects.Robert Adams2012-12-271-9/+24
| | | | | Another instance of the underlying Bullet doing, ah, helpful things when items are added to the world.
* BulletSim: Parameterize nominal frame rate (55) and add parameters to ↵Robert Adams2012-12-274-5/+21
| | | | dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles.
* BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from ↵Robert Adams2012-12-274-39/+55
| | | | individual sub-classes and up to parent BSPhysObject class.
* BulletSim: fix buoyancy so it's properly set by a script when anRobert Adams2012-12-274-15/+44
| | | | | object is selected. Update TODO list.
* BulletSim: fix odd code that wasn't really recomputing the mass of aRobert Adams2012-12-271-7/+7
| | | | | rebuilt linkset. I was burnt by making get/set methods with side effects. I should know better.
* BulletSim: add physical parameter min/max constants in BSParam. I just don't ↵Robert Adams2012-12-274-11/+15
| | | | like raw numbers scattered around the code.
* BulletSim: complete applyImpulse function in BSCharacter (like I saidRobert Adams2012-12-271-8/+17
| | | | I did last time).
* * Merges BulletSim Updates to BulletSimN(BulletSNPlugin)teravus2012-12-1819-79/+116
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* BulletSim: scale the force for external AddForce by the simulationRobert Adams2012-12-263-1/+19
| | | | | step time so it will be applied completely the next step. The internal AddForce routine does not scale the force.
* BulletSim: make llBuoyancy work. For some reason, Bullet resets anRobert Adams2012-12-253-5/+13
| | | | | object's individual gravity to the world gravity when the object is added to the physical world.
* BulletSim: stop avatar from sliding VERY slowly after walking byRobert Adams2012-12-251-3/+2
| | | | only zeroing the movement motor in the UpdateProperties routine.
* BulletSim: Rename some of the interface structures (BulletWorld, ...)Robert Adams2012-12-249-13/+412
| | | | | | | | 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.
* BulletSim: Default avatar density changed to 3.5 which is WAY closerRobert Adams2012-12-242-9/+9
| | | | | | to the SL value. Fixed frictin values for physical materials which were just wrong which caused things that should have slipped to not.
* BulletSim: Fix single physical prim reporting its mass as zero.Robert Adams2012-12-247-54/+83
| | | | | | | 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.
* * Update BulletSimN terrain implementation to default to Heightfield, it's ↵teravus2012-12-231-1/+1
| | | | less CPU intensive.
* * Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation ↵teravus2012-12-2323-0/+11718
| | | | of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN.
* BulletSim: modify avatar motor code to make falling movement better. Clean ↵Robert Adams2012-12-223-35/+45
| | | | up some usages. Disable motor when done.