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* ODECharacter overrides TargetVelocity. No change to existing behaviorDan Lake2012-11-081-1/+15
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* BulletSim: add skeleton classes for shape objectification. This will ↵Robert Adams2012-11-071-0/+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 Adams2012-11-071-0/+104
| | | | manual code for vehicles and add PID functionality to avatar movement.
* BulletSim: many changes to tune vehicles for BulletSim.Robert Adams2012-11-061-63/+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 Adams2012-11-064-28/+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 Adams2012-11-061-12/+16
| | | | debugging code (detail log flushing).
* BulletSim: recalculate the compound shape bounding box when built.Robert Adams2012-11-061-0/+2
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* BulletSim: only compute linkset mass when membership changes rather than ↵Robert Adams2012-11-061-2/+6
| | | | everytime someone asks for it.
* BulletSim: Add separate linear and angular damping function calls. Add ↵Robert Adams2012-11-061-0/+9
| | | | function for recalculating compound shape bounding box.
* BulletSim: fix compound linkset crash by not freeing shape of child prims.Robert Adams2012-11-036-17/+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 Adams2012-11-034-20/+96
| | | | known. This makes sure the correct accounting is done for the particular shape.
* BulletSim: Move construction of compound linkset from ShapeCollectionRobert Adams2012-11-033-61/+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 implementationRobert Adams2012-11-033-10/+24
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* BulletSim: debugging of compound shape implementation of linksets.Robert Adams2012-11-0310-132/+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 Adams2012-11-035-17/+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 Adams2012-11-037-266/+256
| | | | available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
* BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵Robert Adams2012-11-039-176/+328
| | | | of BSLinksetCompound.
* BulletSim: vehicle tweeking.Robert Adams2012-11-033-93/+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 Adams2012-11-035-54/+33
| | | | constraint calculation to pull the objects together.
* BulletSim: Use the PostTaints operation to build the linkset once before the ↵Robert Adams2012-11-032-124/+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 Adams2012-11-031-2/+6
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* BulletSim: fix problem with multiple linksets stepping on each other if they ↵Robert Adams2012-11-031-3/+4
| | | | are built at the same time.
* BulletSim: add definitions for linkset collision maskRobert Adams2012-11-031-0/+3
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* BulletSim: code rearrangementRobert Adams2012-11-032-8/+6
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* BulletSim: Use Refresh/PostTaints to cause recomputing of constraint ↵Robert Adams2012-11-031-29/+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 Adams2012-11-031-16/+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 Adams2012-11-031-1/+1
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* BulletSim: centralize mass/inertia computation with ↵Robert Adams2012-11-033-18/+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 Adams2012-11-033-6/+6
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* BulletSim: many small changes for vehicles simulation.Robert Adams2012-11-031-31/+40
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* BulletSim: add ForEachMember(action) call for linkset.Robert Adams2012-11-031-8/+28
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* BulletSim: Add activations after vehicle properties change. Problem was the ↵Robert Adams2012-11-031-12/+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 Adams2012-11-033-3/+7
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* BulletSim: Add banking and other new code to vechile dynamics. Add third ↵Robert Adams2012-11-0311-188/+323
| | | | party license and contributor in for for Aurora-Sim project for physics code.
* Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵Dan Lake2012-10-311-0/+6
| | | | No change to existing functions.
* Log warning if mesh/sculpt asset couldn't be found by ↵Justin Clark-Casey (justincc)2012-10-301-0/+6
| | | | | | ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.
* Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵Justin Clark-Casey (justincc)2012-10-301-1/+1
| | | | | | exception. In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved).
* Make MeshAssetReceived private.Justin Clark-Casey (justincc)2012-10-301-1/+1
| | | | Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity.
* correct ODEPrim.MeshAssetReveived -> MeshAssetReceivedJustin Clark-Casey (justincc)2012-10-301-3/+2
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* BulletSim: fix problem with avatars sinking into the ground.Robert Adams2012-10-234-15/+23
| | | | Change terrain activation state to DISABLE_SIMULATION for better performance.
* BulletSim: minor change to insure avatar body recreation when shape changes.Robert Adams2012-10-231-3/+3
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* BulletSim: remove chatty debug message.Robert Adams2012-10-222-2/+2
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* BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh ↵Robert Adams2012-10-228-35/+51
| | | | assets weren't already in the cache. Comment cleanups.
* BulletSim: fix problem of not rebuilding shape by clearing last rebuild ↵Robert Adams2012-10-222-2/+8
| | | | failed flag in BSPrim.ForceBodyShapeRebuild()
* BulletSim: remove trailing spaces to make git happy.Robert Adams2012-10-228-36/+36
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* BulletSim: encorporate UBit's suggestion to save a copy of mesh raw data.Robert Adams2012-10-221-2/+1
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* BulletSim: Create LinkSet abstract class and sparate constraint based ↵Robert Adams2012-10-223-319/+434
| | | | linksets into own subclass. Will eventually add manual movement linkset subclass.
* minor: remove unnecessary bit of method doc from ↵Justin Clark-Casey (justincc)2012-10-201-3/+0
| | | | OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically
* Fix minor issues from commit 28483150Justin Clark-Casey (justincc)2012-10-201-12/+17
| | | | Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity
* BulletSim: add asset fetching so BulletSim works with new physics asset ↵Robert Adams2012-10-194-165/+240
| | | | | | handling. Refactor some names to make them available for the asset tracking and fetching.