| Commit message (Collapse) | Author | Age | Files | Lines |
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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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will be a no-op for ODE but enables asymmetrical avatars for BulletSim.
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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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velocities of zero.
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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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step time so it will be applied completely the next step. The internal
AddForce routine does not scale the force.
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object's individual gravity to the world gravity when the object
is added to the physical world.
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only zeroing the movement motor in the UpdateProperties routine.
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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.
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to the SL value.
Fixed frictin values for physical materials which were just wrong
which caused things that should have slipped to not.
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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.
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less CPU intensive.
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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.
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up some usages. Disable motor when done.
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pre and post step event invocation routines to Trigger* to be consistant. Remove old, unused code.
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updates for vehicles with per-frame action registration. One fewer special case.
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over time.
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problem was Bullet deactivating the object between the pushes (when, as far as the physics engine is concerned, it isn't moving).
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Use same to implement setForce and setTorque so the values are restored at the beginning of each step (since Bullet zeros forces applied last step). Simplify implementation of AddForce and AddTorque by relying on the addition of forces in Bullet.
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Fix line endings in BSParams.
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to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
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flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable.
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to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly.
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variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list.
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not specified. Add test dump routine. Don'e zero current and target values when error goes to zero as the values could be used externally to store the actual target values, etc.
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control (m_known* stuff). Bitmaps will be quicker to test and to clear.
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longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list.
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subclass for PID error correction.
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correction velocity rather than estimating correction (excuse to use trig functions).
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Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
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interference between incoming packets.
On Windows, concurrent multi-threaded processing of inbound UDP somehow allows different data input processing to interfere with each other.
Possibly the endpoint reference is being switched, though I don't yet know the mechanism. Not seen on Mono.
Also resolveable by setting RecyclePackets = false or RecycleBaseUDPPackets = false in [PacketPool]
Or async_packet_handling = false in [ClientStack.LindenUDP]
For now, will simply disable this particular pooling though will revisit this issue.
In response to http://opensimulator.org/mantis/view.php?id=6468
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advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning.
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doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
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