Commit message (Collapse) | Author | Age | Files | Lines | ||
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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. | |||||
* | To keep things consistent allowing an UnregisterModuleInterface... Force ↵ | teravus | 2012-11-06 | 1 | -5/+13 | |
| | | | | the GodModule to request the dialog module interface on a kickuser call and not to use the 'in memory cached one'. Thanks Ar3s for locating the offending inconsistency. | |||||
* | Change user message on TeskInventoryAccepted to let the viewer format it | Melanie | 2012-11-05 | 1 | -5/+5 | |
| | | | | properly | |||||
* | Prevent IMs being sent to prims when avies decline inventory offers from them. | Diva Canto | 2012-11-04 | 1 | -9/+12 | |
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* | Add a method to query all registered script constants to allow non-XEngine | Melanie | 2012-11-04 | 2 | -0/+18 | |
| | | | | script engines to use them. | |||||
* | 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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* | BulletSim: Add banking and other new code to vechile dynamics. Add third ↵ | Robert Adams | 2012-11-03 | 11 | -188/+323 | |
| | | | | party license and contributor in for for Aurora-Sim project for physics code. | |||||
* | HG: flip all configs to HG2.0. PLEASE CHECK YOUR EXISTING HG CONFIGS AGAINST ↵ | Diva Canto | 2012-11-02 | 2 | -3/+5 | |
| | | | | THESE. | |||||
* | Change to earlier commit for TargetVelocity to support distributed physics. | Dan Lake | 2012-11-02 | 1 | -3/+3 | |
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* | Comment out checks not to overwrite existing IAR/OAR files for now on "save ↵ | Justin Clark-Casey (justincc) | 2012-11-01 | 2 | -4/+6 | |
| | | | | | | | iar/oar" since this causes problems for some backup systems. Needs more thought, maybe an explicit --force/--overwrite switch Comments on http://opensimulator.org/mantis/view.php?id=6389 | |||||
* | Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵ | Dan Lake | 2012-10-31 | 2 | -1/+7 | |
| | | | | No change to existing functions. | |||||
* | Also add the additional ScriptException constructor necessary to get ↵ | Justin Clark-Casey (justincc) | 2012-10-31 | 1 | -0/+3 | |
| | | | | [Serializable] to work. | |||||
* | Mark ScriptException as [Serializable] for when it has to cross AppDomains | Justin Clark-Casey (justincc) | 2012-10-31 | 1 | -0/+1 | |
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* | Handle UUIDGroupName and ObjectGroup viewer UDP requests asynchronously ↵ | Justin Clark-Casey (justincc) | 2012-10-31 | 1 | -2/+2 | |
| | | | | | | | rather than synchronously. This is to avoid the entire scene loop being held up when the group service is slow to respond. There's no obvious reason for these queries to be sync rather than async. | |||||
* | Make "show object part" command correctly display script status. | Justin Clark-Casey (justincc) | 2012-10-31 | 5 | -23/+66 | |
| | | | | | Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated. | |||||
* | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim | Melanie | 2012-10-30 | 2 | -6/+16 | |
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| * | Only create a new list to check if objects have reached targets if there ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -5/+9 | |
| | | | | | | | | actually are any targets. | |||||
| * | Log warning if mesh/sculpt asset couldn't be found by ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -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) | 2012-10-30 | 1 | -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). | |||||
* | | Store and send the current movement animation state to a new sim on crossing | Melanie | 2012-10-30 | 2 | -0/+17 | |
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