Commit Graph

70 Commits (274d376c82c8cfd6fa8ef5873f77567446c8b64d)

Author SHA1 Message Date
Robert Adams fc33afddd3 BulletSim: remove code in ShapeCollection that hinted at shape sharing.
Add new function to ParameterDefn for calling BulletSimAPI to set values.
Tweaking to BSCharacter parameter setting to try and have avatars stand.
2012-10-19 10:52:14 -07:00
Robert Adams eaccfa6d99 BulletSim: Fix small problems with last patch: BSScene.World properly initialized and setting of C++ parameters commented out. Comments and logging added. 2012-10-19 10:52:06 -07:00
Robert Adams fd7a097849 BulletSim: Update BSCharacter to use API2 interface.
Add capsule shape to BSShapeCollection().
Remember last updated values so inter frame diffs can be computed.
Parameterize avatarStandingFriction and reduce to 10 from 999.
    The latter high value made avatars very hard to push.
Set CCD parameters for prims and characters of specified.
2012-10-19 10:51:58 -07:00
Robert Adams 8c40215834 BulletSim: only use native sphere shape if it is a sphere. 2012-10-12 07:41:31 -07:00
Robert Adams 87a87ebb9a BulletSim: fix problem with some shapes (like cylinders) being implemented as cubes. 2012-10-11 17:37:27 -07:00
Robert Adams a791620622 BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to improve interactions. 2012-10-11 14:01:10 -07:00
Robert Adams 68698975f1 BulletSim: Add Force* operations to objects to allow direct push to engine.
Update BSDynamics to use same (don't want to delay updates til next taint-time.
Suppress queuing a taint update for position and orientation calls if value
    does not change.
Move Bullet timing statistics call from C# back to C++ code.
Throttle taints per simulation step and add parameter to set.
By default, don't create hulls for physical objects. Add a
    parameter to turn on and off.
2012-10-11 14:01:07 -07:00
Robert Adams 87825b0abe BulletSim: Fix crash when linking large physical linksets.
Properly remove and restore linkage constraints when upgrading
    a prim's mesh to a hull.
Lots more debug logging.
Definitions and use of Bullet structure dumping.
Centralize detail logging so a Flush() can be added for debugging.
2012-10-11 14:01:03 -07:00
Robert Adams d8a786870b BulletSim: Fix problem where box shapes were not being rebuilt if the shape type changed. 2012-10-02 11:14:03 -07:00
Robert Adams 5221f2421e BulletSim: remove warnings for unused variables. 2012-10-02 11:13:20 -07:00
Robert Adams 76e9cc41bd BulletSim: remember to release the physical body and shape when a prim is destroyed. This fixes many problems with physical linksets. 2012-09-28 12:34:50 -07:00
Robert Adams 6f89975526 BulletSim: add separate runtime and taint-time linkset children lists to keep the creation of constraints separate from runtime. 2012-09-27 22:02:13 -07:00
Robert Adams 74dea4cfd5 BulletSim: rename some constraint variables to be consistant with other name use.
Added callbacks for shape and body changes in GetBodyAndShape() so the linkset
    constraints can be picked up and restored. A better design might be to have
    a "prim shape changed" event. Think about that.
Added constraint types to general constraint class.
2012-09-27 22:02:08 -07:00
Robert Adams 7b65985047 BulletSim: remove the trailing spaces from lines to make git happier 2012-09-27 22:02:03 -07:00
Robert Adams f82b903dee BulletSim: Fix linkset crash. Caused by the different body and shape
pointers at runtime and at taint-time. Now passes the body into the
    taint.
Vehicles zero inertia when active to eliminate Bullet's contribution
    to vehicle motion.
2012-09-27 22:01:52 -07:00
Robert Adams 4589bc84a3 BulletSim: Terrain sets proper collision flags on creation.
Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION.
    Might reconsider this and, alternatively, have dynamic objects force activation.
Clean up use of DetailLog().
2012-09-27 22:01:47 -07:00
Robert Adams 735d89e369 BulletSim: btGhostObjects working to make 'volume detect' work.
Rearrangement and cleanup of shape collection code. Much more readable.
Enabling and use of collision filters and masks.
Addition of ID to body creation BulletSimAPI calls so always set in
    shape for collision reporting.
Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder
    from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE
    which makes volume detect fail.
2012-09-27 22:01:42 -07:00
Robert Adams d016051fa0 BulletSim: renamed members of BulletShape, BulletSim and BulletBody
so the members case is consistant. Caused modifications everywhere.
New logic in BSShapeCollection to track use and sharing of shapes.
    I just reslized, though, that shapes cannot be shared because the
    shape's UserPointer is the localID of the prim and is required
    for tracking collisions. More changes coming.
Added DuplicateCollisionShape2() to API and changed BuildNativeShape2
    to take a ShapeData structure so don't have to pass so many parameters.
    This matches the latest version of BulletSim.dll.
Additions and removal of DetailLog() statements for debugging.
2012-09-27 22:01:37 -07:00
Robert Adams 22290ef35a BulletSim: complete code for managed code shape and body tracking. Not debugged.
Eliminate some null exceptions created adding the above code.
Add and remove some detailed logging statements.
2012-09-27 22:01:26 -07:00
Robert Adams a27e4ce6cb BulletSim: add class and infrastructure for shape and object
tracking in the C# code. Needed for the changing body type
    (to and from GhostObjects) for volumeDetect.
2012-09-27 22:01:21 -07:00