Robert Adams
5379d6d112
BulletSim: remove all the debug printing of pointer formatting (.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
2012-12-31 19:57:22 -08:00
Robert Adams
9218748321
BulletSim: another round of conversion: dynamics world and collision object functions.
2012-12-31 19:57:22 -08:00
Robert Adams
48f718f39f
BulletSim: first round of conversion from direct BulletSimAPI interfacing by BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
2012-12-31 19:57:21 -08:00
Robert Adams
e57c0e6731
BulletSim: fix buoyancy so it's properly set by a script when an
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object is selected.
Update TODO list.
2012-12-27 22:12:26 -08:00
Robert Adams
7230990679
BulletSim: fix odd code that wasn't really recomputing the mass of a
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rebuilt linkset. I was burnt by making get/set methods with side
effects. I should know better.
2012-12-27 22:12:26 -08:00
Robert Adams
80cee1b85a
BulletSim: Fix single physical prim reporting its mass as zero.
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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.
2012-12-24 08:56:02 -08:00
Robert Adams
11532a4390
BulletSim: fix vehicles going underground when unsat. Problem was that, when 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.
2012-12-17 13:22:04 -08:00
Robert Adams
2b8efa24dd
BulletSim: add parameter to UpdateProperties call into the linkset so changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
2012-12-16 21:19:13 -08:00
Robert Adams
ace1f1e931
BulletSim: rip out old code for linkset child position fetching. BulletSim doesn't need to do that bookkeeping because SOG/SOP already does it.
2012-12-16 21:19:10 -08:00
Robert Adams
31d3952477
BulletSim: fix problem with continuious rebuilding of physical linksets. This caused movement problems and large prim vehicles to take up a LOT of simulation time.
2012-12-13 16:32:19 -08:00
Robert Adams
9e0dd9952b
BulletSim: remove extra linkset rebuilds.
2012-12-13 16:32:00 -08:00
Robert Adams
ebf30e7ba6
BulletSim: set mass for single prim linksets when going physical. This fixes single prim vehicles not working (the surf board now zooms).
2012-12-11 00:02:20 -08:00
Robert Adams
9df85eadf4
BulletSim: Fix crash on the destruction of physical linksets.
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While fixing the above, add methods to physical body and shape pointer
wrapper so routines won't have to know that IntPtr.Zero means no
physical instance.
Fix problem with physical linksets failing after a few sits and
unsits by properly restoring child prom positions for compound
linksets after multiple selection and deselections.
2012-12-10 15:35:53 -08:00
Robert Adams
a19896cc56
BulletSim: some comments about rebuilding linksets (having to recompute and restore a child's position in the world based on its position in the moved linkset).
2012-12-09 22:32:46 -08:00
Robert Adams
04e64d73df
BulletSim: set material properties for static objects. Move Linkset.MakeStatic() after call to ForceActivationState2() since linkset might change activation state. Make BSPrim.CreateGeomAndObject public as linkset rebuilding might need access to it. Only rebuild prim if selection state is actually changes -- OpenSimulator calls PhysObject.Selected() multiple times whenever a prim is selected or deselected.
2012-12-08 09:14:40 -08:00
Robert Adams
addb791f3d
BulletSim: update comments and add more to TODO list.
2012-12-08 09:14:28 -08:00
Melanie
3b2caa63b0
Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because it
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conflicts with PhysicsShape type defined in later libOMV
2012-11-22 14:45:41 +00:00
Robert Adams
d6db0d5740
BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is getting simplified out of existance someday) and update all the references to that enum.
2012-11-21 16:42:50 -08:00
Robert Adams
f70a3099b5
BulletSim: recalculate the compound shape bounding box when built.
2012-11-06 18:16:12 -08:00
Robert Adams
79f7c466a1
BulletSim: fix compound linkset crash by not freeing shape of child prims.
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Remove all compilation warnings (mostly 'protected' in sealed classes.)
Add the dynamicAabbEnable parameter to creation of compound shapes.
2012-11-03 21:16:02 -07:00
Robert Adams
894bb4893b
BulletSim: search the mesh and hull lists to find shapes if type is not known. This makes sure the correct accounting is done for the particular shape.
2012-11-03 21:15:54 -07:00
Robert Adams
498ea76e63
BulletSim: Move construction of compound linkset from ShapeCollection
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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.
2012-11-03 21:15:46 -07:00
Robert Adams
b0eccd5044
BulletSim: debugging of compound shape implementation of linksets.
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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.
2012-11-03 21:15:30 -07:00
Robert Adams
39c02dcc8c
BulletSim: Remove use of shapeData in ShapeCollection and rely on the available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
2012-11-03 21:15:14 -07:00
Robert Adams
364a7c3088
BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton of BSLinksetCompound.
2012-11-03 21:15:06 -07:00