Diva Canto
4779f7d7d5
Deleted all AssemblyFileVersion directives
2013-02-19 17:14:55 -08:00
Robert Adams
26421294f6
BulletSim: experimental lock axis code using constraints. Not enabled
...
by default. Like more debugging is needed.
2013-02-17 20:13:50 -08:00
Robert Adams
1d7276235a
BulletSim: add calls for creating all the different Bullet constraint types.
...
Updated the DLLs and SOs and code for BulletXNA to create the types.
All the detailed control calls are not all in place yet.
2013-02-17 20:13:49 -08:00
Robert Adams
885b45b112
BulletSim: rework parameter setting for different types of values
...
(like vectors or quaternions).
2013-02-17 20:13:48 -08:00
Robert Adams
e549c2922a
BulletSim: fix physical object appearing to slowly float off when
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they stop moving.
2013-02-16 19:28:38 -08:00
Robert Adams
0194a3d890
BulletSim: fix density since the simulator/viewer track density in a
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funny unit that is 100 times real density (default 1000).
Fix avatar drifting slowly when stationary flying.
Fix for physical prims getting corrected for being under terrain when it was
just its geometric center that was below terrain.
Add PreUpdatePropertyAction allowing plugable modifiction of phys
parameters returned from Bullet.
Fix an exception setting GravityMultiplier on initialization.
Update DLLs and SOs for good measure (no functional change).
2013-02-12 15:52:10 -08:00
Robert Adams
fb903ff490
BulletSim: More work on center-of-mass. Remove linksetinfo and rely on simulator to update info.
2013-02-12 15:52:08 -08:00
Robert Adams
4808b8ee38
BulletSim: add parameter to set global contact breaking threshold. Update DLLs and SOs for setting same.
2013-02-08 16:29:52 -08:00
Robert Adams
222040f1ec
BulletSim: Change BSCharacter to use new base Density and Friction
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variables rather than own local varaibles.
2013-02-08 16:29:45 -08:00
Robert Adams
1b55a9d81e
BulletSim: fix avatar bobbing or jiggling while stationary flying.
...
Various comments and debugging message mods.
2013-02-08 16:29:40 -08:00
Robert Adams
1b203601f4
BulletSim: include the linkage to the layered prim implementation. Separate layers for physical (vs simulator) location displacement and linksets.
2013-02-08 16:29:29 -08:00
Robert Adams
2fd184e350
BulletSim: reclass BSPrim into layers so linkset and physical world displacement is implemented as overlay classes rather than if statements scattered about.
2013-02-08 16:29:24 -08:00
Robert Adams
913965256f
BulletSim: Adapt BulletSim to the newer physical properties. Viewer
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dialog setting of friction, restitution, ... working.
2013-02-07 17:13:28 -08:00
Robert Adams
b545e13184
BulletSim: fix exceptions caused by setting physical properties before the prim body is initialized.
2013-02-07 17:13:27 -08:00
Robert Adams
ebb63b55aa
BulletSim: add user setting of friction, density and restitution.
2013-02-07 17:13:27 -08:00
Melanie
22675e6b14
Add some more code from Avination. This changes physics actor stuff around
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to work with the new params. Not actually plumbed just yet.
2013-02-07 23:22:00 +00:00
Melanie
9089757ea2
Revert "Add plumbing for physics properties to get to the physics engine."
...
This reverts commit c658fa1c0d
.
2013-02-07 21:05:58 +00:00
Robert Adams
c658fa1c0d
Add plumbing for physics properties to get to the physics engine.
...
Addition of entries to PhysicsActor and setting code in SceneObjectPart.
2013-02-07 11:10:15 -08:00
Robert Adams
af73ea909c
Change passed PhysicsParameter value from float to the more general string value
2013-02-07 11:10:14 -08:00
Robert Adams
d2ece00e68
BulletSim: set removing zero width triangles in meshes to be enabled by default. This should fix the invisible barrier in sculptie doorways bug.
2013-02-06 15:59:59 -08:00
Robert Adams
0baa2590be
BulletSim: check for completely degenerate meshes (ones with all
...
triangles having zero width) and output an error rather than
throwing and exception.
2013-02-06 15:52:28 -08:00
Robert Adams
67d92e4e16
BulletSim: remove an exception which occurs if a physics mesh
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asset is not found.
2013-02-06 14:00:27 -08:00
Robert Adams
3646361279
BulletSim: make removing zero width triangles from meshes optional
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and, for the moment, default to 'off'.
2013-02-05 17:19:55 -08:00
Robert Adams
dce9e323f4
BulletSim: remove degenerate triangles from meshes. This fixes the
...
invisible barriers in sculptie doorways (Mantis 6529).
Bump up level-of-detail for physical meshes to 32 (the max). This
fixes the invisible barriers that showed up in prim cut arches.
NOTE: the default LOD values are removed from OpenSimDefaults.ini.
If you don't change your OpenSimDefaults.ini, you will continue
to see the arch problem.
2013-02-05 16:56:33 -08:00
Robert Adams
13233da66c
BulletSim: add debugging looking for doorway sculpty problems
2013-02-05 16:56:28 -08:00
Robert Adams
ad438ee59f
BulletSim: rework some parameter setting implementation moving functionality that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.
2013-02-05 16:56:23 -08:00
Robert Adams
2b6d226911
BulletSim: correct angular vertical attraction to properly correct an upside down vehicle.
2013-02-05 16:56:17 -08:00
Justin Clark-Casey (justincc)
1f1da23097
Bump version and assembly version numbers from 0.7.5 to 0.7.6
...
This is mostly Bluewall's work but I am also bumping the general version number
OpenSimulator 0.7.5 remains in the release candidate stage.
I'm doing this because master is significantly adding things that will not be in 0.7.5
This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names
and so the exact version match requirement is not in force.
2013-02-05 00:23:17 +00:00
Justin Clark-Casey (justincc)
2ff301ca11
Correct spelling mistake in new RayFilterFlags, LSLPhanton -> LSLPhantom
2013-02-02 01:34:49 +00:00
Robert Adams
5bb85a14d4
BulletSim: fix problem where editting a physical linkset caused the
...
child prim physical positions to get out of sync with the view.
More reliably compute the offset of children in a physical linkset.
2013-02-01 11:52:27 -08:00
Robert Adams
75a05c16c5
BulletSim: fix crash caused when linksets were rebuilt. A problem added
...
when individual child pos/rot changes were implementated a week or so ago.
Remove some passing of inTaintTime flag when it was never false.
2013-01-31 15:56:10 -08:00
Robert Adams
ed71c939fc
BulletSim: make sure vehicle physical properties are set when going
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physical by delaying setting until pre-step time. Change vehicle.Refresh()
to schedule the pre-step setting.
Comments and updating of TODO list.
2013-01-31 15:56:02 -08:00
Robert Adams
371449db2f
BulletSim: clean up TargetVelocity implementation by using the default defn in the PhysicsActor base class.
2013-01-31 15:55:53 -08:00
Robert Adams
a61ecee227
BulletSim: fix physics repositioning when under ground to only happen
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for physical objects. Non-physical objects can go anywhere they want.
2013-01-29 17:04:28 -08:00
Robert Adams
47f09ed4c1
BulletSim: enable angular vertical attraction.
...
Increase terrain collision margin to help vehicles from tunneling
into same.
2013-01-28 17:21:13 -08:00
Robert Adams
531d0429d1
BulletSim: first unit test: vehicle angular attraction
2013-01-28 17:08:34 -08:00
Robert Adams
e9aff0a91d
BulletSim: do not zero an avatar's standing velocity if it is standing
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on a moving object.
Rearrange pre/post action subscription code to put more in locks.
Add meshmerizer params to BulletSimTestUtil scene creation (and fix line endings).
Rebuilt version of DLLs and SOs with cleaned up code and no profiling for sure.
2013-01-28 15:11:50 -08:00
Robert Adams
e4c6a19940
BulletSim: rename 'uint' to 'UInt32' to make clear the type that is passed to unmanaged code.
2013-01-28 15:11:20 -08:00
Robert Adams
f6380a3ad3
BulletSim: fix the trimming of colliders so only the top 25 are returned.
2013-01-28 09:02:01 -08:00
Robert Adams
b546af9ac2
BulletSim: simplify the initialization of some of the parameters.
...
Disable vertical attraction for vehicles by default (for the moment).
Fix bug where vehicle would go crazy when velocity got above a
certain speed.
2013-01-27 12:50:07 -08:00
Robert Adams
26d4596080
BulletSim: reinstate the supression of rotational velocity for vehicles
2013-01-27 12:50:07 -08:00
Robert Adams
a345a2feb7
BulletSim: add framework for BulletSim unit tests. No tests yet.
2013-01-27 12:50:06 -08:00
Robert Adams
05adf4b30f
BulletSim: disable center-of-mass computation because it does not work yet
2013-01-27 12:50:06 -08:00
Robert Adams
80f0a978db
BulletSim: fix compile error from last commit
2013-01-27 12:50:06 -08:00
Robert Adams
36f401d850
BulletSim: parameterize the value for gravity reduction for ground vehicles on the ground. Set defaults for vehicle factors to one. Debug logging changes.
2013-01-27 12:50:05 -08:00
Robert Adams
ddef8f16e5
BulletSim: first attempt at reporting top colliders
2013-01-27 12:50:05 -08:00
Robert Adams
dd08e1fba6
BulletSim: parameterize several vehicle debugging values: physical linear and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values
2013-01-27 12:50:05 -08:00
Robert Adams
c44a8e9f92
BulletSim: finish the post step event for physical object actions. Modify vehicle to use post step event for logging.
2013-01-27 12:50:04 -08:00
teravus
5128ae7b86
* This adds llVolumeDetect functionality to the C# implementation of BulletSim.
2013-01-25 20:15:37 -05:00
Robert Adams
6a5d088197
BulletSim: reduce the force of gravity on ground vehicles when they
...
are on the ground. Makes them a little more stable.
2013-01-24 16:26:04 -08:00
Robert Adams
a2a32fc844
BulletSim: reduce the zeroing threshold for rotational velocity.
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Sometimes settling of a vehicle from gravity introduces small
velocities that need to be kept.
2013-01-24 14:36:00 -08:00
Robert Adams
591faac3ac
BulletSim: disable CCD (continuious collision detection) and
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contact processing threshold since the first didn't solve tunneling
problems but used resources and the latter caused instabilities.
2013-01-24 14:35:42 -08:00
Robert Adams
2cf29c87bc
BulletSim: zero motion on an object that we pop up because it is
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below terrain. If the position is being corrected because it is out
of bounds, all other movement rules are out the window.
2013-01-24 14:35:23 -08:00
Robert Adams
3ecfddd791
BulletSim: remove exception that can happen when setting physics parameters from the console.
2013-01-24 14:35:05 -08:00
teravus
d5b950633d
* Added in the manifold point dept on collision desc. In BulletSim engine BulletXNA.
2013-01-24 07:36:24 -05:00
teravus
ba9d6b7337
* Repairs the Object updates, Collision updates, and Child Prim methods making the bulletXNA engine work again.
...
* The only thing that had an issue was when creating a new RigidBody, BulletXNA didn't know the type SimMotionState and the upcast type is unknown in the constructor. Therefore, I had to update the IMotionState with a new method 'SetBody'. All of the duplicated type information has been removed and BulletXNA is not relying on any non-standard types external to the library.
2013-01-24 07:11:32 -05:00
Robert Adams
1c3d84fe03
BulletSim: pass up and report the real collision penetration.
2013-01-23 16:20:44 -08:00
Robert Adams
a7b810ddee
BulletSim: remove setting of vehicle InterpolationRotationalVelocity.
...
This doesn't seem to help the vehicle stability.
Rename vehicle internal variables adding a "V" or "W" so it is clear
when coordinates are vehicle or world relative.
2013-01-23 14:25:42 -08:00
Robert Adams
13182904da
BulletSim: small change to center-of-mass computation left out last commit
2013-01-23 14:25:30 -08:00
Robert Adams
a5e9c665f0
BulletSim: center-of-gravity linkset changes. Not working yet.
...
Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
2013-01-23 14:25:18 -08:00
Robert Adams
c1371ab786
BulletSim: working on COM
2013-01-23 14:25:06 -08:00
Robert Adams
775fd6f8cc
BulletSim: fix build break introduced by previous commit
2013-01-23 14:24:54 -08:00
Robert Adams
a0d460e6bf
BulletSim: remove the unused RestoreBodyDependencies used by linksets
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and vehicles and clean up code by removing their kludgyness.
2013-01-23 14:24:42 -08:00
Melanie
c1795ed399
Add the Avination physics raycast glue so Core Physics can implement raycast
2013-01-23 21:03:24 +00:00
Robert Adams
80b1e32bfa
BulletSim: Tweeks to vehicle motion.
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Pass through old angular velocity making for smoother transitions.
Remove some old kludges for angular motion (damping and rotvel suppression).
2013-01-21 23:43:24 -08:00
Robert Adams
471c477863
BulletSim: allow changing position and rotation of a child of a linkset
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without rebuilding the whole compound shape. Should make vehicles move
smoother.
2013-01-21 15:58:22 -08:00
Robert Adams
3f6698a595
BulletSim: remove unused MaxTaintsToProcessPerStep parameter
2013-01-21 09:19:09 -08:00
Robert Adams
52b341e2e2
BulletSim: More aggressive as setting character velocity to zero
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when should be standing.
Modify angular force routines to be the same pattern as linear force routines.
BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!!
Fix some bugs in BSMotor dealing with the motor going to zero.
Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity,
MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity,
and most of the values are defaulted to values that are larger
than in SL.
Use the new parameters in BSPrim, BSCharacter and BSDynamic.
2013-01-20 23:09:54 -08:00
Robert Adams
3c4868f613
BulletSim: fix problem of avatar sliding very slowly occasionally after stopping walking. Consolidate movement tests into the one prestep motion action
2013-01-20 23:09:54 -08:00
Robert Adams
2cb1d5240e
BulletSim: small fix making sure terrain height is calculated
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properly if the vehicle moves during vehicle actions.
2013-01-20 23:09:54 -08:00
Robert Adams
3b0df52d10
BulletSim: modify motors to return correction rather than current value
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to better use them for incremental updates.
Modify prim and character to use the new motors.
Simplify the vehicle linear movement code to just update the velocity
directly or the basic movement.
2013-01-20 23:09:53 -08:00
teravus
2c517d792f
This updates prebuild to remove BulletSimN, implements the BulletSim API in BulletSPlugin using the BulletXNA Bullet physics engine. It also updates the BulletXNA library to be compatible with the changes. OpenSimDefaults has been updated to describe how to switch engines and terrain implementations.
2013-01-20 08:18:16 -05:00
teravus
6a75949323
* Dumping BulletSimNPlugin in favor of combining the API
2013-01-20 08:07:49 -05:00
teravus
82b954b212
* Tweak the BulletSimN API a bit.
2013-01-20 08:06:15 -05:00
Robert Adams
c6b6c94ccb
BulletSim: reduce jitter in avatar velocity when walking or flying.
...
OpenSimulator is VERY sensitive to changes in avatar velocity and
will send an avatar update message when velocity changes more than
0.001m/s. This significantly reduces the number of avatar update messages by
smoothing the avatar velocity returned by Bullet.
2013-01-18 11:39:24 -08:00
Robert Adams
482c7b5368
BulletSim: add logic to turn off pre-step actions when object goes
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non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget'
when the object is selected or made non-physical.
2013-01-18 11:37:36 -08:00
Robert Adams
75f710f1e7
BulletSim: Add one function that all actors who act on the physical
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can use to know if the object is currently active.
Code cleaning including use of Util.ClampV function.
2013-01-17 14:47:35 -08:00
Robert Adams
8ee9daa121
BulletSim: add the editting children in linkset going phantom bug to TODO list.
2013-01-15 21:08:47 -08:00
Robert Adams
5d098d8f17
BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.
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It was a dumb idea to try and do a nose over feature for jumping cars anyway.
Add better logging of native shape creation/reuse so can tell the difference.
2013-01-15 21:08:46 -08:00
Robert Adams
61ff79587b
BulletSim: add debugging messages to know when assets for physical
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objects have been fetched.
Update TODO list with more work.
2013-01-15 21:08:46 -08:00
Robert Adams
daef2b8d87
BulletSim: reduce maximum force a script can apply (like in llApplyImpulse)
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to the documented maximum from the outragious number previously.
2013-01-15 21:08:46 -08:00
Robert Adams
021964c6e0
BulletSim: tweeks to improve hover.
2013-01-15 04:24:24 -08:00
Robert Adams
181d4c6fcb
BulletSim: temporarily disable banking and direction deflection
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because the computations are wrong.
Add VehicleTorqueImpulse routines.
2013-01-15 02:58:14 -08:00
Robert Adams
0374b2a0b4
BulletSim: fix logic for enabling unmanaged code debug messages.
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Free pinned memory when physics engine is unloaded.
2013-01-15 02:21:38 -08:00
Robert Adams
13778c895a
BulletSim: by default, turn on continuious collision detection (CCD)
...
and enable friction computation caching. Remove dangerous BulletSim
settings from OpenSimDefaults.ini.
2013-01-15 01:44:34 -08:00
Robert Adams
4e1ca890c2
BulletSim: fix not moving physical objects below terrain to over terrain.
...
Add locking on register prestep action list preventing potential race conditions.
Little comment and formatting changes.
2013-01-14 15:46:46 -08:00
Robert Adams
8bf0a9f85d
BulletSim: disable center-of-mass computation for linksets until debugged. Move physical prim above ground if it is underground. Previously tried to correct by applying and up force but the prim would never go through the ground.
2013-01-14 07:50:58 -08:00
Robert Adams
459fcd81c9
BulletSim: move center of gravity of linkset to its geometric center.
...
Necessitated allowing simulator and physical position of a body to
get out of sync since Bullet assumes that <0,0,0> is the center of mass.
Update DLLs and SOs for the UpdateChildTransform so positions of
individual prim in a linkset can be implemented.
2013-01-11 16:47:53 -08:00
Robert Adams
eacc2561d1
BulletSim: add osGetPhysicsEngineType() LSL function and update
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the physics engines to return the name that is specified in the INI
file ("physics = XXX") as the type of engine.
This os function is a little different than the others in that it
does not throw an exception of one is not privilaged to use it.
It merely returns an empty string.
2013-01-11 16:47:35 -08:00
Robert Adams
93adc4cb66
BulletSim: Add IsSelected attribute to physical objects. Have vehicles check to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion.
2013-01-11 16:47:20 -08:00
Robert Adams
7e58bbaac6
BulletSim: Redo linear function coding so they can better interact. New algorithm for limitMotorUp that relies on going up when not colliding rather than distance from ground. Add parameter for turning on and off embedded source vehicle debugging.
2013-01-11 16:46:53 -08:00
Robert Adams
98168edc29
BulletSim: remove double application of buoyancy. Centralize computation of buoyancy. Add motor angular debugging controls.
2013-01-11 16:46:38 -08:00
Robert Adams
b592ec265b
BulletSim: fix the 'No recognised physics mesh found ...' error spew by remembering that the last asset fetch failed until the simulator resets the shape parameters.
2013-01-11 16:44:34 -08:00
Robert Adams
df1d7414ad
BulletSim: Fix hover height (boats float at the correct level).
...
Fix problem of vehicles going crazy when backing up.
2013-01-08 16:37:49 -08:00
Robert Adams
1603606f1d
BulletSim: improve vehicle angular banking and deflection computation. Rotate angular correction forces to be world relative rather than vehicle relative.
2013-01-07 22:00:50 -08:00
Robert Adams
8452c0a870
BulletSim: add function to push avatar up when hitting stairs.
...
It looks like BulletSim and ODE rely on penetration correction to cause
the avatar to move up and thus allowing walking up stairs. Object
penetration was minimized for walking and flying (so one doesn't go
through walls) and this stopped stairs from working. This commit
introduces avatar movement code to check for collisions at the
feet while walking and attempts to raise the avatar for the steps.
Not yet perfect but movement is better.
2013-01-07 16:05:02 -08:00
Robert Adams
599dbc3d95
BulletSim: fix exception when re-creating the terrain when loading an OAR file
2013-01-07 16:04:21 -08:00
Robert Adams
2e5222055f
BulletSim: comments and removing small compile errors introduced in last commit.
2013-01-06 22:56:16 -08:00
Robert Adams
9393403253
BulletSim: update DLLs and SOs with better debugging output.
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Add definition of hand crafted avatar mesh. Not used yet.
Comments and cleanup.
2013-01-06 14:01:15 -08:00
Robert Adams
2eba80a8cd
BulletSim: fix problem where mesh shapes were physically just their bounding box and not the complete mesh. Fill mesh physical objects are back.
2013-01-04 17:06:52 -08:00
Robert Adams
48cfc6d089
BulletSim: implement llMoveToTarget by adding PIDActive, etc.
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Implementation of non-vehicle hover but haven't tested it a lot.
Update TODO list.
2013-01-04 17:06:51 -08:00
Robert Adams
d0c7f7f050
BulletSim: add some features to the PID motor to make it more flexible.
2013-01-04 17:06:51 -08:00
Robert Adams
613f516007
BulletSim: convert avatar movement from a force to an impulse. Shouldn't
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change functionality but removes an oddity in computing the force.
2013-01-04 17:06:50 -08:00
Robert Adams
2c6b269b6e
BulletSim: add initial implementation of llMoveToTarget and hover height.
...
Not all there yet.
2013-01-04 17:06:50 -08:00
Robert Adams
5432180027
BulletSim: reorganize motor code a little to pull together common functions.
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Add BSFMotor.
2013-01-04 17:06:50 -08:00
Robert Adams
44492b3a49
BulletSim: add comments to force and impulse setting functions
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so it is clear what Bullet is actually doing with the set values.
2013-01-04 17:06:49 -08:00
Robert Adams
92a6958b6d
BulletSim: fix problem where pre-step actions would not replaced
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by new registrations thus causing multiple instances of an action.
2013-01-04 17:06:49 -08:00
Robert Adams
2eda385f5e
BulletSim: add ResetBroadphasePool and ResetConstraintSolver diagnostic
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functions. If values set from console, the functions are called. Looking
for why the collision pools fill up with unnecessary stuff.
2013-01-04 17:06:48 -08:00
Robert Adams
aa236b2020
BulletSim: add parameter to have Bullet output performance statistics
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every so many frames. Default to off.
2013-01-01 17:27:34 -08:00
Robert Adams
b14b65ea95
BulletSim: move selection of the unmanaged Bullet DLL from BSPlugin
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into the unmanaged Bullet interface class.
2013-01-01 17:27:33 -08:00
Robert Adams
9d840fd2ee
BulletSim: move over and port the interface for BulletXNA.
...
Copied BulletSNPlugin.BulletSimAPI to a new
BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to
comply with the BSAPITemplate definition. Not totally debugged
but the code is all there for an INI variable to select either
unmanaged C++ Bullet or the C# version of Bullet.
2013-01-01 17:27:33 -08:00
Robert Adams
0662d109c2
BulletSim: fix line endings.
2013-01-01 17:27:33 -08:00
Robert Adams
04132d3af4
BulletSim: subclass Bullet[World|Body|Shape|Constraint] for unmanaged
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to have pointers and managed to have objects.
Initial paste of XNA code. Commented out.
2013-01-01 17:27:32 -08:00
Robert Adams
db3b6e8921
BulletSim: remove unused unmanaged memory reference functions from BSAPITemplate.
2012-12-31 19:57:26 -08:00
Robert Adams
6988b5ceaf
BulletSim: remove rigid body contruction functions from BSAPITemplate that relied on prebuilt construction info structures.
2012-12-31 19:57:25 -08:00
Robert Adams
9396ccc078
BulletSim: eliminate the use of the unmanaged HeightMapInfo structure.
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Remove all related calls from the unmanaged and BSAPITemplate interfaces.
Update DLLs and SOs to include the version without HeightMapInfo structures.
2012-12-31 19:57:25 -08:00
Robert Adams
3d0fc70864
BulletSim: complete movement of BulletSimAPI functions to BSAPITemplate.
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Update BulletSim DLLs and SOs with simplier step function interface.
2012-12-31 19:57:24 -08:00
Robert Adams
c2a7af18b6
BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. Only initialization and debug fuctions left.
2012-12-31 19:57:23 -08:00
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
9fd0e1b080
BulletSim: add the implementation files for the two versions of Bullet:
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unmanaged (C++) and managed (C#).
2012-12-31 19:57:21 -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
203588e3c0
BulletSim: change physical data structures to classes. Add default
...
instantiations for PhysBody and PhysShape when BSPhysObject is created
to account for them being classes and not structures.
Update TODO list.
2012-12-31 19:57:21 -08:00
Robert Adams
28a8949b9f
BulletSim: remove check for small motor movement because, while it
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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.
2012-12-29 10:19:47 -08:00
Robert Adams
0538096fa3
BulletSim: an 'if' to suppress multiple setting of avatar orientation.
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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.
2012-12-29 08:32:57 -08:00
Robert Adams
db6c0363f0
BulletSim: tweeking avatar capsule code in an attempt to have
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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.
2012-12-29 08:03:57 -08:00
Robert Adams
7266eeca6e
BulletSim: add 'AvatarAlwaysRunFactor' parameter and use in setTargetVelocity
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to implement the 'always run' feature.
2012-12-28 12:01:57 -08:00
Robert Adams
70e0a86601
BulletSim: fix problem of avatars appearing to walk through walls
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by moving the movement motor to a pre-step action and out of its
questionable previous home in UpdateProperties.
2012-12-28 11:56:07 -08:00
Robert Adams
1f6aaad0b5
BulletSim: correct collision mask definition for linkset children.
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Remove unused code. Add comments and TODOs.
2012-12-27 22:12:28 -08:00
Robert Adams
422f0fd6ec
BulletSim: fix physical object not interacting with static objects.
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Another instance of the underlying Bullet doing, ah, helpful things
when items are added to the world.
2012-12-27 22:12:28 -08:00
Robert Adams
c1e7539c77
BulletSim: Parameterize nominal frame rate (55) and add parameters to dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles.
2012-12-27 22:12:28 -08:00
Robert Adams
7a5f598399
BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from individual sub-classes and up to parent BSPhysObject class.
2012-12-27 22:12:27 -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
f3baed5827
BulletSim: add physical parameter min/max constants in BSParam. I just don't like raw numbers scattered around the code.
2012-12-27 22:12:25 -08:00
Robert Adams
e98e223927
BulletSim: complete applyImpulse function in BSCharacter (like I said
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I did last time).
2012-12-27 22:12:25 -08:00
teravus
29cdf0f3dd
* Merges BulletSim Updates to BulletSimN(BulletSNPlugin)
2012-12-18 15:00:10 -05:00
Robert Adams
225b564573
BulletSim: scale the force for external AddForce by the simulation
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step time so it will be applied completely the next step. The internal
AddForce routine does not scale the force.
2012-12-26 10:25:50 -08:00
Robert Adams
d1ede1df3a
BulletSim: make llBuoyancy work. For some reason, Bullet resets an
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object's individual gravity to the world gravity when the object
is added to the physical world.
2012-12-25 23:55:25 -08:00
Robert Adams
5f71ee57c4
BulletSim: stop avatar from sliding VERY slowly after walking by
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only zeroing the movement motor in the UpdateProperties routine.
2012-12-25 23:54:10 -08:00
Robert Adams
bbc5a5089f
BulletSim: Rename some of the interface structures (BulletWorld, ...)
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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.
2012-12-24 20:18:06 -08:00
Robert Adams
4759a8acee
BulletSim: Default avatar density changed to 3.5 which is WAY closer
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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.
2012-12-24 20:16:10 -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
teravus
9318870607
* Update BulletSimN terrain implementation to default to Heightfield, it's less CPU intensive.
2012-12-23 16:17:18 -05:00
teravus
92e4f9f412
* Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation 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.
2012-12-23 15:21:25 -05:00
Robert Adams
30807b81cc
BulletSim: modify avatar motor code to make falling movement better. Clean up some usages. Disable motor when done.
2012-12-22 17:09:40 -08:00
Robert Adams
144322a7c9
BulletSim: remove post step one-time taints (doesn't make any sense). Rename pre and post step event invocation routines to Trigger* to be consistant. Remove old, unused code.
2012-12-22 17:07:52 -08:00
Robert Adams
16e49035f7
BulletSim: add Enabled parameter and operation to motors.
2012-12-22 17:06:13 -08:00
Robert Adams
5b2cbc0ae6
BulletSim: remove all special vehicle code from BSScene. Replace per-frame updates for vehicles with per-frame action registration. One fewer special case.
2012-12-21 23:24:31 -08:00
Robert Adams
a54392d7cc
BulletSim: remove the movement decay while flying. Made flying slow down over time.
2012-12-21 23:05:05 -08:00