Robert Adams
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24df15dab7
BulletSim: add implementation of 'physSetLinksetType' and 'physGetLinksetType'
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il y a 11 ans |
Robert Adams
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aec8d1e6be
BulletSim: Turn on center-of-mass calculation by default.
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il y a 11 ans |
Robert Adams
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b14156aa63
Revert "Revert "BulletSim: only create vehicle prim actor when vehicles are enabled.""
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il y a 11 ans |
Robert Adams
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aec8852af7
Revert "Revert "BulletSim: move collision processing for linksets from BSPrimLinkable""
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il y a 11 ans |
Robert Adams
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c45659863d
Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"
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il y a 11 ans |
Robert Adams
|
5f7b2ea81b
Revert "BulletSim: only create vehicle prim actor when vehicles are enabled."
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il y a 11 ans |
Robert Adams
|
acb7b4a09a
BulletSim: only create vehicle prim actor when vehicles are enabled.
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il y a 11 ans |
Robert Adams
|
b4c3a791aa
BulletSim: move collision processing for linksets from BSPrimLinkable
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il y a 11 ans |
Robert Adams
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70d24a654b
BulletSim: rename position and orientation variables to remove the
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il y a 11 ans |
Robert Adams
|
a65cec3986
BulletSim: implementation of linkset center-of-mass.
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il y a 11 ans |
Robert Adams
|
5f97c6f8f0
BulletSim: non-functional updates. Comments and formatting.
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il y a 11 ans |
Robert Adams
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9d5ae75950
BulletSim: remove the handle to the vehicle actor and cause routines
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il y a 11 ans |
Robert Adams
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23516717e4
BulletSim: a better version of llMoveToTarget that doesn't go crazy.
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il y a 11 ans |
Robert Adams
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07058b044b
BulletSim: experimental movement of physics execution off of heartbeat
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il y a 11 ans |
Robert Adams
|
ae0d6ab28a
BulletSim: don't zero motion when changing vehicle type.
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il y a 11 ans |
Robert Adams
|
f9fb1484aa
BulletSim: extend BSActorLockAxis to allow locking linear movement in
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il y a 11 ans |
Robert Adams
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5d25bb3084
BulletSim: zero vehicle motion when changing vehicle type.
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il y a 11 ans |
Robert Adams
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d9c3947824
BulletSim: Rebuild physical body if physical shape changes for mesh and hull.
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il y a 11 ans |
Robert Adams
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92ee288d66
BulletSim: remove trailing white space to make git happier. No functional changes.
|
il y a 11 ans |
Robert Adams
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ad1787770e
BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or 'm_physicsScene' to match coding conventions and reduce confusion.
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il y a 11 ans |
Robert Adams
|
e5582939fd
BulletSim: massive refactor of shape classes. Removed shape specific code from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
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il y a 11 ans |
Robert Adams
|
522ab85045
BulletSim: improve avatar stair walking up. Add more parameters to control force
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il y a 11 ans |
Robert Adams
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99f39836a1
BulletSim: moving comments around. No functional change.
|
il y a 11 ans |
Robert Adams
|
a7a1b8b7e9
BulletSim: clean up actor code so routines use the same coding pattern.
|
il y a 11 ans |
Robert Adams
|
fe16dc09da
BulletSim: complete movement of physical object action code out of the
|
il y a 11 ans |
Robert Adams
|
933ac60746
BulletSim: not quite functional axis lock code.
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il y a 11 ans |
Robert Adams
|
747ece59d2
BulletSim: convert BSDynamic to a BSActor and change BSPrim to set
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il y a 11 ans |
Robert Adams
|
2c581cae2a
BulletSim: Add physical 'actors' that operate on the physical object.
|
il y a 11 ans |
Robert Adams
|
953090fd62
BulletSim: fix possible race condition where an prim's asset can be requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
|
il y a 11 ans |
Robert Adams
|
8510f57ad4
BulletSim: add terrain contact processing threshold parameter. Initialize contact processing threshold for static object as well as mesh terrain.
|
il y a 11 ans |