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path: root/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs (unfollow)
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2013-01-31BulletSim: fix crash caused when linksets were rebuilt. A problem addedRobert Adams1-2/+2
when individual child pos/rot changes were implementated a week or so ago. Remove some passing of inTaintTime flag when it was never false.
2013-01-31BulletSim: clean up TargetVelocity implementation by using the default defn ↵Robert Adams1-2/+2
in the PhysicsActor base class.
2013-01-28BulletSim: do not zero an avatar's standing velocity if it is standingRobert Adams1-6/+7
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.
2013-01-21BulletSim: allow changing position and rotation of a child of a linksetRobert Adams1-1/+1
without rebuilding the whole compound shape. Should make vehicles move smoother.
2013-01-20BulletSim: More aggressive as setting character velocity to zeroRobert Adams1-7/+23
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.
2013-01-20BulletSim: fix problem of avatar sliding very slowly occasionally after ↵Robert Adams1-34/+41
stopping walking. Consolidate movement tests into the one prestep motion action
2013-01-20BulletSim: modify motors to return correction rather than current valueRobert Adams1-1/+2
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.
2013-01-18BulletSim: reduce jitter in avatar velocity when walking or flying.Robert Adams1-1/+8
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.
2013-01-17BulletSim: Add one function that all actors who act on the physicalRobert Adams1-0/+3
can use to know if the object is currently active. Code cleaning including use of Util.ClampV function.
2013-01-15BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.Robert Adams1-1/+1
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.
2013-01-15BulletSim: add debugging messages to know when assets for physicalRobert Adams1-1/+4
objects have been fetched. Update TODO list with more work.
2013-01-14BulletSim: fix not moving physical objects below terrain to over terrain.Robert Adams1-2/+2
Add locking on register prestep action list preventing potential race conditions. Little comment and formatting changes.
2013-01-11BulletSim: Add IsSelected attribute to physical objects. Have vehicles check ↵Robert Adams1-0/+4
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.
2013-01-07BulletSim: add function to push avatar up when hitting stairs.Robert Adams1-26/+71
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.
2013-01-06BulletSim: comments and removing small compile errors introduced in last commit.Robert Adams1-2/+0
2013-01-04BulletSim: convert avatar movement from a force to an impulse. Shouldn'tRobert Adams1-2/+2
change functionality but removes an oddity in computing the force.
2012-12-31BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams1-17/+17
Only initialization and debug fuctions left.
2012-12-31BulletSim: another round of conversion: dynamics world and collision object ↵Robert Adams1-23/+23
functions.
2012-12-31BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams1-5/+3
BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
2012-12-29BulletSim: remove check for small motor movement because, while itRobert Adams1-2/+5
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.
2012-12-29BulletSim: an 'if' to suppress multiple setting of avatar orientation.Robert Adams1-5/+9
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.
2012-12-29BulletSim: tweeking avatar capsule code in an attempt to haveRobert Adams1-43/+61
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.
2012-12-28BulletSim: add 'AvatarAlwaysRunFactor' parameter and use in setTargetVelocityRobert Adams1-3/+3
to implement the 'always run' feature.
2012-12-28BulletSim: fix problem of avatars appearing to walk through wallsRobert Adams1-51/+55
by moving the movement motor to a pre-step action and out of its questionable previous home in UpdateProperties.
2012-12-27BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from ↵Robert Adams1-22/+14
individual sub-classes and up to parent BSPhysObject class.
2012-12-27BulletSim: complete applyImpulse function in BSCharacter (like I saidRobert Adams1-8/+17
I did last time).
2012-12-24BulletSim: Fix single physical prim reporting its mass as zero.Robert Adams1-4/+5
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.
2012-12-23Revert "Whitespace change to trigger ircbot"Melanie1-1/+0
This reverts commit ca30559b05bd44995277c270ec19a92d8170e587.
2012-12-23Whitespace change to trigger ircbotMelanie1-0/+1
2012-12-22BulletSim: modify avatar motor code to make falling movement better. Clean ↵Robert Adams1-34/+41
up some usages. Disable motor when done.
2012-12-21BulletSim: remove the movement decay while flying. Made flying slow down ↵Robert Adams1-6/+0
over time.
2012-12-21BulletSim: add BSPhysObject code to manage registrations of preStep events. ↵Robert Adams1-0/+2
Use same to implement setForce and setTorque so the values are restored at the beginning of each step (since Bullet zeros forces applied last step). Simplify implementation of AddForce and AddTorque by relying on the addition of forces in Bullet.
2012-12-21BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams1-15/+15
to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
2012-12-21BulletSim: small fix to avatar movement motor use which keeps avatar from ↵Robert Adams1-1/+2
flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable.
2012-12-21BulletSim: avatar movement smoothed with motor that modifies avatar velocity ↵Robert Adams1-1/+76
to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly.
2012-12-25BulletSim: stop avatar from sliding VERY slowly after walking byRobert Adams1-3/+2
only zeroing the movement motor in the UpdateProperties routine.
2012-12-16BulletSim: add check for border crossing in character position sanity check.Robert Adams1-2/+10
2012-12-13BulletSim: Add 'BulletSimData' which separates structures createdRobert Adams1-3/+2
for the operation of BulletSim and those defintiions/structures defined so they can be used in the unmanaged world. Consolidate setting of collision flags so implementation is not scattered.
2012-12-12BulletSim: fix problem of avatar's floating off the ground after unsitting. ↵Robert Adams1-8/+10
Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
2012-12-11BulletSim: protect character property setting to remove crash from taints ↵Robert Adams1-20/+40
setting properties after the destroy character taint.
2012-12-10BulletSim: Fix crash on the destruction of physical linksets.Robert Adams1-0/+2
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.
2012-12-03BulletSim: Reduce idle region physics overhead where there are MANYRobert Adams1-2/+2
static objects by more restrictive selection of objects that collide with static objects. Rename collision mask fuctions from 'filter' to 'group' so it is clear what is being set. Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above. Restore passing of time step to linear and angular motion component routines. Use buffering vehicle physical parameter get/set routines consistantly. Make range enforcement clearer by using ClampInRange() function for parameter setting. Remove commented out experimental vehicle calculations.
2012-11-28BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain.Robert Adams1-1/+1
2012-11-22Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie1-2/+2
conflicts with PhysicsShape type defined in later libOMV
2012-11-21BulletSim: Make avatar capsule so it is not circular.Robert Adams1-7/+17
Simple attempt to make avatars better shaped. Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth' and 'avatarCapsuleDepth'. More tweeking to avatar height calculation. A little better but short avatar's feet are above the terrain and tall avatar's feet are a little below the ground.
2012-11-21BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵Robert Adams1-1/+1
having mesh avatars.
2012-11-21BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams1-2/+2
getting simplified out of existance someday) and update all the references to that enum.
2012-11-21BulletSim: tweek avatar capsule parameters so avatar feet don't go below ↵Robert Adams1-3/+4
ground. This solves the bouncing, short avatar problem (Mantis 6403).
2012-11-18BulletSim: fix the problem with flying being disabled when crossing region ↵Robert Adams1-2/+6
boundries.
2012-11-15Revert "Merge master into teravuswork", it should have been avination, not ↵teravus1-398/+291
master. This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.