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path: root/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs (unfollow)
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2013-05-22BulletSim: fix problem with walking up stairs that are orientedRobert Adams1-2/+9
in certain directions. The problem was really that the avatar capsule orientation was being set incorrectly.
2013-05-14BulletSim: Fix for mantis 6487, also minor adjustment to fix flying while ↵Vegaslon1-2/+5
you are running. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-05-13BulletSim: add adjustment for avatar capsule height scaling. MakesRobert Adams1-4/+23
avatar standing on ground view better and enables tuning.
2013-04-29BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams1-3/+3
changes.
2013-04-29BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams1-56/+56
'm_physicsScene' to match coding conventions and reduce confusion.
2013-04-29BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams1-12/+7
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.
2013-04-08BulletSim: clean up actor code so routines use the same coding pattern.Robert Adams1-0/+3
Fix a few enabling problems.
2013-04-08BulletSim: complete movement of physical object action code out of theRobert Adams1-230/+38
physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
2013-03-31BulletSim: stop an avatar from moving if standing on a stationaryRobert Adams1-1/+8
object. This will stop avatars from sliding down steep terrains or objects while still allowing an avatar to be moved if standing on a moving object.
2013-03-28BulletSim: fix race condition when creating very large mega-regions.Robert Adams1-2/+2
The symptom was exceptions while creating physical terrain. Reduce default terrain mesh magnification to 2 from 3 because the higher resolution uses a lot of memory and doesn't solve the terrain smoothness for vehicles. Added comments here and there and improved some debugging log messages.
2013-03-09BulletSim: remove the ability for avatars to fly off the edge ofRobert Adams1-16/+13
regions when there are no region neighbors. Add some terrain location processing routines to support above.
2013-02-25BulletSim: tweeks to make avatar jump work better.Robert Adams1-4/+6
2013-02-21BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams1-4/+3
to eliminate some of the "cannot find terrain height" warning messages.
2013-02-12BulletSim: fix density since the simulator/viewer track density in aRobert Adams1-2/+11
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).
2013-02-12BulletSim: More work on center-of-mass. Remove linksetinfo and rely on ↵Robert Adams1-1/+1
simulator to update info.
2013-02-08BulletSim: Change BSCharacter to use new base Density and FrictionRobert Adams1-15/+11
variables rather than own local varaibles.
2013-02-08BulletSim: fix avatar bobbing or jiggling while stationary flying.Robert Adams1-13/+16
Various comments and debugging message mods.
2013-02-08BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams1-1/+1
layers for physical (vs simulator) location displacement and linksets.
2013-02-07BulletSim: add user setting of friction, density and restitution.Robert Adams1-2/+3
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).
2012-12-25BulletSim: stop avatar from sliding VERY slowly after walking byRobert Adams1-3/+2
only zeroing the movement motor in the UpdateProperties routine.
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.
2012-12-22BulletSim: 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.