| Commit message (Collapse) | Author | Age | Files | Lines |
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BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
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calling ZeroMotion in SetPhysicalProperties() at all
SetPhysicalProperties is only called when adding a new character so it looks like there is no existing data to reset anyway.
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convert the m_log.DebugFormat() call back to the original DetailLog call
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when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
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avatars collide. This is true by default.
This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene.
So there is no provision yet for giving avatars different collision types.
This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim
This is equivalent to the av_av_collisions_off option in ODE.
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unnecessary object update if the prim was not moving to target.
This involves making PhysicsActor.PIDActive get as well as set.
On physics components that don't implement this (all characters and some phys engines) we return false.
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RawVelocity update threshold for now in BSCharacter.UpdateProperties().
For some reason as yet unidentified (feedback?) a threshold above 0.4 here causes the RawVelocity to move between a lower and upper bound rather than remaining constant.
The RawVelocity increased until it triggered the threshold update, at which point it started to decrease until it again triggered the threshhold update.
This delta-v was enough to exceed the checks in ScenePresence.SendTerseUpdateToAllClients() and produce jittery avatar flight because of the fluctuating velocity.
With a threshold of 0.4 (or 0, as with ODE), the RawVelocity remains constant in BulletSim and so avatar flight becomes mostly smooth - remaining occasional glitches appear to be a result of errors in distance extraploation.
There are no obvious problems with commenting out the threshold.
Misterblue, if this is wrong or I've missed some subtlety here, please feel free to revert and/or correct.
The same considerations may or may not apply to object velocity updates.
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a capsule. Set the default to be the rectangle shape and adjust the
parameters in OpenSimDefaults.ini for the new shape.
The rectangle shape will perform better and avatar height can be
computed more accurately.
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upward target motion for avatar when running.
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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LocalID of object which created the taint.
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SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
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don't happen until the object is completely initialized.
This fixes the problem of doing a teleport while the simulator is running.
The destruction of the physical object while the engine is running means
that the physics parameter update would overwrite the new position of the
newly created avatar.
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taint time. Attempt to fix a problem of teleporting within the same
region where the remove and addition of the physical avatar occasionally
ends up with a non-moving avatar.
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is not with a volume detect object.
This fixes a problem of avatars trying to step over a volume detect object
that they collide with. This appeared as the avatar popping up as it started
to step up but then continuing on since the object wasn't physically interacting.
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This fixes the problem of avatars bouncing when logged in.
Added a little height to the avatar height fudges to eliminate a problem
of feet being in the ground a bit.
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the simulator expects it (scaled to 100kg/m^3).
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move around when standing on a stationary object.
Create proper linkage between BSCharacter and its actor by generating
a UpdatedProperties event the same way BSPrim does.
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inconsistant use of Raw* and _* conventions.
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There is still some overshoot but mostly fixes Mantis 6693.
Fix bug where moveToTarget was active for non-physical objects
and while selected.
Fix bug where move target was not getting changed if the script
changed the target during a move.
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in certain directions. The problem was really that the avatar capsule
orientation was being set incorrectly.
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you are running.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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avatar standing on ground view better and enables tuning.
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changes.
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'm_physicsScene' to match coding conventions and reduce confusion.
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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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Fix a few enabling problems.
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physical object and into actors for setForce, setTorque, hover, lock
axis and avatar move.
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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.
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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.
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regions when there are no region neighbors.
Add some terrain location processing routines to support above.
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to eliminate some of the "cannot find terrain height" warning messages.
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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).
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simulator to update info.
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variables rather than own local varaibles.
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Various comments and debugging message mods.
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layers for physical (vs simulator) location displacement and linksets.
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when individual child pos/rot changes were implementated a week or so ago.
Remove some passing of inTaintTime flag when it was never false.
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in the PhysicsActor base class.
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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.
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without rebuilding the whole compound shape. Should make vehicles move
smoother.
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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.
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stopping walking. Consolidate movement tests into the one prestep motion action
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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.
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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.
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can use to know if the object is currently active.
Code cleaning including use of Util.ClampV function.
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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.
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objects have been fetched.
Update TODO list with more work.
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Add locking on register prestep action list preventing potential race conditions.
Little comment and formatting changes.
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