aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* BulletSim: add shape and linkset rebuild scheduled flags. Add ↵Robert Adams2014-11-301-0/+4
| | | | BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
* Restore zero'ing RawVelocity in BSCharacter.ZeroMotion() in favour of not ↵Justin Clark-Casey (justincc)2014-11-291-1/+1
| | | | | | 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.
* minor: Remove a few indenting problems introduced to recent 265fe349 and ↵Justin Clark-Casey (justincc)2014-11-291-3/+3
| | | | convert the m_log.DebugFormat() call back to the original DetailLog call
* Somewhat improve avatar region crossings by properly preserving velocity ↵Justin Clark-Casey (justincc)2014-11-291-10/+31
| | | | | | | | | 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.
* Add [BulletSim] option AvatarToAvatarCollisionsByDefault to control whether ↵Justin Clark-Casey (justincc)2014-11-251-2/+6
| | | | | | | | | 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.
* If calling llStopMoveToTarget() on an in-world prim, don't send an ↵Justin Clark-Casey2014-11-191-3/+3
| | | | | | | 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.
* Fix issue with BulletSim avatar level flight jitter by commenting out ↵Justin Clark-Casey (justincc)2014-05-301-1/+12
| | | | | | | | | | | | 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.
* BulletSim: make avatar physical shape to be a rectangle rather thanRobert Adams2014-04-021-5/+12
| | | | | | | | 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.
* BulletSim: Fix jumping while running. Was unintentional taking way all ↵Vegaslon2014-03-221-1/+1
| | | | | | upward target motion for avatar when running. Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
* BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams2013-09-111-13/+13
| | | | LocalID of object which created the taint.
* BulletSim: adjust avatar capsule height calculation to be closer to defined ↵Robert Adams2013-09-111-5/+10
| | | | SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
* BulletSim: add physical object initialized flag so updates and collisionsRobert Adams2013-08-141-0/+4
| | | | | | | | | 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.
* BulletSim: move the creation of the avatar movement actor creating toRobert Adams2013-08-131-7/+7
| | | | | | 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.
* BulletSim: add check in avatar stair step code to verify the collisionRobert Adams2013-08-121-0/+1
| | | | | | | | 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.
* BulletSim: adjust avatar position when the avatar's size is changed.Robert Adams2013-08-081-2/+10
| | | | | | 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.
* BulletSim: make density display and return value consistant with howRobert Adams2013-07-301-1/+1
| | | | the simulator expects it (scaled to 100kg/m^3).
* BulletSim: add position resetting for stationary avatars so they don'tRobert Adams2013-07-181-4/+4
| | | | | | 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.
* BulletSim: rename position and orientation variables to remove theRobert Adams2013-07-071-45/+33
| | | | inconsistant use of Raw* and _* conventions.
* BulletSim: a better version of llMoveToTarget that doesn't go crazy.Robert Adams2013-06-301-1/+1
| | | | | | | | 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.
* BulletSim: fix problem with walking up stairs that are orientedRobert Adams2013-05-221-2/+9
| | | | | in certain directions. The problem was really that the avatar capsule orientation was being set incorrectly.
* BulletSim: Fix for mantis 6487, also minor adjustment to fix flying while ↵Vegaslon2013-05-141-2/+5
| | | | | | you are running. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: add adjustment for avatar capsule height scaling. MakesRobert Adams2013-05-131-4/+23
| | | | avatar standing on ground view better and enables tuning.
* BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams2013-04-291-3/+3
| | | | changes.
* BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams2013-04-291-56/+56
| | | | 'm_physicsScene' to match coding conventions and reduce confusion.
* BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams2013-04-291-12/+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.
* BulletSim: clean up actor code so routines use the same coding pattern.Robert Adams2013-04-081-0/+3
| | | | Fix a few enabling problems.
* BulletSim: complete movement of physical object action code out of theRobert Adams2013-04-081-230/+38
| | | | | physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
* BulletSim: stop an avatar from moving if standing on a stationaryRobert Adams2013-03-311-1/+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.
* BulletSim: fix race condition when creating very large mega-regions.Robert Adams2013-03-281-2/+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.
* BulletSim: remove the ability for avatars to fly off the edge ofRobert Adams2013-03-091-16/+13
| | | | | regions when there are no region neighbors. Add some terrain location processing routines to support above.
* BulletSim: tweeks to make avatar jump work better.Robert Adams2013-02-251-4/+6
|
* BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams2013-02-211-4/+3
| | | | to eliminate some of the "cannot find terrain height" warning messages.
* BulletSim: fix density since the simulator/viewer track density in aRobert Adams2013-02-121-2/+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).
* BulletSim: More work on center-of-mass. Remove linksetinfo and rely on ↵Robert Adams2013-02-121-1/+1
| | | | simulator to update info.
* BulletSim: Change BSCharacter to use new base Density and FrictionRobert Adams2013-02-081-15/+11
| | | | variables rather than own local varaibles.
* BulletSim: fix avatar bobbing or jiggling while stationary flying.Robert Adams2013-02-081-13/+16
| | | | Various comments and debugging message mods.
* BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams2013-02-081-1/+1
| | | | layers for physical (vs simulator) location displacement and linksets.
* BulletSim: add user setting of friction, density and restitution.Robert Adams2013-02-071-2/+3
|
* BulletSim: fix crash caused when linksets were rebuilt. A problem addedRobert Adams2013-01-311-2/+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.
* BulletSim: clean up TargetVelocity implementation by using the default defn ↵Robert Adams2013-01-311-2/+2
| | | | in the PhysicsActor base class.
* BulletSim: do not zero an avatar's standing velocity if it is standingRobert Adams2013-01-281-6/+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.
* BulletSim: allow changing position and rotation of a child of a linksetRobert Adams2013-01-211-1/+1
| | | | | without rebuilding the whole compound shape. Should make vehicles move smoother.
* BulletSim: More aggressive as setting character velocity to zeroRobert Adams2013-01-201-7/+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.
* BulletSim: fix problem of avatar sliding very slowly occasionally after ↵Robert Adams2013-01-201-34/+41
| | | | stopping walking. Consolidate movement tests into the one prestep motion action
* BulletSim: modify motors to return correction rather than current valueRobert Adams2013-01-201-1/+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.
* BulletSim: reduce jitter in avatar velocity when walking or flying.Robert Adams2013-01-181-1/+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.
* BulletSim: Add one function that all actors who act on the physicalRobert Adams2013-01-171-0/+3
| | | | | can use to know if the object is currently active. Code cleaning including use of Util.ClampV function.
* BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.Robert Adams2013-01-151-1/+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.
* BulletSim: add debugging messages to know when assets for physicalRobert Adams2013-01-151-1/+4
| | | | | objects have been fetched. Update TODO list with more work.
* BulletSim: fix not moving physical objects below terrain to over terrain.Robert Adams2013-01-141-2/+2
| | | | | Add locking on register prestep action list preventing potential race conditions. Little comment and formatting changes.