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path: root/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs (follow)
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* 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
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* 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
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* 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.
* BulletSim: Add IsSelected attribute to physical objects. Have vehicles check ↵Robert Adams2013-01-111-0/+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.
* BulletSim: add function to push avatar up when hitting stairs.Robert Adams2013-01-071-26/+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.
* BulletSim: comments and removing small compile errors introduced in last commit.Robert Adams2013-01-061-2/+0
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* BulletSim: convert avatar movement from a force to an impulse. Shouldn'tRobert Adams2013-01-041-2/+2
| | | | change functionality but removes an oddity in computing the force.
* BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams2012-12-311-17/+17
| | | | Only initialization and debug fuctions left.
* BulletSim: another round of conversion: dynamics world and collision object ↵Robert Adams2012-12-311-23/+23
| | | | functions.
* BulletSim: first round of conversion from direct BulletSimAPI interfacing by ↵Robert Adams2012-12-311-5/+3
| | | | BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
* BulletSim: remove check for small motor movement because, while itRobert Adams2012-12-291-2/+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.
* BulletSim: an 'if' to suppress multiple setting of avatar orientation.Robert Adams2012-12-291-5/+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.
* BulletSim: tweeking avatar capsule code in an attempt to haveRobert Adams2012-12-291-43/+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.
* BulletSim: add 'AvatarAlwaysRunFactor' parameter and use in setTargetVelocityRobert Adams2012-12-281-3/+3
| | | | to implement the 'always run' feature.
* BulletSim: fix problem of avatars appearing to walk through wallsRobert Adams2012-12-281-51/+55
| | | | | by moving the movement motor to a pre-step action and out of its questionable previous home in UpdateProperties.
* BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from ↵Robert Adams2012-12-271-22/+14
| | | | individual sub-classes and up to parent BSPhysObject class.
* BulletSim: complete applyImpulse function in BSCharacter (like I saidRobert Adams2012-12-271-8/+17
| | | | I did last time).
* BulletSim: stop avatar from sliding VERY slowly after walking byRobert Adams2012-12-251-3/+2
| | | | only zeroing the movement motor in the UpdateProperties routine.
* BulletSim: Fix single physical prim reporting its mass as zero.Robert Adams2012-12-241-4/+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.
* BulletSim: modify avatar motor code to make falling movement better. Clean ↵Robert Adams2012-12-221-34/+41
| | | | up some usages. Disable motor when done.
* BulletSim: remove the movement decay while flying. Made flying slow down ↵Robert Adams2012-12-211-6/+0
| | | | over time.
* BulletSim: add BSPhysObject code to manage registrations of preStep events. ↵Robert Adams2012-12-211-0/+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.
* BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams2012-12-211-15/+15
| | | | to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
* BulletSim: small fix to avatar movement motor use which keeps avatar from ↵Robert Adams2012-12-211-1/+2
| | | | flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable.
* BulletSim: avatar movement smoothed with motor that modifies avatar velocity ↵Robert Adams2012-12-211-1/+76
| | | | to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly.
* BulletSim: add check for border crossing in character position sanity check.Robert Adams2012-12-161-2/+10
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* BulletSim: Add 'BulletSimData' which separates structures createdRobert Adams2012-12-131-3/+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.
* BulletSim: fix problem of avatar's floating off the ground after unsitting. ↵Robert Adams2012-12-121-8/+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.