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path: root/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs (follow)
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* Revert "BulletSim: delay adding a scene presence to the list of presences"Robert Adams2015-08-241-10/+2
| | | | | | Remove these changes until the region crossing problems can be figured out. This reverts commit 062ec0efbda0e4ca6df5541039569e023d0d0e79.
* BulletSim: delay adding a scene presence to the list of presencesRobert Adams2015-08-231-2/+10
| | | | | until it is fully configured. Another addition to fixing the collisions stopping problem.
* BulletSim: rearrange code and add different locking to eliminate chancesRobert Adams2015-08-091-15/+13
| | | | | | | | of race conditions and, especially, race conditions when an object is removed and quickly re-added to a scene. This hopefully reduces the occurance of problems when avatars TP within a region -- the main problem being the loss of collisions.
* BulletSim: rearrange code and add some tests to try and resolve theRobert Adams2015-08-061-5/+6
| | | | | | | | initialization race conditions reported in Mantis 6792. When a region is initializing it seems that the prim initialization code can be interrupted part way through then taints are processed for prims that are not completely there.
* BulletSim: Add axis locking enabled through the ExtendedPhysics module.Robert Adams2014-12-311-2/+11
| | | | | Allows locking of prim/linkset relative moving in each of the linear and angular axis. Limits on movement or rotation can be set.
* BulletSim: add shape and linkset rebuild scheduled flags. Add ↵Robert Adams2014-11-301-0/+9
| | | | BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
* Somewhat improve avatar region crossings by properly preserving velocity ↵Justin Clark-Casey (justincc)2014-11-291-1/+1
| | | | | | | | | 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.
* If calling llStopMoveToTarget() on an in-world prim, don't send an ↵Justin Clark-Casey2014-11-191-1/+6
| | | | | | | 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.
* BulletSim: rearrange code for sensing whether shapes have beenRobert Adams2014-07-261-0/+5
| | | | | | constructed. Add routine to check for failed and use that method rather than checking individual state.
* BulletSim: add some locking for collision lists to prevent collsionsRobert Adams2014-06-201-2/+7
| | | | from locking up when running BulletSim on a separate thread.
* BulletSim: remove collision cache clearing logic for physical objects.Robert Adams2013-09-111-2/+5
| | | | This fixes constraints from getting messed up when properties change.
* BulletSim: add ClearCollisionProxyCache function to API.Robert Adams2013-09-111-2/+10
| | | | | | Add proxy cache clearing when some properties are changed. This fixes a problem where objects would stop colliding of they were moved with setPosition mulitple times.
* BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams2013-09-111-3/+3
| | | | LocalID of object which created the taint.
* BulletSim: include check for volume detect in check for zeroing avatar motion.Robert Adams2013-08-141-1/+5
| | | | | | | Normally, avatar motion is zeroed if colliding with a stationary object so they don't slide down hills and such. Without volume detect check this also allowed avatars to stand on volume detect objects and to have some jiggling when they were in the volume detect object. This commit fixes both.
* 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: 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: make density display and return value consistant with howRobert Adams2013-07-301-1/+14
| | | | the simulator expects it (scaled to 100kg/m^3).
* Revert "Revert "BulletSim: move collision processing for linksets from ↵Robert Adams2013-07-231-0/+11
| | | | | | | | BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
* Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"Robert Adams2013-07-221-11/+0
| | | | | | The changes don't seem to be ready for prime time. This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
* BulletSim: move collision processing for linksets from BSPrimLinkableRobert Adams2013-07-221-0/+11
| | | | | | | | | | into the linkset implementation classes. Add HasSomeCollision attribute that remembers of any component of a linkset has a collision. Update vehicle code (BSDynamic) to use the HasSomeCollision in place of IsColliding to make constraint based linksets properly notice the ground. Add linkset functions to change physical attributes of all the members of a linkset.
* BulletSim: fix small bug where everything looked like it was collidingRobert Adams2013-07-171-6/+7
| | | | before the first simulator step.
* BulletSim: rename position and orientation variables to remove theRobert Adams2013-07-071-2/+2
| | | | inconsistant use of Raw* and _* conventions.
* BulletSim: implementation of linkset center-of-mass.Robert Adams2013-07-061-0/+3
| | | | | | Default off, for the moment, until more testing. Add separate thread and center-of-mass flags to OpenSimDefaults.ini. Clean up comments in OpenSimDefaults.ini.
* BulletSim: a better version of llMoveToTarget that doesn't go crazy.Robert Adams2013-06-301-0/+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: add failure flag for meshing failure vs asset fetch failureRobert Adams2013-06-101-1/+1
| | | | | | so error messages make more sense. Change some BulletSim status log messages from WARN to INFO. Update TODO list.
* BulletSim: extend BSActorLockAxis to allow locking linear movement inRobert Adams2013-05-061-3/+6
| | | | addition to angular movement. Not enabled by anything yet.
* Merge branch 'master' into bulletsim4Robert Adams2013-05-011-0/+3
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| * BulletSim: fix error messages created while an avatar has no initialRobert Adams2013-04-301-0/+3
| | | | | | | | | | collisions. Usually happens when logging in an avatar that had been previously flying. Uninitialized variable.
* | BulletSim: improvements to LinksetCompound and PrimDisplaced. Not all ↵Robert Adams2013-04-301-1/+2
| | | | | | | | working yet.
* | BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams2013-04-291-4/+4
| | | | | | | | changes.
* | BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams2013-04-291-26/+26
| | | | | | | | 'm_physicsScene' to match coding conventions and reduce confusion.
* | BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams2013-04-291-9/+2
|/ | | | 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: improve avatar stair walking up. Add more parameters to control forceRobert Adams2013-04-231-5/+17
| | | | | of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
* BulletSim: fixing problems with llMoveToTarget. Not all fixed yet.Robert Adams2013-04-091-0/+6
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* BulletSim: clean up actor code so routines use the same coding pattern.Robert Adams2013-04-081-17/+18
| | | | Fix a few enabling problems.
* BulletSim: complete movement of physical object action code out of theRobert Adams2013-04-081-146/+80
| | | | | physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
* BulletSim: convert BSDynamic to a BSActor and change BSPrim to setRobert Adams2013-03-311-1/+1
| | | | up the vehicle actor.
* BulletSim: Add physical 'actors' that operate on the physical object.Robert Adams2013-03-311-0/+11
| | | | Add first 'actor' for locked axis.
* BulletSim: fix possible race condition where an prim's asset can be ↵Robert Adams2013-03-251-4/+8
| | | | requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
* BulletSim: fix density since the simulator/viewer track density in aRobert Adams2013-02-121-6/+60
| | | | | | | | | | | 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 Adams2013-02-121-11/+20
| | | | simulator to update info.
* BulletSim: fix avatar bobbing or jiggling while stationary flying.Robert Adams2013-02-081-3/+3
| | | | Various comments and debugging message mods.
* BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams2013-02-081-21/+0
| | | | layers for physical (vs simulator) location displacement and linksets.
* BulletSim: Adapt BulletSim to the newer physical properties. ViewerRobert Adams2013-02-071-1/+3
| | | | dialog setting of friction, restitution, ... working.
* BulletSim: add user setting of friction, density and restitution.Robert Adams2013-02-071-5/+12
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* BulletSim: set removing zero width triangles in meshes to be enabled by ↵Robert Adams2013-02-061-0/+1
| | | | default. This should fix the invisible barrier in sculptie doorways bug.
* BulletSim: clean up TargetVelocity implementation by using the default defn ↵Robert Adams2013-01-311-12/+0
| | | | in the PhysicsActor base class.
* BulletSim: do not zero an avatar's standing velocity if it is standingRobert Adams2013-01-281-9/+24
| | | | | | | 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: first attempt at reporting top collidersRobert Adams2013-01-271-0/+17
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* BulletSim: finish the post step event for physical object actions. Modify ↵Robert Adams2013-01-271-10/+56
| | | | vehicle to use post step event for logging.