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path: root/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs (follow)
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* 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.
* BulletSim: allow changing position and rotation of a child of a linksetRobert Adams2013-01-211-0/+10
| | | | | without rebuilding the whole compound shape. Should make vehicles move smoother.
* BulletSim: reduce jitter in avatar velocity when walking or flying.Robert Adams2013-01-181-1/+1
| | | | | | | 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 Adams2013-01-171-2/+8
| | | | | can use to know if the object is currently active. Code cleaning including use of Util.ClampV function.
* BulletSim: fix not moving physical objects below terrain to over terrain.Robert Adams2013-01-141-10/+19
| | | | | Add locking on register prestep action list preventing potential race conditions. Little comment and formatting changes.
* BulletSim: move center of gravity of linkset to its geometric center.Robert Adams2013-01-111-0/+10
| | | | | | | Necessitated allowing simulator and physical position of a body to get out of sync since Bullet assumes that <0,0,0> is the center of mass. Update DLLs and SOs for the UpdateChildTransform so positions of individual prim in a linkset can be implemented.
* BulletSim: Add IsSelected attribute to physical objects. Have vehicles check ↵Robert Adams2013-01-111-0/+1
| | | | 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 Adams2013-01-071-0/+27
| | | | | | | | | | 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.