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path: root/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs (unfollow)
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2013-04-23BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams1-0/+5
of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
2013-04-08BulletSim: moving comments around. No functional change.Robert Adams1-9/+1
2013-04-08BulletSim: clean up actor code so routines use the same coding pattern.Robert Adams1-11/+11
Fix a few enabling problems.
2013-04-08BulletSim: complete movement of physical object action code out of theRobert Adams1-255/+52
physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
2013-03-31BulletSim: not quite functional axis lock code.Robert Adams1-1/+1
2013-03-31BulletSim: convert BSDynamic to a BSActor and change BSPrim to setRobert Adams1-31/+15
up the vehicle actor.
2013-03-31BulletSim: Add physical 'actors' that operate on the physical object.Robert Adams1-74/+9
Add first 'actor' for locked axis.
2013-03-25BulletSim: fix possible race condition where an prim's asset can be ↵Robert Adams1-1/+1
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.
2013-03-19BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams1-1/+1
contact processing threshold for static object as well as mesh terrain.
2013-03-01BulletSim: add parameters, code cleanup around checking and enforcingRobert Adams1-6/+41
maximum velocity and angular velocity values for prims.
2013-02-26BulletSim: fix crash around race condition when a mesh asset cannotRobert Adams1-1/+1
be fetched. Update TODO list.
2013-02-21BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams1-3/+24
to eliminate some of the "cannot find terrain height" warning messages.
2013-02-17BulletSim: experimental lock axis code using constraints. Not enabledRobert Adams1-20/+72
by default. Like more debugging is needed.
2013-02-16BulletSim: fix physical object appearing to slowly float off whenRobert Adams1-1/+1
they stop moving.
2013-02-12BulletSim: fix density since the simulator/viewer track density in aRobert Adams1-3/+52
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).
2013-02-12BulletSim: More work on center-of-mass. Remove linksetinfo and rely on ↵Robert Adams1-2/+2
simulator to update info.
2013-02-08BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams1-144/+51
layers for physical (vs simulator) location displacement and linksets.
2013-02-07BulletSim: Adapt BulletSim to the newer physical properties. ViewerRobert Adams1-29/+25
dialog setting of friction, restitution, ... working.
2013-02-07BulletSim: fix exceptions caused by setting physical properties before the ↵Robert Adams1-5/+10
prim body is initialized.
2013-02-07BulletSim: add user setting of friction, density and restitution.Robert Adams1-20/+79
2013-01-31BulletSim: fix crash caused when linksets were rebuilt. A problem addedRobert Adams1-4/+12
when individual child pos/rot changes were implementated a week or so ago. Remove some passing of inTaintTime flag when it was never false.
2013-01-31BulletSim: make sure vehicle physical properties are set when goingRobert Adams1-2/+2
physical by delaying setting until pre-step time. Change vehicle.Refresh() to schedule the pre-step setting. Comments and updating of TODO list.
2013-01-29BulletSim: fix physics repositioning when under ground to only happenRobert Adams1-1/+5
for physical objects. Non-physical objects can go anywhere they want.
2013-01-28BulletSim: first unit test: vehicle angular attractionRobert Adams1-16/+16
2013-01-27BulletSim: reinstate the supression of rotational velocity for vehiclesRobert Adams1-1/+1
2013-01-27BulletSim: first attempt at reporting top collidersRobert Adams1-6/+0
2013-01-27BulletSim: finish the post step event for physical object actions. Modify ↵Robert Adams1-0/+6
vehicle to use post step event for logging.
2013-01-24BulletSim: zero motion on an object that we pop up because it isRobert Adams1-1/+7
below terrain. If the position is being corrected because it is out of bounds, all other movement rules are out the window.
2013-01-23BulletSim: remove setting of vehicle InterpolationRotationalVelocity.Robert Adams1-2/+2
This doesn't seem to help the vehicle stability. Rename vehicle internal variables adding a "V" or "W" so it is clear when coordinates are vehicle or world relative.
2013-01-23BulletSim: small change to center-of-mass computation left out last commitRobert Adams1-3/+8
2013-01-23BulletSim: center-of-gravity linkset changes. Not working yet.Robert Adams1-21/+1
Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
2013-01-23BulletSim: working on COMRobert Adams1-4/+11
2013-01-23BulletSim: remove the unused RestoreBodyDependencies used by linksetsRobert Adams1-18/+2
and vehicles and clean up code by removing their kludgyness.
2013-01-21BulletSim: Tweeks to vehicle motion.Robert Adams1-1/+2
Pass through old angular velocity making for smoother transitions. Remove some old kludges for angular motion (damping and rotvel suppression).
2013-01-21BulletSim: allow changing position and rotation of a child of a linksetRobert Adams1-7/+9
without rebuilding the whole compound shape. Should make vehicles move smoother.
2013-01-20BulletSim: More aggressive as setting character velocity to zeroRobert Adams1-4/+9
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.
2013-01-20BulletSim: modify motors to return correction rather than current valueRobert Adams1-1/+1
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.
2013-01-18BulletSim: add logic to turn off pre-step actions when object goesRobert Adams1-0/+21
non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget' when the object is selected or made non-physical.
2013-01-17BulletSim: Add one function that all actors who act on the physicalRobert Adams1-20/+13
can use to know if the object is currently active. Code cleaning including use of Util.ClampV function.
2013-01-14BulletSim: fix not moving physical objects below terrain to over terrain.Robert Adams1-1/+1
Add locking on register prestep action list preventing potential race conditions. Little comment and formatting changes.
2013-01-14BulletSim: disable center-of-mass computation for linksets until debugged. ↵Robert Adams1-14/+12
Move physical prim above ground if it is underground. Previously tried to correct by applying and up force but the prim would never go through the ground.
2013-01-11BulletSim: move center of gravity of linkset to its geometric center.Robert Adams1-10/+30
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.
2013-01-11BulletSim: Add IsSelected attribute to physical objects. Have vehicles check ↵Robert Adams1-20/+61
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.
2013-01-11BulletSim: remove double application of buoyancy. Centralize computation of ↵Robert Adams1-19/+4
buoyancy. Add motor angular debugging controls.
2013-01-11BulletSim: fix the 'No recognised physics mesh found ...' error spew by ↵Robert Adams1-1/+1
remembering that the last asset fetch failed until the simulator resets the shape parameters.
2013-01-07BulletSim: add function to push avatar up when hitting stairs.Robert Adams1-1/+1
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.
2013-01-04BulletSim: implement llMoveToTarget by adding PIDActive, etc.Robert Adams1-42/+21
Implementation of non-vehicle hover but haven't tested it a lot. Update TODO list.
2013-01-04BulletSim: add initial implementation of llMoveToTarget and hover height.Robert Adams1-10/+147
Not all there yet.
2013-01-01BulletSim: move over and port the interface for BulletXNA.Robert Adams1-11/+0
Copied BulletSNPlugin.BulletSimAPI to a new BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to comply with the BSAPITemplate definition. Not totally debugged but the code is all there for an INI variable to select either unmanaged C++ Bullet or the C# version of Bullet.
2013-01-01BulletSim: fix line endings.Robert Adams1-20/+20