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2012-04-23ubitODE - several changes...UbitUmarov3-431/+379
2012-04-21ubitODE: - don't try to hover underground unless volumedetector (that ↵UbitUmarov1-47/+93
doesn't colide with it)
2012-04-20ubitODE: - Change triangles used in terrain height estimationUbitUmarov1-11/+28
2012-04-20ubitODE - again avatar/terrain collision. Reduce new viewers interpolators ↵UbitUmarov1-6/+14
efects reporting null velocity and aceleration when stopped near the right position, where they can still have instantanius large values that can get magnified by interpolators, specially using diferent timing estimation.
2012-04-18ubitODE still retouching character pidUbitUmarov1-2/+2
2012-04-18ubitODE - retouch character PIDsUbitUmarov1-4/+4
2012-04-17ubitODE: prims - update managed dinamic parameters from unmanaged at ODE ↵UbitUmarov1-78/+46
rate and not heartbeat.
2012-04-17ubitODE: - character managed ode was only getting position etc from ↵UbitUmarov2-119/+48
unmanaged at heartbeat rate like core ode. Now do it at ODE rate in move(..). UpdatePositionAndVelocity() called once per heartbeat is now empty.
2012-04-17ubitODE: - made avatar/ground collision pid servo a bit softer since seems a ↵UbitUmarov2-6/+7
bit unstable with small avas in AVI even if fine on my testsite - Removed reading of PID parameters from config files since that only serves to mess things up and adds more unknowns
2012-04-17ubitODE: bug fix let avatars colide with volume detectorsUbitUmarov1-0/+1
2012-04-16ubitODE: - fix remove characters from default raycasts filters as older code ↵UbitUmarov2-8/+16
(or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE
2012-04-16chODE: if character velocity > 50m/s apply breaks. In free fall this will ↵UbitUmarov1-1/+10
give a terminal velocity +- 60m/s
2012-04-16 chODE bug fixUbitUmarov1-7/+9
2012-04-16Downgrade an error log message to info because there is nothing we can do ifMelanie2-2/+2
an asset is damaged so it should not spew red ink.
2012-04-16ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov7-729/+983
bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
2012-04-14Use chode character actor.SetMomentum() to force full restore Velocity in ↵UbitUmarov1-1/+19
scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall.
2012-04-09chODE and ubitODE always return prim mass (they where returning object mass ↵UbitUmarov4-69/+315
on physical prims) so SOG can do the total add. (ubitODE as more code to use a simpler terrain geom on a modified ode lib but should do autodetect and work with normal lib).
2012-03-31 reduced instability in vertical atractor with eficiency of 1 and bankingUbitUmarov1-9/+13
this will need a nicer solution sometime...
2012-03-26BulletSim: make avatar animations update properly.Robert Adams3-9/+48
It seems that ODE calls the avatar collision handling routine even if there are no collisions. This causes the animation to be updated. So, for instance, going from HOVER to FLY is caused by the physics engine calling the collision routine each frame with 0 collisions.
2012-03-26BulletSim: fix typo introducted by previous checkins (git merge sometimes ↵Robert Adams1-3/+0
makes mistakes)
2012-03-24 UbitOde let caller try to build meshs like done in chode. Changing this was ↵UbitUmarov2-3885/+3959
a bad move i made. Variable colisions softness.
2012-03-24 Avatars have no bounceUbitUmarov3-3705/+3955
2012-03-23BulletSim: change default of shouldDisableContactPoolDynamicAllocation from ↵Robert Adams1-2/+2
False to True. It seems that collisions don't happen well when it is False (things fall through terrain).
2012-03-23BulletSim: Add new configuration parameters to get and set console commandsRobert Adams1-4/+32
2012-03-23BulletSim: add a bunch of internal Bullet configuration parameters to ↵Robert Adams2-0/+43
OpenSimDefaults.ini and the code.
2012-03-23BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵Robert Adams3-15/+11
(there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
2012-03-23BulletSim: update TODO list. Rearrange code for readability. Add per object ↵Robert Adams2-17/+17
friction and restitution runtime settable parameters.
2012-03-23BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵Robert Adams2-3/+9
buoyancy for flying. Tweek avatar default friction and resititution
2012-03-23BulletSim: set buoyancy in only one placeRobert Adams1-5/+3
2012-03-23BulletSim: add some new runtime setable parameters to match the dll.Robert Adams2-7/+16
2012-03-23BulletSim: Update list of TODO tasksRobert Adams1-0/+13
2012-03-22BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵Robert Adams3-15/+11
(there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
2012-03-21BulletSim: update TODO list. Rearrange code for readability. Add per object ↵Robert Adams2-17/+17
friction and restitution runtime settable parameters.
2012-03-21BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵Robert Adams2-3/+9
buoyancy for flying. Tweek avatar default friction and resititution
2012-03-21BulletSim: set buoyancy in only one placeRobert Adams1-5/+3
2012-03-21BulletSim: add some new runtime setable parameters to match the dll.Robert Adams2-7/+16
2012-03-21BulletSim: Update list of TODO tasksRobert Adams1-0/+13
2012-03-21minor cleanUbitUmarov1-27/+24
2012-03-21 missed a creatMesh in chODE. temporary removed m_meshfailed test since it ↵UbitUmarov1-4/+9
may colide with how meshs and sculpts are loaded. This needs a good revision..
2012-03-21 shapetype support on chOde so it can also request a simple convex hull 'mesh'UbitUmarov2-34/+46
2012-03-21Changes of PrimShapeType should now work with UbitOde ( almost untested )UbitUmarov1-3710/+3724
2012-03-21Tell physics about physics shape when creating. Added some virtual methods ↵UbitUmarov4-5/+55
to get/set density,gravmod, frition,bounce and shape type ( not in use ). UbitOde now should do convex type on creation or everytime the mesh is changed ( as in change size, shape, etc )
2012-03-21add convex state to mesh key, so a change is detected.UbitUmarov1-1/+1
2012-03-20Add prim name to "[MESH]: No recognized physics mesh..." log messageJustin Clark-Casey (justincc)1-1/+1
2012-03-21let convex be a parameter to createMesh so it can be used. Was forced to add ↵UbitUmarov4-7/+21
it also to original mesher code and zeromesher
2012-03-20 added convex decomposition hulls support. Hardcoded to use mesh or this. ↵UbitUmarov1-18/+146
(so no simple hull of convex prims for now).
2012-03-20refactor: precalculate the fixed movement factor for avatar tilting ↵Justin Clark-Casey (justincc)2-8/+16
(sqrt(2)) rather than doing it multiple times on every move.
2012-03-20refactor: Eliminate unnecessary duplicate avCapsuleTiltedJustin Clark-Casey (justincc)1-3/+7
2012-03-20WORK in progress!! Now it reads the simple hull shape to use if convex shape ↵UbitUmarov2-124/+164
is selected for a prim. Due to ODE limitations on convex hulls colisions, it creates a mesh. Being work in progress it is hardcoded to only read that simple convex hull for now. It writes a file named "lixo_lixo.raw" that can be imported into blender for examination of the created mesh (the last one loaded and also hardcoded). To play with put in opensim.ini "meshing = UbitMeshmerizer"
2012-03-20Fix crash where two scene loop threads could changes m_MeshToTriMeshMap at ↵Justin Clark-Casey (justincc)1-10/+16
the same time. Have to lock m_MeshToTriMeshMap as property is static and with more than one region two scene loops could try to manipulate at the same time.