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2014-11-30BulletSim: add shape and linkset rebuild scheduled flags. Add ↵Robert Adams7-19/+101
BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
2014-11-29Restore zero'ing RawVelocity in BSCharacter.ZeroMotion() in favour of not ↵Justin Clark-Casey (justincc)1-1/+1
calling ZeroMotion in SetPhysicalProperties() at all SetPhysicalProperties is only called when adding a new character so it looks like there is no existing data to reset anyway.
2014-11-29minor: Remove a few indenting problems introduced to recent 265fe349 and ↵Justin Clark-Casey (justincc)1-3/+3
convert the m_log.DebugFormat() call back to the original DetailLog call
2014-11-29Somewhat improve avatar region crossings by properly preserving velocity ↵Justin Clark-Casey (justincc)10-30/+65
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.
2014-11-25refactor: Move methods to start a monitored thread, start work in its own ↵Justin Clark-Casey (justincc)1-1/+1
thread and run work in the jobengine from Watchdog to a WorkManager class. This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management. Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget. Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere
2014-11-25Add [BulletSim] option AvatarToAvatarCollisionsByDefault to control whether ↵Justin Clark-Casey (justincc)3-3/+16
avatars collide. This is true by default. This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene. So there is no provision yet for giving avatars different collision types. This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim This is equivalent to the av_av_collisions_off option in ODE.
2014-11-25Label all threadpool calls being made in core OpenSimulator. This is to add ↵Justin Clark-Casey (justincc)1-1/+1
problem diagnosis. "show threadpool calls" now also returns named (labelled), anonymous (unlabelled) and total call stats.
2014-11-25If Bullet is running on its own thread, use a reset event to control timing ↵Justin Clark-Casey (justincc)1-2/+9
rather than a sleep. In theory, there should be no difference between these mechanisms. However, on at least Mono 3.2.8 waiting via an event appears to be much more accurate.
2014-11-25Make BulletSim thread be ThreadPriority.Highest if runningJustin Clark-Casey (justincc)1-0/+2
Will only effect Windows or mono with a patch such as https://gist.github.com/justincc/31e52218d098529b4696 applied For test purposes
2014-11-25Temporary hack to disable av to av collisions in bulletsim.Justin Clark-Casey (justincc)1-1/+1
Need to do this for a test. Final implementation will be properly controlled through a property.
2014-11-19If calling llStopMoveToTarget() on an in-world prim, don't send an ↵Justin Clark-Casey10-19/+45
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.
2014-10-13name the threadUbitUmarov1-0/+1
2014-10-12 try to reduce avatar bounce on falls. Not all possible side effectsUbitUmarov1-25/+19
checked, specially on portals
2014-10-05 reduce some avatar engine strenghtUbitUmarov1-9/+10
2014-10-04try to help steps climb a bit compensating the bounce reductionUbitUmarov1-0/+2
2014-09-29 remove check of other prim top height on steps climb codeUbitUmarov1-3/+4
2014-09-29 change avatar physics and motion control. Still not that good :(UbitUmarov2-57/+320
2014-09-23fix building state logic...UbitUmarov1-2/+2
2014-09-03Don't need to check separate physics status in bulletsim update since that ↵Justin Clark-Casey (justincc)1-2/+3
method is only run for an indepndent thread anyway. Also remove bulletsim monitored thread from watchdog on shutdown.
2014-09-03Make bulletsim thread alarm if no update for 5 seconds.Justin Clark-Casey (justincc)1-1/+4
The cost is minimal (also done for scene loop) at the benefit of telling us if this thread simply stops for some reason.
2014-09-03minor: fix indenting from previous commit b08ab1eJustin Clark-Casey (justincc)1-7/+7
2014-09-03If BulletSim is running on its own threads, start this thread via the thread ↵Justin Clark-Casey (justincc)1-3/+8
watchdog. This allows us to see the presence of the permanent thread via the "show threads" console comand. Also adds the region name to the thread name.
2014-08-21BulletSim: add new Bullet 2.82 constraint type codes and rename theRobert Adams2-7/+9
BulletSim fixed constraint to not be confused with the native version.
2014-07-30BulletSim: thread safe handling of list of avatars.Robert Adams1-3/+18
Fix for 7284 which is an enumeration exception when starting up a region.
2014-07-29Allow the "debug scene set physics false|true" command to work when ↵Justin Clark-Casey (justincc)2-1/+14
bulletsim physics is running in a separate thread. This will also allow the "disable physics" setting in the region debug viewer dialog to work in this circumstance.
2014-07-26BulletSim: rearrange code for sensing whether shapes have beenRobert Adams3-60/+60
constructed. Add routine to check for failed and use that method rather than checking individual state.
2014-07-21 avatar collisions fixUbitUmarov1-51/+54
2014-07-21 change ava to ava collisions a bitUbitUmarov1-30/+42
2014-07-21bug fixUbitUmarov1-4/+5
2014-07-21Fixed avatar hovering above the ground. The avatar physics capsule was too tall.Oren Hurvitz1-2/+4
This is related to http://opensimulator.org/mantis/view.php?id=7067 . But that bug complains about BulletSim, and this fix is for ODE.
2014-07-20 fix physics sit for physical child primsUbitUmarov1-4/+4
2014-07-19revert to capsule representation of avatar colliderUbitUmarov1-297/+28
2014-07-18BulletSim: Modify first and default vehicle vertical attractor to be feature ↵Vegaslon1-0/+14
complete with use of the Limit Roll Only Flag. Signed-off-by: Robert Adams <misterblue@misterblue.com>
2014-07-18refactor: slightly adjust some code in ODECharacter.Move() to eliminate a ↵Justin Clark-Casey (justincc)1-18/+19
condition check without changing the logic
2014-07-18With ODE physics, fix an issue where the avatar couldn't jump and then move ↵Justin Clark-Casey (justincc)1-18/+5
forward when moving south or west. Addresses http://opensimulator.org/mantis/view.php?id=5003 Thanks to UbitUmarov for this fix.
2014-07-18reduce avatar hover in basic ode pluginUbitUmarov1-1/+1
2014-07-17BulletSim: rearrange code to prevent using null pointers when aRobert Adams1-11/+10
child mesh is not available when building a linkset.
2014-06-27Bulletsim: Create AvatarTerminalVelocity to BulletSim like what ODE and SL ↵Vegaslon2-2/+25
has. Before this falling from really high caused the avatar to fall faster then the veiwer can handle and cause camera issues.
2014-06-20BulletSim: add some locking for collision lists to prevent collsionsRobert Adams2-4/+15
from locking up when running BulletSim on a separate thread.
2014-06-18BulletSim: stop processing linkset child when it is discovered that theRobert Adams1-0/+1
child doesn't have a physical shape. Another attempt at fixing Mantis 7191.
2014-06-18BulletSim: more tweeks to AliciaRaven's flying mods. Added parametersRobert Adams2-11/+18
AvatarFlyingGroundMargin and AvatarFlyingGroundUpForce set to 5.0 and 2.0 respectively which seems to give about the same action as in SL. Also moved force addition to before the velocity to force computation so the upward velocity is properly applied to the avatar mass.
2014-06-17Fix previous commit to ignore water height and allow flying underwater ↵AliciaRaven1-16/+1
(swimming) Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
2014-06-17Add upward force to flight when close to the ground. Prevents current belly ↵AliciaRaven1-0/+26
flop to the floor when flying with bullet physics and acts more like ODE and SL flight. Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
2014-06-17Change assembly versions to 0.8.1Justin Clark-Casey (justincc)7-7/+7
2014-06-08BulletSim: fix exceptions while rebuilding linksets with mesh children.Robert Adams1-3/+30
This should get around the exception reported in Mantis 7191 and 7204 by checking for the unbuilt child and rebuilding the linkset the next tick. A warning message is output when this rebuild happens and this message is clamped to 10 times in case there is a problem with a loop.
2014-05-30Fix issue with BulletSim avatar level flight jitter by commenting out ↵Justin Clark-Casey (justincc)1-1/+12
RawVelocity update threshold for now in BSCharacter.UpdateProperties(). For some reason as yet unidentified (feedback?) a threshold above 0.4 here causes the RawVelocity to move between a lower and upper bound rather than remaining constant. The RawVelocity increased until it triggered the threshold update, at which point it started to decrease until it again triggered the threshhold update. This delta-v was enough to exceed the checks in ScenePresence.SendTerseUpdateToAllClients() and produce jittery avatar flight because of the fluctuating velocity. With a threshold of 0.4 (or 0, as with ODE), the RawVelocity remains constant in BulletSim and so avatar flight becomes mostly smooth - remaining occasional glitches appear to be a result of errors in distance extraploation. There are no obvious problems with commenting out the threshold. Misterblue, if this is wrong or I've missed some subtlety here, please feel free to revert and/or correct. The same considerations may or may not apply to object velocity updates.
2014-05-26BulletSim: add locking of PhysObjects while processing simulationRobert Adams1-14/+20
step updates and collisions. This is an attempt to fix a crash reported by Justin when doing high velocity teleports.
2014-05-22Add regression test for in-range chat between neighbouring regions from east ↵Justin Clark-Casey (justincc)1-0/+1
to west.
2014-05-17BulletSim: adjust avatar step up parameters to better walk up smallRobert Adams2-4/+4
staircases. This change is required because of the change in the avatar default shape from the capsule to the rectangle.
2014-04-29Add regression test for NPC movement on a variable region.Justin Clark-Casey (justincc)1-5/+12
Extends basic physics to allow av movement on a varregion (basic physics is only really useful for regression test purposes).