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path: root/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs (unfollow)
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2018-01-15shut up some pesty warningsUbitUmarov1-0/+1
2017-10-13BulletSim: Add parameter "[BulletSim]AvatarWalkVelocityFactor=1.0" toRobert Adams1-4/+10
adjust the walking speed passed from the simulator. Default is 1.0f so there should be no change for regions who do not change the factor. The adjustment for walking speed and AlwaysRun speed should be in the simulator and not the physics engines (who all assume TargetVelocity.set is only used for avatar walking/running) but that would require tweaking all the phyiscs engines.
2017-09-03BulletSim: first version of raycast. Only single contact point and noRobert Adams1-3/+0
filtering.
2017-08-28BulletSim: add clock and change logic for taint processing a littleRobert Adams1-3/+3
so taints check if they are not in simulation time and execute immediately if not.
2017-01-05Massive tab and trailing space cleanupMelanie Thielker1-5/+5
2016-11-13BulletSim: update avatar velocity setting to the new TargetVelocity pattern.Robert Adams1-26/+19
Now PhysicsActor.Velocity.set and PhysicsActor.SetMomentum do the same thing of setting the instantanious avatar velocity. PhysicsActor.TargetVelocity sets a velocity target and the movement motor is used to accelerate the' avatar to that velocity.
2016-10-03BulletSim: zero velocity target when setting velocity through theRobert Adams1-1/+11
SetMomentum method.
2016-09-30BulletSim: fix problem with avatar velocity going to zero when flying acrossRobert Adams1-15/+4
region boundries. Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and have both BSPrim and BSCharacter share the code.
2016-03-06BulletSim: use the new 'setAvatarSize' physics call introduced in 0.9.Robert Adams1-89/+124
This disables all the avatar size fudge numbers previously used by BulletSim. If you have your region tuned to the old way, set "[BulletSim]AvatarUseBefore09SizeComputation=true" in your INI files.
2016-01-19BulletSim: make collision sounds work most of the time. Seems that collisionsRobert Adams1-0/+1
usually stop the collider so velocity is often small. Also remove some chatty debug messages.
2016-01-18BulletSim: add stationary suppression on AddForce application. This enablesRobert Adams1-0/+4
small pushing of avatars (Mantis 7779).
2016-01-18BulletSim: change method signatures for internal AddForce methods to removeRobert Adams1-4/+4
confusion about push forces. The latter is an external, physics engine interface feature (the force parameter has a different unit if pushing vs adding force) and that distinction is not used internally.
2016-01-10BulletSim: tweaking so avatar can be pushed. In particular, llPushObject,Robert Adams1-6/+12
which called BSCharacter.AddForce, can now move a character.
2015-12-12improve a bit llpushobject on avatars using bullet, but force is ignored a ↵UbitUmarov1-0/+8
few seconds after a movement comand. RAdams plz take a look
2015-10-21 remove the use of Vector3 for axis locks on the rest of enginesUbitUmarov1-1/+1
2015-08-30More namespace and dll name changes. Still no functional changes.Diva Canto1-1/+1
2015-08-30Renamed the namespaces tooDiva Canto1-2/+2
2015-08-30Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto1-0/+0
2015-08-24Revert "BulletSim: delay adding a scene presence to the list of presences"Robert Adams1-9/+4
Remove these changes until the region crossing problems can be figured out. This reverts commit 062ec0efbda0e4ca6df5541039569e023d0d0e79.
2015-08-23BulletSim: delay adding a scene presence to the list of presencesRobert Adams1-4/+9
until it is fully configured. Another addition to fixing the collisions stopping problem.
2015-08-09BulletSim: rearrange code and add different locking to eliminate chancesRobert Adams1-2/+2
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.
2015-06-25BulletSim: fix two compiler warnings.Robert Adams1-1/+0
Mostly code left over from things that are not done that way anymore.
2014-11-30BulletSim: add shape and linkset rebuild scheduled flags. Add ↵Robert Adams1-0/+4
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)1-10/+31
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.
2014-11-25Add [BulletSim] option AvatarToAvatarCollisionsByDefault to control whether ↵Justin Clark-Casey (justincc)1-2/+6
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.
2014-11-19If calling llStopMoveToTarget() on an in-world prim, don't send an ↵Justin Clark-Casey1-3/+3
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.
2014-05-30Fix 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.
2014-04-02BulletSim: make avatar physical shape to be a rectangle rather thanRobert Adams1-5/+12
a capsule. Set the default to be the rectangle shape and adjust the parameters in OpenSimDefaults.ini for the new shape. The rectangle shape will perform better and avatar height can be computed more accurately.
2014-03-22BulletSim: Fix jumping while running. Was unintentional taking way all ↵Vegaslon1-1/+1
upward target motion for avatar when running. Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
2013-09-11BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams1-13/+13
LocalID of object which created the taint.
2013-09-11BulletSim: adjust avatar capsule height calculation to be closer to defined ↵Robert Adams1-5/+10
SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
2013-08-14BulletSim: add physical object initialized flag so updates and collisionsRobert Adams1-0/+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.
2013-08-13BulletSim: move the creation of the avatar movement actor creating toRobert Adams1-7/+7
taint time. Attempt to fix a problem of teleporting within the same region where the remove and addition of the physical avatar occasionally ends up with a non-moving avatar.
2013-08-12BulletSim: add check in avatar stair step code to verify the collisionRobert Adams1-0/+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.
2013-08-08BulletSim: adjust avatar position when the avatar's size is changed.Robert Adams1-2/+10
This fixes the problem of avatars bouncing when logged in. Added a little height to the avatar height fudges to eliminate a problem of feet being in the ground a bit.
2013-07-30BulletSim: make density display and return value consistant with howRobert Adams1-1/+1
the simulator expects it (scaled to 100kg/m^3).
2013-07-18BulletSim: add position resetting for stationary avatars so they don'tRobert Adams1-4/+4
move around when standing on a stationary object. Create proper linkage between BSCharacter and its actor by generating a UpdatedProperties event the same way BSPrim does.
2013-07-07BulletSim: rename position and orientation variables to remove theRobert Adams1-45/+33
inconsistant use of Raw* and _* conventions.
2013-06-30BulletSim: a better version of llMoveToTarget that doesn't go crazy.Robert Adams1-1/+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.
2013-05-22BulletSim: fix problem with walking up stairs that are orientedRobert Adams1-2/+9
in certain directions. The problem was really that the avatar capsule orientation was being set incorrectly.
2013-05-14BulletSim: Fix for mantis 6487, also minor adjustment to fix flying while ↵Vegaslon1-2/+5
you are running. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
2013-05-13BulletSim: add adjustment for avatar capsule height scaling. MakesRobert Adams1-4/+23
avatar standing on ground view better and enables tuning.
2013-04-29BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams1-3/+3
changes.
2013-04-29BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams1-56/+56
'm_physicsScene' to match coding conventions and reduce confusion.
2013-04-29BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams1-12/+7
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.
2013-04-08BulletSim: clean up actor code so routines use the same coding pattern.Robert Adams1-0/+3
Fix a few enabling problems.
2013-04-08BulletSim: complete movement of physical object action code out of theRobert Adams1-230/+38
physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
2013-03-31BulletSim: stop an avatar from moving if standing on a stationaryRobert Adams1-1/+8
object. This will stop avatars from sliding down steep terrains or objects while still allowing an avatar to be moved if standing on a moving object.