| Commit message (Collapse) | Author | Files | Lines |
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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.
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SetMomentum method.
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region boundries.
Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and
have both BSPrim and BSCharacter share the code.
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usually stop the collider so velocity is often small.
Also remove some chatty debug messages.
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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.
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which called BSCharacter.AddForce, can now move a character.
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collider and collidee clearer. Also fix (when did it break?) avatars not moving
if standing on a moving object. Now friction will move avatars if standing
on a disc or the top of a train.
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Remove these changes until the region crossing problems can be figured out.
This reverts commit 062ec0efbda0e4ca6df5541039569e023d0d0e79.
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until it is fully configured. Another addition to fixing the
collisions stopping problem.
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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.
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initialization race conditions reported in Mantis 6792.
When a region is initializing it seems that the prim initialization code
can be interrupted part way through then taints are processed for
prims that are not completely there.
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Allows locking of prim/linkset relative moving in each of the linear
and angular axis. Limits on movement or rotation can be set.
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BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
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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.
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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.
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constructed.
Add routine to check for failed and use that method rather than
checking individual state.
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from locking up when running BulletSim on a separate thread.
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This fixes constraints from getting messed up when properties change.
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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.
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LocalID of object which created the taint.
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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.
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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.
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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.
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the simulator expects it (scaled to 100kg/m^3).
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BSPrimLinkable""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
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The changes don't seem to be ready for prime time.
This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
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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.
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before the first simulator step.
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inconsistant use of Raw* and _* conventions.
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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.
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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.
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so error messages make more sense.
Change some BulletSim status log messages from WARN to INFO.
Update TODO list.
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addition to angular movement. Not enabled by anything yet.
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collisions. Usually happens when logging in an avatar that had been
previously flying. Uninitialized variable.
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working yet.
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changes.
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'm_physicsScene' to match coding conventions and reduce confusion.
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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.
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of both position change and up force that move avatars over barrier.
Default parameters are for steps up to 0.5m in height.
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Fix a few enabling problems.
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physical object and into actors for setForce, setTorque, hover, lock
axis and avatar move.
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