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path: root/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs (unfollow)
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2017-01-05Massive tab and trailing space cleanupMelanie Thielker1-3/+3
2016-11-13BulletSim: update avatar velocity setting to the new TargetVelocity pattern.Robert Adams1-8/+26
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/+1
SetMomentum method.
2016-09-30BulletSim: fix problem with avatar velocity going to zero when flying acrossRobert Adams1-1/+44
region boundries. Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and have both BSPrim and BSCharacter share the code.
2016-07-25change bullet relative velocity sign to match ubOdeUbitUmarov1-1/+1
2016-01-19BulletSim: make collision sounds work most of the time. Seems that collisionsRobert Adams1-4/+7
usually stop the collider so velocity is often small. Also remove some chatty debug messages.
2016-01-18BulletSim: change method signatures for internal AddForce methods to removeRobert Adams1-3/+3
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: fix Mantis 7798: land collisions not working.Robert Adams1-2/+6
2016-01-10BulletSim: tweaking so avatar can be pushed. In particular, llPushObject,Robert Adams1-0/+6
which called BSCharacter.AddForce, can now move a character.
2015-11-30BulletSim: fix collision sound calculation. Modify some routines to makeRobert Adams1-14/+22
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.
2015-11-29let Bullet do collision sounds (RAdams plz fix the relative speed)UbitUmarov1-1/+8
2015-09-30 add get method on physics actors PIDHoverActiveUbitUmarov1-1/+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 Adams1-10/+2
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 Adams1-2/+10
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 Adams1-15/+13
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.
2015-08-06BulletSim: rearrange code and add some tests to try and resolve theRobert Adams1-5/+6
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.
2014-12-31BulletSim: Add axis locking enabled through the ExtendedPhysics module.Robert Adams1-2/+11
Allows locking of prim/linkset relative moving in each of the linear and angular axis. Limits on movement or rotation can be set.
2014-11-30BulletSim: add shape and linkset rebuild scheduled flags. Add ↵Robert Adams1-0/+9
BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
2014-11-29Somewhat improve avatar region crossings by properly preserving velocity ↵Justin Clark-Casey (justincc)1-1/+1
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.
2014-11-19If calling llStopMoveToTarget() on an in-world prim, don't send an ↵Justin Clark-Casey1-1/+6
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.
2014-07-26BulletSim: rearrange code for sensing whether shapes have beenRobert Adams1-0/+5
constructed. Add routine to check for failed and use that method rather than checking individual state.
2014-06-20BulletSim: add some locking for collision lists to prevent collsionsRobert Adams1-2/+7
from locking up when running BulletSim on a separate thread.
2013-09-11BulletSim: remove collision cache clearing logic for physical objects.Robert Adams1-2/+5
This fixes constraints from getting messed up when properties change.
2013-09-11BulletSim: add ClearCollisionProxyCache function to API.Robert Adams1-2/+10
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.
2013-09-11BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams1-3/+3
LocalID of object which created the taint.
2013-08-14BulletSim: include check for volume detect in check for zeroing avatar motion.Robert Adams1-1/+5
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.
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.
2013-08-12BulletSim: 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.
2013-07-30BulletSim: make density display and return value consistant with howRobert Adams1-1/+14
the simulator expects it (scaled to 100kg/m^3).
2013-07-23Revert "Revert "BulletSim: move collision processing for linksets from ↵Robert Adams1-0/+11
BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
2013-07-22Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"Robert Adams1-11/+0
The changes don't seem to be ready for prime time. This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
2013-07-22BulletSim: move collision processing for linksets from BSPrimLinkableRobert Adams1-0/+11
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.
2013-07-17BulletSim: fix small bug where everything looked like it was collidingRobert Adams1-6/+7
before the first simulator step.
2013-07-07BulletSim: rename position and orientation variables to remove theRobert Adams1-2/+2
inconsistant use of Raw* and _* conventions.
2013-07-06BulletSim: implementation of linkset center-of-mass.Robert Adams1-0/+3
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.
2013-06-30BulletSim: a better version of llMoveToTarget that doesn't go crazy.Robert Adams1-0/+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.
2013-06-10BulletSim: add failure flag for meshing failure vs asset fetch failureRobert Adams1-1/+1
so error messages make more sense. Change some BulletSim status log messages from WARN to INFO. Update TODO list.
2013-05-06BulletSim: extend BSActorLockAxis to allow locking linear movement inRobert Adams1-3/+6
addition to angular movement. Not enabled by anything yet.
2013-04-30BulletSim: fix error messages created while an avatar has no initialRobert Adams1-0/+3
collisions. Usually happens when logging in an avatar that had been previously flying. Uninitialized variable.
2013-04-30BulletSim: improvements to LinksetCompound and PrimDisplaced. Not all ↵Robert Adams1-1/+2
working yet.
2013-04-29BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams1-4/+4
changes.
2013-04-29BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or ↵Robert Adams1-26/+26
'm_physicsScene' to match coding conventions and reduce confusion.
2013-04-29BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams1-9/+2
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.
2013-04-23BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams1-5/+17
of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
2013-04-09BulletSim: fixing problems with llMoveToTarget. Not all fixed yet.Robert Adams1-0/+6
2013-04-08BulletSim: clean up actor code so routines use the same coding pattern.Robert Adams1-17/+18
Fix a few enabling problems.
2013-04-08BulletSim: complete movement of physical object action code out of theRobert Adams1-146/+80
physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.