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path: root/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs (follow)
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* BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams2013-09-111-1/+1
| | | | LocalID of object which created the taint.
* BulletSim: include check for volume detect in check for zeroing avatar motion.Robert Adams2013-08-141-1/+1
| | | | | | | 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.
* BulletSim: add physical object initialized flag so updates and collisionsRobert Adams2013-08-141-1/+3
| | | | | | | | | 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.
* BulletSim: add check in avatar stair step code to verify the collisionRobert Adams2013-08-121-13/+20
| | | | | | | | 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.
* BulletSim: add position resetting for stationary avatars so they don'tRobert Adams2013-07-181-1/+16
| | | | | | 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.
* BulletSim: rework velocity updating when not colliding and not flyingRobert Adams2013-06-201-5/+39
| | | | | | | to prevent infinite jumps. Now jumps last only AvatarJumpFrames long (default 4) which is about as high as in SL. TODO: jumping should only depend on standing (collision with feet) rather than collision anywhere on the avatar.
* BulletSim: remove friction calcuation from BSMotor and move linear andRobert Adams2013-05-061-1/+0
| | | | | | | angular friction computation into linear and angular movement code. The friction wasn't being applied properly. This will make it so vehicles don't drift as much and the drift is tunable by changing the friction timescales.
* BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams2013-04-291-1/+1
| | | | changes.
* BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams2013-04-291-2/+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.
* BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams2013-04-231-18/+85
| | | | | of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
* BulletSim: clean up actor code so routines use the same coding pattern.Robert Adams2013-04-081-12/+10
| | | | Fix a few enabling problems.
* BulletSim: complete movement of physical object action code out of theRobert Adams2013-04-081-0/+287
physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.