aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs (unfollow)
Commit message (Collapse)AuthorFilesLines
2012-12-27BulletSim: complete applyImpulse function in BSCharacter (like I saidRobert Adams1-8/+17
I did last time).
2012-12-25BulletSim: stop avatar from sliding VERY slowly after walking byRobert Adams1-3/+2
only zeroing the movement motor in the UpdateProperties routine.
2012-12-24BulletSim: Fix single physical prim reporting its mass as zero.Robert Adams1-4/+5
Properly return root mass as mass of just the root prim rather than the mass of the linkset. SOG has the logic to add the masses together to get the linkset mass. Update TODO list.
2012-12-22BulletSim: modify avatar motor code to make falling movement better. Clean ↵Robert Adams1-34/+41
up some usages. Disable motor when done.
2012-12-21BulletSim: remove the movement decay while flying. Made flying slow down ↵Robert Adams1-6/+0
over time.
2012-12-21BulletSim: add BSPhysObject code to manage registrations of preStep events. ↵Robert Adams1-0/+2
Use same to implement setForce and setTorque so the values are restored at the beginning of each step (since Bullet zeros forces applied last step). Simplify implementation of AddForce and AddTorque by relying on the addition of forces in Bullet.
2012-12-21BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams1-15/+15
to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
2012-12-21BulletSim: small fix to avatar movement motor use which keeps avatar from ↵Robert Adams1-1/+2
flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable.
2012-12-21BulletSim: avatar movement smoothed with motor that modifies avatar velocity ↵Robert Adams1-1/+76
to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly.
2012-12-16BulletSim: add check for border crossing in character position sanity check.Robert Adams1-2/+10
2012-12-13BulletSim: Add 'BulletSimData' which separates structures createdRobert Adams1-3/+2
for the operation of BulletSim and those defintiions/structures defined so they can be used in the unmanaged world. Consolidate setting of collision flags so implementation is not scattered.
2012-12-12BulletSim: fix problem of avatar's floating off the ground after unsitting. ↵Robert Adams1-8/+10
Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
2012-12-11BulletSim: protect character property setting to remove crash from taints ↵Robert Adams1-20/+40
setting properties after the destroy character taint.
2012-12-10BulletSim: Fix crash on the destruction of physical linksets.Robert Adams1-0/+2
While fixing the above, add methods to physical body and shape pointer wrapper so routines won't have to know that IntPtr.Zero means no physical instance. Fix problem with physical linksets failing after a few sits and unsits by properly restoring child prom positions for compound linksets after multiple selection and deselections.
2012-12-03BulletSim: Reduce idle region physics overhead where there are MANYRobert Adams1-2/+2
static objects by more restrictive selection of objects that collide with static objects. Rename collision mask fuctions from 'filter' to 'group' so it is clear what is being set. Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above. Restore passing of time step to linear and angular motion component routines. Use buffering vehicle physical parameter get/set routines consistantly. Make range enforcement clearer by using ClampInRange() function for parameter setting. Remove commented out experimental vehicle calculations.
2012-11-28BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain.Robert Adams1-1/+1
2012-11-22Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie1-2/+2
conflicts with PhysicsShape type defined in later libOMV
2012-11-21BulletSim: Make avatar capsule so it is not circular.Robert Adams1-7/+17
Simple attempt to make avatars better shaped. Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth' and 'avatarCapsuleDepth'. More tweeking to avatar height calculation. A little better but short avatar's feet are above the terrain and tall avatar's feet are a little below the ground.
2012-11-21BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵Robert Adams1-1/+1
having mesh avatars.
2012-11-21BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams1-2/+2
getting simplified out of existance someday) and update all the references to that enum.
2012-11-21BulletSim: tweek avatar capsule parameters so avatar feet don't go below ↵Robert Adams1-3/+4
ground. This solves the bouncing, short avatar problem (Mantis 6403).
2012-11-18BulletSim: fix the problem with flying being disabled when crossing region ↵Robert Adams1-2/+6
boundries.
2012-11-06BulletSim: Add ZeroAngularMotion method to physical objects. Add inTaint ↵Robert Adams1-7/+20
flag to ZeroMotion method. Update the references to those functions.
2012-11-03BulletSim: debugging of compound shape implementation of linksets.Robert Adams1-7/+6
Add compound shape creation and freeing in shape manager. Add optional taint-time execution method and update code to use it. Add API2 linkage for more compound shape methods (get num, get/remove by index, ...) Modify perferred shape return so linkset children can have differet shapes than root. Add Position and Orientation calls to linksets so children can be moved around by the linkset by its own calculation. Allows for very general linkset implementations.
2012-11-03BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename ↵Robert Adams1-5/+15
MassRaw to RawMass. Fix BSShapeCollection to use Raw* for creating the body to eliminate exception from referencing the physical body before it has been created.
2012-11-03BulletSim: Remove use of shapeData in ShapeCollection and rely on the ↵Robert Adams1-15/+4
available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
2012-11-03BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵Robert Adams1-39/+39
of BSLinksetCompound.
2012-11-03BulletSim: centralize mass/inertia computation with ↵Robert Adams1-5/+10
UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty.
2012-11-03BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'.Robert Adams1-1/+1
2012-11-03BulletSim: Add banking and other new code to vechile dynamics. Add third ↵Robert Adams1-1/+1
party license and contributor in for for Aurora-Sim project for physics code.
2012-10-23BulletSim: fix problem with avatars sinking into the ground.Robert Adams1-9/+18
Change terrain activation state to DISABLE_SIMULATION for better performance.
2012-10-22BulletSim: remove trailing spaces to make git happy.Robert Adams1-5/+5
2012-10-19BulletSim: add asset fetching so BulletSim works with new physics asset ↵Robert Adams1-2/+1
handling. Refactor some names to make them available for the asset tracking and fetching.
2012-10-19BulletSim: reorder avatar collision checking to eliminate double collision_end.Robert Adams1-16/+17
Various tweekings to avatar shape/mass/inertia/etc. Remove change from avatar radius to diameter. But still the avatar sinks. Collision_end now happens immediately rather than at the next subscription time.
2012-10-19BulletSim: change nonimal physics frame rate to 55 to give same numbers as ODE.Robert Adams1-20/+26
Change character scaling to represent size of capsule (diameter rather than radius) Modify create capsule call to pass radius and height. Eliminate errors when calculating shape inertia (should have some type checking).
2012-10-19BulletSim: remove code in ShapeCollection that hinted at shape sharing.Robert Adams1-31/+25
Add new function to ParameterDefn for calling BulletSimAPI to set values. Tweaking to BSCharacter parameter setting to try and have avatars stand.
2012-10-19BulletSim: Fix small problems with last patch: BSScene.World properly ↵Robert Adams1-1/+1
initialized and setting of C++ parameters commented out. Comments and logging added.
2012-10-19BulletSim: Update BSCharacter to use API2 interface.Robert Adams1-49/+133
Add capsule shape to BSShapeCollection(). Remember last updated values so inter frame diffs can be computed. Parameterize avatarStandingFriction and reduce to 10 from 999. The latter high value made avatars very hard to push. Set CCD parameters for prims and characters of specified.
2012-10-11BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to ↵Robert Adams1-2/+2
improve interactions.
2012-10-11BulletSim: Add Force* operations to objects to allow direct push to engine.Robert Adams1-0/+11
Update BSDynamics to use same (don't want to delay updates til next taint-time. Suppress queuing a taint update for position and orientation calls if value does not change. Move Bullet timing statistics call from C# back to C++ code. Throttle taints per simulation step and add parameter to set. By default, don't create hulls for physical objects. Add a parameter to turn on and off.
2012-10-02BulletSim: Add ForcePosition and ForceOrientation to BSPhysObject and to its ↵Robert Adams1-0/+26
children of BSPrim and BSCharacter.
2012-10-02BulletSim: fix the FloatOnWater code so avatars can normally go underwater.Robert Adams1-1/+1
2012-10-02BulletSim: impliment FloatOnWater OS function.Robert Adams1-10/+31
2012-09-27BulletSim: remove the trailing spaces from lines to make git happierRobert Adams1-93/+92
2012-09-27BulletSim: btGhostObjects working to make 'volume detect' work.Robert Adams1-2/+8
Rearrangement and cleanup of shape collection code. Much more readable. Enabling and use of collision filters and masks. Addition of ID to body creation BulletSimAPI calls so always set in shape for collision reporting. Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE which makes volume detect fail.
2012-09-27BulletSim: renamed members of BulletShape, BulletSim and BulletBodyRobert Adams1-6/+6
so the members case is consistant. Caused modifications everywhere. New logic in BSShapeCollection to track use and sharing of shapes. I just reslized, though, that shapes cannot be shared because the shape's UserPointer is the localID of the prim and is required for tracking collisions. More changes coming. Added DuplicateCollisionShape2() to API and changed BuildNativeShape2 to take a ShapeData structure so don't have to pass so many parameters. This matches the latest version of BulletSim.dll. Additions and removal of DetailLog() statements for debugging.
2012-09-27BulletSim: complete code for managed code shape and body tracking. Not debugged.Robert Adams1-1/+1
Eliminate some null exceptions created adding the above code. Add and remove some detailed logging statements.
2012-09-27BulletSim: Convert BSCharacter to use common BSPhysObject code and variables.Robert Adams1-38/+28
Fix avatar height calculation to properly account for the capsule ends. Rearrange some locking in TerrainManager to eliminate possible race conditions. Move DetailLog() definition into common BSPhysObject class. Some variable renaming to make usage clearer (refactor.rename makes this so easy).
2012-09-27BulletSim: move a bunch of common logic out of BSPrim and BSCharacterRobert Adams1-156/+82
and into the parent class BSPhysObject. Rework collision logic to enable extra collision after done colliding. Rename 'Scene' to 'PhysicsScene' to differentiate it from the simulator 'Scene'.
2012-09-15BulletSim: Remove calculation and passing of unused collied object type.Robert Adams1-5/+3
Fix collision code to properly sense mega-region children regions as terrain. When setting an object physical, reset all the physical properties (friction, ...).