| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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bulletsim physics is running in a separate thread.
This will also allow the "disable physics" setting in the region debug viewer dialog to work in this circumstance.
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has. Before this falling from really high caused the avatar to fall faster then the veiwer can handle and cause camera issues.
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AvatarFlyingGroundMargin and AvatarFlyingGroundUpForce set to 5.0 and
2.0 respectively which seems to give about the same action as in SL.
Also moved force addition to before the velocity to force computation
so the upward velocity is properly applied to the avatar mass.
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staircases. This change is required because of the change in the
avatar default shape from the capsule to the rectangle.
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parameter 'TerrainGroundPlane' which defaults to -500.
BulletSim had assumed altitudes never went negative but that is not true. The
ground plane is just a safety net so things wouldn't fall to infinity.
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objects in the world.
This was originally changed in an attempt to make vehicles work better
but the effect was not that large and it causes avatars to float
above the terrain.
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This adjustment makes a default, shoeless avatar stand properly on a prim
for the various heights (0% to 100% in the appearance adjustment).
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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.
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was getting zeroed too easily. Added VehicleMinVelocity parameter.
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It originally looked like mesh terrain would perform better for vehicles
but, after much use, heightmap is the clear winner.
Force terrain implementation to heightmap if the physics region is
larger than legacy region size. This solves running out of memory for
very large regions.
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static objects.
Reorder collision flag setting code for terrain to fit pattern used elsewhere.
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Add parameter for setting the walking stopped threshold.
This fixes the slight jump when an avatar stops walking.
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LocalID of object which created the taint.
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SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
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spaces better. This shouldn't affect many since this HACD routine is off by default.
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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.
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the simulator expects it (scaled to 100kg/m^3).
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Reduce object density by factor of 100 to bring physical mass computations
into a range better suited for Bullet.
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Add parameter to not apply vehicle linear deflection Z forces if
vehicle is not colliding. This defaults to 'true' so vehicles will fall
even if there is some linear deflection to apply.
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selectable from configuration paramters.
Changed default algorithm to "1" from previous default as it seems to
handle Y axis correction a little better.
Add config file independent enablement of vehicle angular forces to
make debugging easier (independent testing of forces).
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center-of-gravity implementation.
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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.
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heartbeat timestep when running the physics engine on a separate
thread. This reduces the occurance of heartbeats that happen when
there is no physics step which is seen as vehicle jerkyness.
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thread. Off by default until more testing.
Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics
engine to be called on its own thread and the heartbeat thread only
handles the reporting of property updates and collisions. Physics frame
rate is about right but physics execution time goes to zero as accounted
by the heartbeat loop.
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if the mesh asset specifies physics hulls, BulletSim will fetch and
use same rather than approximating the hulls. If physics hulls are not
specified, the representation will fall back to the regular physics mesh.
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which recompute GImpact shape bounding box after creation as Bullet
doesn't do that itself (something it does for nearly every other shape).
Now, physical prims without cuts become single mesh convex meshes. Physical
prims with cuts become GImpact meshes. Meshes become a set of convex
hulls approximated from the mesh unless the hulls are specified in the
mesh asset data. The use of GImpact shapes should make some mechanical
physics more stable.
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Another parameter for vehicle operation tuning.
Default to <1,1,1> which means nothing is different under normal use.
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Add debugging messages for hull asset use.
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Default to 'off' as it needs debugging.
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This reverts commit 2fd8819a043269f9308cb46c71893e6eb35a426e.
Remove this code until I can figure out why the references that are
clearly in prebuild.xml doesn't work for the
'using OpenSim.Region.Physics.Meshing' in BSShape.cs.
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Default to 'off' as it needs debugging.
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for prims that have cuts or holes. Default logic to 'off' as it
needs debugging.
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avatar standing on ground view better and enables tuning.
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Output messages on features disabled when using BulletXNA.
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specifications required for simple properties with defaults.
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Parameter added to enable/disable this feature.
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changes.
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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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totally debugged. Updated DLLs and SOs with more debugged HACD library code.
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The symptom was exceptions while creating physical terrain.
Reduce default terrain mesh magnification to 2 from 3 because the
higher resolution uses a lot of memory and doesn't solve the terrain
smoothness for vehicles.
Added comments here and there and improved some debugging log messages.
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hull count for simple (non-cut prims) meshes.
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TerrainMeshMagnification controls number of vertices generated per
heightmap point. Default is 3.
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contact processing threshold for static object as well as mesh terrain.
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regions when there are no region neighbors.
Add some terrain location processing routines to support above.
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maximum velocity and angular velocity values for prims.
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to eliminate some of the "cannot find terrain height" warning messages.
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