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* * Fix some threading issues in BulletXNA (the managed bullet library), this ↵teravus2013-08-201-1/+45
| | | | | | should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs. * Fixed a null ref during shutdown.
* BulletSim: include check for volume detect in check for zeroing avatar motion.Robert Adams2013-08-142-2/+6
| | | | | | | 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 Adams2013-08-145-5/+23
| | | | | | | | | 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: move the creation of the avatar movement actor creating toRobert Adams2013-08-131-7/+7
| | | | | | taint time. Attempt to fix a problem of teleporting within the same region where the remove and addition of the physical avatar occasionally ends up with a non-moving avatar.
* BulletSim: add check in avatar stair step code to verify the collisionRobert Adams2013-08-124-13/+26
| | | | | | | | 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: adjust avatar position when the avatar's size is changed.Robert Adams2013-08-082-4/+12
| | | | | | 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.
* BulletSim: When converting linkset types, don't try to change the listRobert Adams2013-08-021-9/+20
| | | | of linkset children while iterating through the list.
* BulletSim: add implementation of 'physSetLinksetType' and 'physGetLinksetType'Robert Adams2013-08-028-2/+99
| | | | | and processing routines in BulletSim. Add linkset rebuild/conversion routine in BSLinkset.
* BulletSim: add BSLinkInfo structure to remember link specific informationRobert Adams2013-08-023-86/+174
| | | | | | for each link in a linkset. Extend BSLinksetConstraint to create and use BSLinkInfo with the default static constraint.
* BulletSim: distribute vehicle physical settings to all members ofRobert Adams2013-07-303-43/+61
| | | | | | a linkset. Enables constraint based linksets. Rename some internal variables to clarify whether values world or vehicle relative.
* BulletSim: make density display and return value consistant with howRobert Adams2013-07-303-8/+22
| | | | the simulator expects it (scaled to 100kg/m^3).
* BulletSim: Turn on center-of-mass calculation by default.Robert Adams2013-07-232-5/+7
| | | | | Reduce object density by factor of 100 to bring physical mass computations into a range better suited for Bullet.
* Revert "Revert "BulletSim: Add logic to linksets to change physical ↵Robert Adams2013-07-233-7/+59
| | | | | | | | properties for"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 84d0699761b8da546f9faef084240d7b15f16321.
* Revert "Revert "BulletSim: change BSDynamics to expect to be passed a ↵Robert Adams2013-07-231-2/+15
| | | | | | | | BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 7b187deb19517aa7c880458894643a5448566a94.
* Revert "Revert "BulletSim: only create vehicle prim actor when vehicles are ↵Robert Adams2013-07-232-12/+33
| | | | | | | | enabled."" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a.
* Revert "Revert "BulletSim: move collision processing for linksets from ↵Robert Adams2013-07-235-18/+121
| | | | | | | | BSPrimLinkable"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
* Revert "Revert "Add experimental stubs for an extension function interface ↵Robert Adams2013-07-232-0/+15
| | | | | | | | on both"" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 89857378ce79f93a265bc1eb151e17742032abfa.
* Revert "Revert "BulletSim: freshen up the code for constraint based linksets.""Robert Adams2013-07-233-23/+64
| | | | | | Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 44543ebe638f391fc1c7ff532fe4470006dec55a.
* Revert "BulletSim: freshen up the code for constraint based linksets."Robert Adams2013-07-223-64/+23
| | | | | | The changes don't seem to be ready for prime time. This reverts commit 803632f8f32d91bb4aec678d8b45a8430c2703e1.
* Revert "Add experimental stubs for an extension function interface on both"Robert Adams2013-07-222-15/+0
| | | | | | The changes don't seem to be ready for prime time. This reverts commit 13a4a80b3893af13ab748c177b731fed813974ca.
* Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"Robert Adams2013-07-225-121/+18
| | | | | | The changes don't seem to be ready for prime time. This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
* Revert "BulletSim: only create vehicle prim actor when vehicles are enabled."Robert Adams2013-07-222-33/+12
| | | | | | The changes don't seem to be ready for prime time. This reverts commit acb7b4a09ad564d1dfae3ad12adbb593ca3942c9.
* Revert "BulletSim: change BSDynamics to expect to be passed a BSPrimLinkable"Robert Adams2013-07-221-15/+2
| | | | | | The changes don't seem to be ready for prime time. This reverts commit d0d654e2186c8b81c1150da89a549e4f7162a2b4.
* Revert "BulletSim: Add logic to linksets to change physical properties for"Robert Adams2013-07-223-59/+7
| | | | | | The changes don't seem to be ready for prime time. This reverts commit b44f0e1a00eba7f76401692322e48a3b23a81164.
* BulletSim: Add logic to linksets to change physical properties forRobert Adams2013-07-223-7/+59
| | | | | | whole linkset. Override physical property setting for BSLinksetCompound as there are not children to the compound spape.
* BulletSim: change BSDynamics to expect to be passed a BSPrimLinkableRobert Adams2013-07-221-2/+15
| | | | | and start changing the logic to handle the base prim as a complex object (ie, a linkset).
* BulletSim: only create vehicle prim actor when vehicles are enabled.Robert Adams2013-07-222-12/+33
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* BulletSim: move collision processing for linksets from BSPrimLinkableRobert Adams2013-07-225-18/+121
| | | | | | | | | | 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.
* Add experimental stubs for an extension function interface on bothRobert Adams2013-07-222-0/+15
| | | | PhysicsScene and PhysicsActor.
* BulletSim: freshen up the code for constraint based linksets.Robert Adams2013-07-223-23/+64
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* BulletSim: add position resetting for stationary avatars so they don'tRobert Adams2013-07-182-5/+20
| | | | | | 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: fix small bug where everything looked like it was collidingRobert Adams2013-07-172-6/+10
| | | | before the first simulator step.
* BulletSim: add parameter to optionally disable vehicle linear deflection.Robert Adams2013-07-092-16/+34
| | | | | | 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.
* BulletSim: make all the different angularVerticalAttraction algorithmsRobert Adams2013-07-084-138/+146
| | | | | | | | 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).
* minor: remove some mono compiler warnings in OdePluginJustin Clark-Casey (justincc)2013-07-082-2/+1
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* BulletSim: Different Implementation of Angular Deflection for vehicles, ↵Vegaslon2013-07-071-15/+16
| | | | | | Activates it again and fixes problem with fighting with vertical attractor removing wobble of forward axis. Comments on testing welcome, May require adjustments of this force or other forces after this commit, exact tweaking to come after testing on other hardware. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* BulletSim: fix jumping up and down of linksets when center-of-massRobert Adams2013-07-071-6/+2
| | | | | | was enabled. Didn't effect the physical position but the viewer saw the linkset jumping between its simulator center and its physical center.
* BulletSim: rename position and orientation variables to remove theRobert Adams2013-07-073-95/+71
| | | | inconsistant use of Raw* and _* conventions.
* BulletSim: implementation of linkset center-of-mass.Robert Adams2013-07-065-29/+70
| | | | | | 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.
* BulletSim: More tweaking on center-of-mass. Almost there. Changes have no ↵Robert Adams2013-07-064-101/+51
| | | | effect if LinksetOffsetCenterOfMass=false (the default).
* BulletSim: comments and non-functional changes working toward the ↵Robert Adams2013-07-064-20/+39
| | | | center-of-gravity implementation.
* BulletSim: non-functional updates. Comments and formatting.Robert Adams2013-07-064-43/+67
| | | | Update TODO list.
* BulletSim: add the reset of the last commit for flush log file problems.Robert Adams2013-06-302-2/+2
| | | | Fix small typo in one log message.
* BulletSim: fix an occasional crash with flushing log files.Robert Adams2013-06-301-4/+2
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* BulletSim: remove the handle to the vehicle actor and cause routinesRobert Adams2013-06-302-32/+70
| | | | that need it to look it up.
* BulletSim: set linkset type to be prim specific rather than a simulatorRobert Adams2013-06-303-15/+8
| | | | | wide default. This allows individual prims to differ in the underlying linkset implementation.
* BulletSim: a better version of llMoveToTarget that doesn't go crazy.Robert Adams2013-06-305-19/+98
| | | | | | | | 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.
* BulletSim: add inTaintTime parameter to collision cache clear function.Robert Adams2013-06-301-3/+3
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* BulletSim: move new linear deflection code to own routine.Robert Adams2013-06-211-29/+35
| | | | | Remove VehicleForwardVelocity changed storage since the value will be modified as movement is processed.
* BulletSim: Implementation of Linear Deflection, it is a partial help for the ↵Vegaslon2013-06-201-5/+33
| | | | | | vehicle tuning diffrence between Opensim and Second life. Signed-off-by: Robert Adams <Robert.Adams@intel.com>