Commit Graph

91 Commits (eb0687f5af127ad6195b95965ce31346f2bc0a24)

Author SHA1 Message Date
Robert Adams eb0687f5af vh: update BulletSim (OpenSim/Region/Physics/BulletSPlugin
and DLL/SO) to ac6dcd35fb
(Mon May 6 21:10:02 2013 -0400) on top of 0.7.5-postfixes.
2013-05-08 06:02:12 -07:00
Robert Adams c2a7af18b6 BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. Only initialization and debug fuctions left. 2012-12-31 19:57:23 -08:00
Robert Adams 9218748321 BulletSim: another round of conversion: dynamics world and collision object functions. 2012-12-31 19:57:22 -08:00
Robert Adams 48f718f39f BulletSim: first round of conversion from direct BulletSimAPI interfacing by BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first. 2012-12-31 19:57:21 -08:00
Robert Adams 28a8949b9f BulletSim: remove check for small motor movement because, while it
did the right thing for stopping (speed reducing to zero), it prevented
movement from starting (speed increasing from zero). Will revisit
when the generalize PID motor is debugged.
2012-12-29 10:19:47 -08:00
Robert Adams 0538096fa3 BulletSim: an 'if' to suppress multiple setting of avatar orientation.
Looks like the viewer bombards the server with avatar orientation
information (we're talking several hundred a second) when the avatar
is being turned or when walking. This change just reduces the number
of 'set' calls into unmanaged code.
2012-12-29 08:32:57 -08:00
Robert Adams db6c0363f0 BulletSim: tweeking avatar capsule code in an attempt to have
asymmetrical avatar capsule work now that rotation is being passed
from the simulator. Turns out the Bullet capsule is just not very
functional: it doesn't scale properly, the implementation only half
does asymmetry and, in general, is hard to work with.
Avatar shape is about what it was before these changes.
Added initial data structures for avatar shape mesh.
2012-12-29 08:03:57 -08:00
Robert Adams 7266eeca6e BulletSim: add 'AvatarAlwaysRunFactor' parameter and use in setTargetVelocity
to implement the 'always run' feature.
2012-12-28 12:01:57 -08:00
Robert Adams 70e0a86601 BulletSim: fix problem of avatars appearing to walk through walls
by moving the movement motor to a pre-step action and out of its
questionable previous home in UpdateProperties.
2012-12-28 11:56:07 -08:00
Robert Adams 7a5f598399 BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from individual sub-classes and up to parent BSPhysObject class. 2012-12-27 22:12:27 -08:00
Robert Adams e98e223927 BulletSim: complete applyImpulse function in BSCharacter (like I said
I did last time).
2012-12-27 22:12:25 -08:00
Robert Adams 5f71ee57c4 BulletSim: stop avatar from sliding VERY slowly after walking by
only zeroing the movement motor in the UpdateProperties routine.
2012-12-25 23:54:10 -08:00
Robert Adams 80cee1b85a BulletSim: Fix single physical prim reporting its mass as zero.
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.
2012-12-24 08:56:02 -08:00
Robert Adams 30807b81cc BulletSim: modify avatar motor code to make falling movement better. Clean up some usages. Disable motor when done. 2012-12-22 17:09:40 -08:00
Robert Adams a54392d7cc BulletSim: remove the movement decay while flying. Made flying slow down over time. 2012-12-21 23:05:05 -08:00
Robert Adams 3d659fe97d BulletSim: add BSPhysObject code to manage registrations of preStep events. 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. 2012-12-21 17:27:53 -08:00
Robert Adams ae4d932e7f BulletSim: Move all the parameter variables, tables and get and fetch logic to a separate, static class for easier addition and to remove all that bulk from the BSScene class. 2012-12-21 13:35:44 -08:00
Robert Adams 2e3e95e846 BulletSim: small fix to avatar movement motor use which keeps avatar from flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable. 2012-12-21 10:04:12 -08:00
Robert Adams 8c99f63239 BulletSim: avatar movement smoothed with motor that modifies avatar velocity to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly. 2012-12-21 10:00:03 -08:00
Robert Adams 7ed860d3ac BulletSim: add check for border crossing in character position sanity check. 2012-12-16 21:19:12 -08:00
Robert Adams 3b2b785a46 BulletSim: Add 'BulletSimData' which separates structures created
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.
2012-12-13 16:32:06 -08:00
Robert Adams e1814aa827 BulletSim: fix problem of avatar's floating off the ground after unsitting. 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. 2012-12-12 16:51:43 -08:00
Robert Adams d4e0e98c00 BulletSim: protect character property setting to remove crash from taints setting properties after the destroy character taint. 2012-12-11 13:54:26 -08:00
Robert Adams 9df85eadf4 BulletSim: Fix crash on the destruction of physical linksets.
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.
2012-12-10 15:35:53 -08:00
Robert Adams 787636b97a BulletSim: Reduce idle region physics overhead where there are MANY
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.
2012-12-03 16:25:51 -08:00
Robert Adams 0a66317fa6 BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain. 2012-11-28 09:48:33 -08:00
Melanie 3b2caa63b0 Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because it
conflicts with PhysicsShape type defined in later libOMV
2012-11-22 14:45:41 +00:00
Robert Adams cbc7e7bf85 BulletSim: Make avatar capsule so it is not circular.
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.
2012-11-21 16:43:53 -08:00
Robert Adams 8dd5813889 BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually having mesh avatars. 2012-11-21 16:43:06 -08:00
Robert Adams d6db0d5740 BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is getting simplified out of existance someday) and update all the references to that enum. 2012-11-21 16:42:50 -08:00
Robert Adams 2f5fe4b88e BulletSim: tweek avatar capsule parameters so avatar feet don't go below ground. This solves the bouncing, short avatar problem (Mantis 6403). 2012-11-21 16:42:34 -08:00
Robert Adams 22be36be69 BulletSim: fix the problem with flying being disabled when crossing region boundries. 2012-11-18 22:57:26 -08:00
Robert Adams 76cc303031 BulletSim: Add ZeroAngularMotion method to physical objects. Add inTaint flag to ZeroMotion method. Update the references to those functions. 2012-11-06 18:16:35 -08:00
Robert Adams b0eccd5044 BulletSim: debugging of compound shape implementation of linksets.
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.
2012-11-03 21:15:30 -07:00
Robert Adams f53b4e7a21 BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename 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. 2012-11-03 21:15:22 -07:00
Robert Adams 39c02dcc8c BulletSim: Remove use of shapeData in ShapeCollection and rely on the available BSPhysObject varaiables. Fix line endings in BSLinksetCompound. 2012-11-03 21:15:14 -07:00
Robert Adams 364a7c3088 BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton of BSLinksetCompound. 2012-11-03 21:15:06 -07:00
Robert Adams e20bad12cc BulletSim: centralize mass/inertia computation with UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty. 2012-11-03 21:13:35 -07:00
Robert Adams b83449ae9a BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'. 2012-11-03 21:12:54 -07:00
Robert Adams 804b332d45 BulletSim: Add banking and other new code to vechile dynamics. Add third party license and contributor in for for Aurora-Sim project for physics code. 2012-11-03 21:12:46 -07:00
Robert Adams b6fc5bad00 BulletSim: fix problem with avatars sinking into the ground.
Change terrain activation state to DISABLE_SIMULATION for better performance.
2012-10-23 17:30:43 -07:00
Robert Adams 65c131c4a3 BulletSim: remove trailing spaces to make git happy. 2012-10-22 22:24:44 -07:00
Robert Adams d94c4646cc BulletSim: add asset fetching so BulletSim works with new physics asset handling.
Refactor some names to make them available for the asset tracking and fetching.
2012-10-19 15:43:31 -07:00
Robert Adams f422b9b388 BulletSim: reorder avatar collision checking to eliminate double collision_end.
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.
2012-10-19 10:52:31 -07:00
Robert Adams e87a179c89 BulletSim: change nonimal physics frame rate to 55 to give same numbers as ODE.
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).
2012-10-19 10:52:23 -07:00
Robert Adams fc33afddd3 BulletSim: remove code in ShapeCollection that hinted at shape sharing.
Add new function to ParameterDefn for calling BulletSimAPI to set values.
Tweaking to BSCharacter parameter setting to try and have avatars stand.
2012-10-19 10:52:14 -07:00
Robert Adams eaccfa6d99 BulletSim: Fix small problems with last patch: BSScene.World properly initialized and setting of C++ parameters commented out. Comments and logging added. 2012-10-19 10:52:06 -07:00
Robert Adams fd7a097849 BulletSim: Update BSCharacter to use API2 interface.
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.
2012-10-19 10:51:58 -07:00
Robert Adams a791620622 BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to improve interactions. 2012-10-11 14:01:10 -07:00
Robert Adams 68698975f1 BulletSim: Add Force* operations to objects to allow direct push to engine.
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.
2012-10-11 14:01:07 -07:00