Commit Graph

1494 Commits

Author SHA1 Message Date
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
6f1f7f0206 BulletSim: non-functional commenting and reorganization of material attribute specifications. 2012-12-12 16:51:36 -08:00
Robert Adams
7bb5613dc6 BulletSim: updates and rearrangement of the TODO list. 2012-12-12 16:51:29 -08:00
Robert Adams
bb6eeb5429 BulletSim: do not return the current velocity for targetVelocity. 2012-12-12 11:01:36 -08:00
Robert Adams
a082ce9da7 BulletSim: fix crash caused by the creation of a linkset child that is under the terrain. Users can sure find some interesting corner conditions. 2012-12-11 14:27:09 -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
63099184db BulletSim: protect prim property setting to remove crash from taints setting properties after the destroy object taint has happened. 2012-12-11 13:42:23 -08:00
Robert Adams
905d7c43ad BulletSim: modify LIMIT_MOTOR_UP to limit BOAT types to be at water rather than ground level. This makes boats float at water level better but not perfectly. There probably needs to be some interaction between HOVER and LIMIT_MOTOR_UP. 2012-12-11 00:35:16 -08:00
Robert Adams
8b861e880a BulletSim: add ini file and command line parameters to control
dumping of physical vehicle parameters (out of Bullet) on each
simulation step and to optionally scale vehicle angular velocity
by the time step. The latter looks to be part of a difference
between angular parameters for ODE and BulletSim. SL docs say
angular velocity is measured in radians/timeScale. Not sure if this
is different than what ODE does.
2012-12-11 00:13:13 -08:00
Robert Adams
ebf30e7ba6 BulletSim: set mass for single prim linksets when going physical. This fixes single prim vehicles not working (the surf board now zooms). 2012-12-11 00:02:20 -08:00
Robert Adams
93393fb975 BulletSim: comment out some chatty debug logging. Rearrange some code in BSDynamics to make velocity vs force calculation clearer. 2012-12-10 16:46:12 -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
a19896cc56 BulletSim: some comments about rebuilding linksets (having to recompute and restore a child's position in the world based on its position in the moved linkset). 2012-12-09 22:32:46 -08:00
Robert Adams
ce5083a504 BulletSim: adjust friction and restitution based on material type. 2012-12-09 22:32:46 -08:00
Robert Adams
04e64d73df BulletSim: set material properties for static objects. Move Linkset.MakeStatic() after call to ForceActivationState2() since linkset might change activation state. Make BSPrim.CreateGeomAndObject public as linkset rebuilding might need access to it. Only rebuild prim if selection state is actually changes -- OpenSimulator calls PhysObject.Selected() multiple times whenever a prim is selected or deselected. 2012-12-08 09:14:40 -08:00
Robert Adams
216c121935 BulletSim: fix small problem with setting size/scale of native shapes which caused the native shapes to be rebuilt when not necessary. 2012-12-08 09:14:34 -08:00
Robert Adams
addb791f3d BulletSim: update comments and add more to TODO list. 2012-12-08 09:14:28 -08:00
Robert Adams
7fd8202ae3 BulletSim: rewrite and improve vehicle angularDeflection, verticalAttraction,
linearMotorUp and related vehicle forces.
Fixed problems with downward vehicle position correction forces being too large.
Add vehicle collision flag so can sense whether vehicle is on the ground.
2012-12-06 09:31:12 -08:00
Robert Adams
edd1b353a5 BulletSim: update and add to the TODO list. 2012-12-06 09:31:05 -08:00
Robert Adams
18fe35906d BulletSim: add detail logging detail flag so I don't have to comment and uncomment the detail logging when changing the depth of logged info. 2012-12-06 09:30:57 -08:00
Robert Adams
cc59e3cbdf BulletSim: only check position sanity if the prim is physical -- the user can do anything dumb they wish. 2012-12-06 09:30:50 -08:00
Robert Adams
2ecd8e6720 BulletSim: add values for material friction and restitution. Fix line endings in material definition file. 2012-12-06 09:30:42 -08:00
Robert Adams
6d7f66f781 BulletSim: Don't add gravity to down force -- let Bullet do that. Add VehicleAddForce to set of managed vehicle prim properties. 2012-12-06 09:30:35 -08:00
Robert Adams
e599a8b242 BulletSim: Vehicle angular vertical attraction works. Other vehicle angular forces commented out for the moment for debugging. 2012-12-06 09:30:28 -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
41f1c5b7f7 BulletSim: rework angular corrections to remove any hybrid code and compute absolute collections. 2012-12-03 07:59:56 -08:00
Robert Adams
2586bab2dd BulletSim: add stubs for generalization of preStep actions. Will eventually replace the specialized vehicle processing with preStep event processing. Add TODO comments about this feature. Redo line endings in TODO file to be all Linux. 2012-12-03 07:59:52 -08:00
Robert Adams
dc0497c1b8 BulletSim: begin tracking a TODO list. There just are so many things to remember to do. 2012-12-03 07:59:49 -08:00
Robert Adams
10fcc70b36 BulletSim: revert angular vertical attraction from motor to code. The motor code did not return the restoring difference but the current value. Remove unused commented out code. 2012-12-03 07:59:46 -08:00
Robert Adams
f9fed421fe BulletSim: format vehicle detail logging messages so vehicle changs are grouped better in the log output. 2012-12-03 07:59:42 -08:00
Robert Adams
20c3ec7d92 BulletSim: localize vehicle property setting so the vehicle prim is only updated at the end of the vehicle simulation step and the push of the physics property update event only happens if the properties are actually changed. 2012-12-03 07:59:39 -08:00
Robert Adams
b124aae05e BulletSim: Add DumpActivationInfo2 function. Change static objects from DISABLE_SIMULATION to ISLAND_SLEEPING. Update DLLs and SOs to add DumpActivationInfo2 function. 2012-12-01 15:39:13 -08:00
Robert Adams
ec63e4ff29 BulletSim: remove time scaling of computed vehicle absolute velocity since Bullet will scale the movement by the time slice. Restore LIMIT_MOTOR_UP to definitition of BOAT simce some vehicle engines use it even for land vehicles. Push vehicle parameter updates through the regular property update to solve vehicles floating off when they should be stopped. 2012-11-29 22:21:45 -08:00
Robert Adams
0bda35e18f BulletSim: add copyright header where it is missing. Remove some unnecessary 'using' requirements so testing framework is less complicated. 2012-11-29 09:53:59 -08:00
Robert Adams
0cd99c74a7 BulletSim: add expanded call to IMesher/Meshmerizer which enables/disables mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh. 2012-11-29 09:24:53 -08:00
Robert Adams
b8a7cbb9e9 BulletSim: reverse direction of hover correction. Removes problem with vehicles being orbited. 2012-11-29 08:03:30 -08:00
Robert Adams
2ccd4c1302 BulletSim: fix boats floating low by removing LIMIT_MOTOR_UP flag from TYPE_BOAT definition. 2012-11-28 09:48:48 -08:00
Robert Adams
0a66317fa6 BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain. 2012-11-28 09:48:33 -08:00
Justin Clark-Casey (justincc)
aae76f7be4 Stop logging spurious asset data for {0} is zero length error for sculpts/mesh
ODEPrim, for instance, always hits this code path twice at the moment
Firstly before any sculpt data has been loaded (hence the spurious message)
Secondly when any sculpt data has been loaded or failed to load (when the message would be valid).
Hence comment this out and rely on the message in ODEPrim.MeshAssetReceived() instead
(though this is not ideal since it requires all physics plugins to copy/paste similar code).
2012-11-28 02:01:04 +00:00
Robert Adams
8e459a0346 BulletSim: reorganize linear movement routine into separate subroutines enabling external calibration routines and unit tests. 2012-11-27 10:04:00 -08:00
Robert Adams
a5100cafee BulletSim: fix terrain mesh generation for problem with regions that have unequal edge heights. Thanks UBit. 2012-11-27 10:03:55 -08:00
Robert Adams
68fe7dff20 BulletSim: reorganize angular movement routine into separate subroutines enabling external calibration routines and unit testing. 2012-11-27 10:03:49 -08:00
Robert Adams
59554758b1 BulletSim: implementation of vertical attraction motor. 2012-11-27 10:03:44 -08:00
Robert Adams
9e0db36c82 BulletSim: add 'infinite' timescale that does not reduce motor target or friction. 2012-11-27 10:03:38 -08:00
Robert Adams
5685b33071 BulletSim: increase vehicle stability by suppressing Bullet's update to angular velocity. 2012-11-26 10:47:34 -08:00
Robert Adams
084e3926ca BulletSim: use m_angularMotor to do the basic movement. Add the setting of same. Rename the angular forces and add comments to match MoveAngular to the form of MoveLinear. 2012-11-25 20:04:33 -08:00
Robert Adams
d7126a14e1 BulletSim: up the vehicle angular damping to 0.95. Still trying to overcome the movement added by Bullet. 2012-11-25 20:04:33 -08:00
Robert Adams
4c077a0694 BulletSim: organize MoveLinear code for understandability. Make LIMIT_MOTOR_UP contribution a velocity and not a force. 2012-11-25 20:04:32 -08:00
Robert Adams
f977131fe0 BulletSim: add ToString override to BSVMotor. 2012-11-25 20:04:32 -08:00
Robert Adams
319ec3235c BulletSim: add BSVMotor as BSDynamics linear motor.
Properly limit *_MOTOR_DECAY_TIMESCALE to 120 as per specs.
Invode BSDynamics.Refresh() when vehicle type is changed. Previously
   the vehicle properties weren't getting set because the physical
   properties were set before the vehicle type was set.
Add a "use name" to BSMotors for identification while debugging.
Correct current and target confusion in BSVMotor design.
Rename CurrentValueReductionTimescale to FrictionTimescale.
Event more detailed logging.
2012-11-25 20:04:31 -08:00