Commit Graph

101 Commits

Author SHA1 Message Date
Robert Adams
9a490ad2b9 Revert "BulletSim: delay adding a scene presence to the list of presences"
Remove these changes until the region crossing problems can be figured out.

This reverts commit 062ec0efbd.
2015-08-24 06:39:06 -07:00
Robert Adams
062ec0efbd BulletSim: delay adding a scene presence to the list of presences
until it is fully configured. Another addition to fixing the
collisions stopping problem.
2015-08-23 21:15:04 -07:00
Robert Adams
fe37cb9990 BulletSim: rearrange code and add different locking to eliminate chances
of race conditions and, especially, race conditions when an object is
removed and quickly re-added to a scene.

This hopefully reduces the occurance of problems when avatars TP within
a region -- the main problem being the loss of collisions.
2015-08-09 15:36:50 -07:00
Robert Adams
f0417c5d50 BulletSim: rearrange code and add some tests to try and resolve the
initialization race conditions reported in Mantis 6792.

When a region is initializing it seems that the prim initialization code
can be interrupted part way through then taints are processed for
prims that are not completely there.
2015-08-06 19:57:32 -07:00
Robert Adams
291c7cdbcc BulletSim: Add axis locking enabled through the ExtendedPhysics module.
Allows locking of prim/linkset relative moving in each of the linear
and angular axis. Limits on movement or rotation can be set.
2014-12-31 12:43:26 -08:00
Robert Adams
cf85ade81e BulletSim: add shape and linkset rebuild scheduled flags. Add BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt. 2014-11-30 19:52:58 -08:00
Justin Clark-Casey (justincc)
265fe349e0 Somewhat improve avatar region crossings by properly preserving velocity when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter.  Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
2014-11-29 00:12:11 +00:00
Justin Clark-Casey
7a2c77e7ea If calling llStopMoveToTarget() on an in-world prim, don't send an unnecessary object update if the prim was not moving to target.
This involves making PhysicsActor.PIDActive get as well as set.
On physics components that don't implement this (all characters and some phys engines) we return false.
2014-11-19 20:06:56 +00:00
Robert Adams
9c804466e5 BulletSim: rearrange code for sensing whether shapes have been
constructed.
Add routine to check for failed and use that method rather than
    checking individual state.
2014-07-26 16:03:43 -07:00
Robert Adams
481b7c71c3 BulletSim: add some locking for collision lists to prevent collsions
from locking up when running BulletSim on a separate thread.
2014-06-20 21:42:08 -07:00
Robert Adams
dacc20ee48 BulletSim: remove collision cache clearing logic for physical objects.
This fixes constraints from getting messed up when properties change.
2013-09-11 16:50:27 -07:00
Robert Adams
6e39cc316f BulletSim: add ClearCollisionProxyCache function to API.
Add proxy cache clearing when some properties are changed. This fixes
a problem where objects would stop colliding of they were moved
with setPosition mulitple times.
2013-09-11 09:12:24 -07:00
Robert Adams
995314f91f BulletSim: add ID parameter to TaintedObject calls so logging will include LocalID of object which created the taint. 2013-09-11 09:12:03 -07:00
Robert Adams
e8b1e91a1d BulletSim: include check for volume detect in check for zeroing avatar motion.
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.
2013-08-14 14:49:24 -07:00
Robert Adams
7c3b71d294 BulletSim: add physical object initialized flag so updates and collisions
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.
2013-08-14 14:49:22 -07:00
Robert Adams
2c31fe4614 BulletSim: add check in avatar stair step code to verify the collision
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.
2013-08-12 13:44:53 -07:00
Robert Adams
5a7784a0e6 BulletSim: make density display and return value consistant with how
the simulator expects it (scaled to 100kg/m^3).
2013-07-30 07:22:43 -07:00
Robert Adams
aec8852af7 Revert "Revert "BulletSim: move collision processing for linksets from BSPrimLinkable""
Found that the vehicle movement problem was not caused by these physics changes.

This reverts commit c45659863d.
2013-07-23 08:13:01 -07:00
Robert Adams
c45659863d Revert "BulletSim: move collision processing for linksets from BSPrimLinkable"
The changes don't seem to be ready for prime time.

This reverts commit b4c3a791aa.
2013-07-22 12:09:17 -07:00
Robert Adams
b4c3a791aa BulletSim: move collision processing for linksets from BSPrimLinkable
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.
2013-07-22 10:27:15 -07:00
Robert Adams
2c8bf4aaa6 BulletSim: fix small bug where everything looked like it was colliding
before the first simulator step.
2013-07-17 10:19:44 -07:00
Robert Adams
70d24a654b BulletSim: rename position and orientation variables to remove the
inconsistant use of Raw* and _* conventions.
2013-07-07 05:46:24 -07:00
Robert Adams
a65cec3986 BulletSim: implementation of linkset center-of-mass.
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.
2013-07-06 08:25:15 -07:00
Robert Adams
23516717e4 BulletSim: a better version of llMoveToTarget that doesn't go crazy.
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.
2013-06-30 17:07:49 -07:00
Robert Adams
795acaa6aa BulletSim: add failure flag for meshing failure vs asset fetch failure
so error messages make more sense.
Change some BulletSim status log messages from WARN to INFO.
Update TODO list.
2013-06-10 14:12:45 -07:00
Robert Adams
f9fb1484aa BulletSim: extend BSActorLockAxis to allow locking linear movement in
addition to angular movement. Not enabled by anything yet.
2013-05-06 13:32:22 -07:00
Robert Adams
fca4e4ec7c Merge branch 'master' into bulletsim4 2013-05-01 12:08:12 -07:00
Robert Adams
46ae84cfba BulletSim: fix error messages created while an avatar has no initial
collisions. Usually happens when logging in an avatar that had been
previously flying. Uninitialized variable.
2013-04-30 13:10:15 -07:00
Robert Adams
7cdb07b386 BulletSim: improvements to LinksetCompound and PrimDisplaced. Not all working yet. 2013-04-30 11:42:11 -07:00
Robert Adams
92ee288d66 BulletSim: remove trailing white space to make git happier. No functional changes. 2013-04-29 07:54:50 -07:00
Robert Adams
ad1787770e BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or 'm_physicsScene' to match coding conventions and reduce confusion. 2013-04-29 07:38:55 -07:00
Robert Adams
e5582939fd BulletSim: massive refactor of shape classes. Removed shape specific code from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation. 2013-04-29 07:38:40 -07:00
Robert Adams
522ab85045 BulletSim: improve avatar stair walking up. Add more parameters to control force
of both position change and up force that move avatars over barrier.
Default parameters are for steps up to 0.5m in height.
2013-04-23 18:31:12 -07:00
Robert Adams
5f2cbfc0fd BulletSim: fixing problems with llMoveToTarget. Not all fixed yet. 2013-04-09 18:00:29 -07:00
Robert Adams
a7a1b8b7e9 BulletSim: clean up actor code so routines use the same coding pattern.
Fix a few enabling problems.
2013-04-08 06:27:44 -07:00
Robert Adams
fe16dc09da BulletSim: complete movement of physical object action code out of the
physical object and into actors for setForce, setTorque, hover, lock
axis and avatar move.
2013-04-08 06:27:43 -07:00
Robert Adams
747ece59d2 BulletSim: convert BSDynamic to a BSActor and change BSPrim to set
up the vehicle actor.
2013-03-31 22:19:41 -07:00
Robert Adams
2c581cae2a BulletSim: Add physical 'actors' that operate on the physical object.
Add first 'actor' for locked axis.
2013-03-31 22:19:41 -07:00
Robert Adams
953090fd62 BulletSim: fix possible race condition where an prim's asset can be requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box. 2013-03-25 15:40:43 -07:00
Robert Adams
0194a3d890 BulletSim: fix density since the simulator/viewer track density in a
funny unit that is 100 times real density (default 1000).
Fix avatar drifting slowly when stationary flying.
Fix for physical prims getting corrected for being under terrain when it was
just its geometric center that was below terrain.
Add PreUpdatePropertyAction allowing plugable modifiction of phys
parameters returned from Bullet.
Fix an exception setting GravityMultiplier on initialization.
Update DLLs and SOs for good measure (no functional change).
2013-02-12 15:52:10 -08:00
Robert Adams
fb903ff490 BulletSim: More work on center-of-mass. Remove linksetinfo and rely on simulator to update info. 2013-02-12 15:52:08 -08:00
Robert Adams
1b55a9d81e BulletSim: fix avatar bobbing or jiggling while stationary flying.
Various comments and debugging message mods.
2013-02-08 16:29:40 -08:00
Robert Adams
1b203601f4 BulletSim: include the linkage to the layered prim implementation. Separate layers for physical (vs simulator) location displacement and linksets. 2013-02-08 16:29:29 -08:00
Robert Adams
913965256f BulletSim: Adapt BulletSim to the newer physical properties. Viewer
dialog setting of friction, restitution, ... working.
2013-02-07 17:13:28 -08:00
Robert Adams
ebb63b55aa BulletSim: add user setting of friction, density and restitution. 2013-02-07 17:13:27 -08:00
Robert Adams
d2ece00e68 BulletSim: set removing zero width triangles in meshes to be enabled by default. This should fix the invisible barrier in sculptie doorways bug. 2013-02-06 15:59:59 -08:00
Robert Adams
371449db2f BulletSim: clean up TargetVelocity implementation by using the default defn in the PhysicsActor base class. 2013-01-31 15:55:53 -08:00
Robert Adams
e9aff0a91d BulletSim: do not zero an avatar's standing velocity if it is standing
on a moving object.
Rearrange pre/post action subscription code to put more in locks.
Add meshmerizer params to BulletSimTestUtil scene creation (and fix line endings).
Rebuilt version of DLLs and SOs with cleaned up code and no profiling for sure.
2013-01-28 15:11:50 -08:00
Robert Adams
ddef8f16e5 BulletSim: first attempt at reporting top colliders 2013-01-27 12:50:05 -08:00
Robert Adams
c44a8e9f92 BulletSim: finish the post step event for physical object actions. Modify vehicle to use post step event for logging. 2013-01-27 12:50:04 -08:00