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author | Robert Adams | 2012-12-13 23:08:01 -0800 |
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committer | Robert Adams | 2012-12-13 23:08:01 -0800 |
commit | 664dad53dded9537e75893ca9fc6a42c93a95ded (patch) | |
tree | b6a3f3b2f7e6f19ab781a9c2ebaabc963bc19779 /OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |
parent | Return the last set targetVelocity rather than the current velocity as the de... (diff) | |
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BulletSim: Add more to the TODO list. Clean up and improve some comments.
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 11c1387..7d6ace8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -19,6 +19,7 @@ Some vehicles should not be able to turn if no speed or off ground. | |||
19 | Neb car jiggling left and right | 19 | Neb car jiggling left and right |
20 | Happens on terrain and any other mesh object. Flat cubes are much smoother. | 20 | Happens on terrain and any other mesh object. Flat cubes are much smoother. |
21 | This has been reduced but not eliminated. | 21 | This has been reduced but not eliminated. |
22 | Light cycle falling over when driving | ||
22 | For limitMotorUp, use raycast down to find if vehicle is in the air. | 23 | For limitMotorUp, use raycast down to find if vehicle is in the air. |
23 | Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. | 24 | Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. |
24 | Verify that angular motion specified around Z moves in the vehicle coordinates. | 25 | Verify that angular motion specified around Z moves in the vehicle coordinates. |
@@ -121,6 +122,9 @@ Remove unused fields from ShapeData (not used in API2) | |||
121 | Breakout code for mesh/hull/compound/native into separate BSShape* classes | 122 | Breakout code for mesh/hull/compound/native into separate BSShape* classes |
122 | Standardize access to building and reference code. | 123 | Standardize access to building and reference code. |
123 | The skeleton classes are in the sources but are not complete or linked in. | 124 | The skeleton classes are in the sources but are not complete or linked in. |
125 | Make BSBody and BSShape real classes to centralize creation/changin/destruction | ||
126 | Convert state and parameter calls from BulletSimAPI direct calls to | ||
127 | calls on BSBody and BSShape | ||
124 | Generalize Dynamics and PID with standardized motors. | 128 | Generalize Dynamics and PID with standardized motors. |
125 | Generalize Linkset and vehicles into PropertyManagers | 129 | Generalize Linkset and vehicles into PropertyManagers |
126 | Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies | 130 | Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies |
@@ -132,7 +136,7 @@ Implement linkset by setting position of children when root updated. (LinksetMan | |||
132 | Linkset implementation using manual prim movement. | 136 | Linkset implementation using manual prim movement. |
133 | LinkablePrim class? Would that simplify/centralize the linkset logic? | 137 | LinkablePrim class? Would that simplify/centralize the linkset logic? |
134 | BSScene.UpdateParameterSet() is broken. How to set params on objects? | 138 | BSScene.UpdateParameterSet() is broken. How to set params on objects? |
135 | Remove HeightmapInfo from terrain specification. | 139 | Remove HeightmapInfo from terrain specification |
136 | Since C++ code does not need terrain height, this structure et al are not needed. | 140 | Since C++ code does not need terrain height, this structure et al are not needed. |
137 | Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will | 141 | Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will |
138 | bob at the water level. BSPrim.PositionSanityCheck(). | 142 | bob at the water level. BSPrim.PositionSanityCheck(). |
@@ -164,7 +168,6 @@ Do prim hash codes work for sculpties and meshes? (Resolution: yes) | |||
164 | Linkset implementation using compound shapes. (Resolution: implemented LinksetCompound) | 168 | Linkset implementation using compound shapes. (Resolution: implemented LinksetCompound) |
165 | Compound shapes will need the LocalID in the shapes and collision | 169 | Compound shapes will need the LocalID in the shapes and collision |
166 | processing to get it from there. | 170 | processing to get it from there. |
167 | Light cycle falling over when driving (Resolution: implemented VerticalAttractor) | ||
168 | Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.) | 171 | Light cycle not banking (Resolution: It doesn't. Banking is roll adding yaw.) |
169 | Package Bullet source mods for Bullet internal stats output | 172 | Package Bullet source mods for Bullet internal stats output |
170 | (Resolution: move code into WorldData.h rather than relying on patches) | 173 | (Resolution: move code into WorldData.h rather than relying on patches) |