diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 10 |
1 files changed, 9 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 4cb8e6d..a8a4ff5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -61,7 +61,8 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl | |||
61 | 61 | ||
62 | BULLETSIM TODO LIST: | 62 | BULLETSIM TODO LIST: |
63 | ================================================= | 63 | ================================================= |
64 | Avatar density is WAY off. Compare and calibrate with what's in SL. | 64 | Implement an avatar mesh shape. The Bullet capsule is way too limited. |
65 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. | ||
65 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | 66 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. |
66 | Duplicating a physical prim causes old prim to jump away | 67 | Duplicating a physical prim causes old prim to jump away |
67 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. | 68 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. |
@@ -170,6 +171,9 @@ Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/3179 | |||
170 | 171 | ||
171 | INTERNAL IMPROVEMENT/CLEANUP | 172 | INTERNAL IMPROVEMENT/CLEANUP |
172 | ================================================= | 173 | ================================================= |
174 | Create the physical wrapper classes (BulletBody, BulletShape) by methods on | ||
175 | BSAPITemplate and make their actual implementation Bullet engine specific. | ||
176 | For the short term, just call the existing functions in ShapeCollection. | ||
173 | Consider moving prim/character body and shape destruction in destroy() | 177 | Consider moving prim/character body and shape destruction in destroy() |
174 | to postTimeTime rather than protecting all the potential sets that | 178 | to postTimeTime rather than protecting all the potential sets that |
175 | might have been queued up. | 179 | might have been queued up. |
@@ -204,6 +208,8 @@ Should taints check for existance or activeness of target? | |||
204 | Possibly have and 'active' flag that is checked by the taint processor? | 208 | Possibly have and 'active' flag that is checked by the taint processor? |
205 | Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) | 209 | Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) |
206 | Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'? | 210 | Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'? |
211 | There are TOO MANY interfaces from BulletSim core to Bullet itself | ||
212 | Think of something to eliminate one or more of the layers | ||
207 | 213 | ||
208 | THREADING | 214 | THREADING |
209 | ================================================= | 215 | ================================================= |
@@ -262,3 +268,5 @@ llApplyImpulse() | |||
262 | (Resolution: tested on SL and OS. AddForce scales the force for timestep) | 268 | (Resolution: tested on SL and OS. AddForce scales the force for timestep) |
263 | llSetBuoyancy() (DONE) | 269 | llSetBuoyancy() (DONE) |
264 | (Resolution: Bullet resets object gravity when added to world. Moved set gravity) | 270 | (Resolution: Bullet resets object gravity when added to world. Moved set gravity) |
271 | Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE) | ||
272 | (Resolution: set default density to 3.5 (from 60) which is closer to SL) | ||