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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs6
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt8
2 files changed, 10 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index b9c2cf9..492c7b1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -59,7 +59,7 @@ public sealed class BSLinksetCompound : BSLinkset
59 // refresh will happen once after all the other taints are applied. 59 // refresh will happen once after all the other taints are applied.
60 public override void Refresh(BSPhysObject requestor) 60 public override void Refresh(BSPhysObject requestor)
61 { 61 {
62 // External request for Refresh (from BSPrim) is not necessary 62 // External request for Refresh (from BSPrim) doesn't need to do anything
63 // InternalRefresh(requestor); 63 // InternalRefresh(requestor);
64 } 64 }
65 65
@@ -86,7 +86,7 @@ public sealed class BSLinksetCompound : BSLinkset
86 DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child)); 86 DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
87 if (!IsRoot(child)) 87 if (!IsRoot(child))
88 { 88 {
89 // Physical children are removed from the world as the shape ofthe root compound 89 // The origional prims are removed from the world as the shape of the root compound
90 // shape takes over. 90 // shape takes over.
91 BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); 91 BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
92 BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); 92 BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
@@ -118,7 +118,7 @@ public sealed class BSLinksetCompound : BSLinkset
118 // Called at taint-time!! 118 // Called at taint-time!!
119 public override void UpdateProperties(BSPhysObject updated) 119 public override void UpdateProperties(BSPhysObject updated)
120 { 120 {
121 // Nothing to do for constraints on property updates 121 // Nothing to do for compound linksets on property updates
122 } 122 }
123 123
124 // The children move around in relationship to the root. 124 // The children move around in relationship to the root.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index d51003c..a2161c3 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -5,6 +5,9 @@ CRASHES
520121128.1600: mesh object not rezzing (no physics mesh). 520121128.1600: mesh object not rezzing (no physics mesh).
6 Causes many errors. Doesn't stop after first error with box shape. 6 Causes many errors. Doesn't stop after first error with box shape.
7 Eventually crashes when deleting the object. 7 Eventually crashes when deleting the object.
820121206.1434: rez Sam-pan into OSGrid BulletSim11 region
9 Immediate simulator crash. Mono does not output any stacktrace and
10 log just stops after reporting taint-time linking of the linkset.
8 11
9VEHICLES TODO LIST: 12VEHICLES TODO LIST:
10================================================= 13=================================================
@@ -23,9 +26,12 @@ After getting off a vehicle, the root prim is phantom (can be walked through)
23Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) 26Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
24Implement referenceFrame for all the motion routines. 27Implement referenceFrame for all the motion routines.
25Cannot edit/move a vehicle being ridden: it jumps back to the origional position. 28Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
29Border crossing with linked vehicle causes crash
26 30
27BULLETSIM TODO LIST: 31BULLETSIM TODO LIST:
28================================================= 32=================================================
33Duplicating a physical prim causes old prim to jump away
34 Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
29Disable activity of passive linkset children. 35Disable activity of passive linkset children.
30 Since the linkset is a compound object, the old prims are left lying 36 Since the linkset is a compound object, the old prims are left lying
31 around and need to be phantomized so they don't collide, ... 37 around and need to be phantomized so they don't collide, ...
@@ -96,7 +102,7 @@ Breakout code for mesh/hull/compound/native into separate BSShape* classes
96Generalize Dynamics and PID with standardized motors. 102Generalize Dynamics and PID with standardized motors.
97Generalize Linkset and vehicles into PropertyManagers 103Generalize Linkset and vehicles into PropertyManagers
98 Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies 104 Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
99 Possibly generalized a 'pre step action' registration. 105 Potentially add events for shape destruction, etc.
100Complete implemention of preStepActions 106Complete implemention of preStepActions
101 Replace vehicle step call with prestep event. 107 Replace vehicle step call with prestep event.
102 Is there a need for postStepActions? postStepTaints? 108 Is there a need for postStepActions? postStepTaints?