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authorRobert Adams2012-12-29 18:34:46 -0800
committerRobert Adams2012-12-31 19:57:21 -0800
commit203588e3c0374505a6aa564d8f7a655d968653d7 (patch)
tree8c4baba73e84f42bbedaca64d5e2ba33bb4e8aa9 /OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
parentResolve Mantis 6480 (http://opensimulator.org/mantis/view.php?id=6480) (diff)
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BulletSim: change physical data structures to classes. Add default
instantiations for PhysBody and PhysShape when BSPhysObject is created to account for them being classes and not structures. Update TODO list.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt4
1 files changed, 4 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index f805836..8ec9871 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -97,6 +97,9 @@ Selecting and deselecting physical objects causes CPU processing time to jump
97Re-implement buoyancy as a separate force on the object rather than diddling gravity. 97Re-implement buoyancy as a separate force on the object rather than diddling gravity.
98 Register a pre-step event to add the force. 98 Register a pre-step event to add the force.
99More efficient memory usage when passing hull information from BSPrim to BulletSim 99More efficient memory usage when passing hull information from BSPrim to BulletSim
100Avatar movement motor check for zero or small movement. Somehow suppress small movements
101 when avatar has stopped and is just standing. Simple test for near zero has
102 the problem of preventing starting up (increase from zero) especially when falling.
100 103
101LINKSETS 104LINKSETS
102====================================================== 105======================================================
@@ -195,6 +198,7 @@ Should taints check for existance or activeness of target?
195 keeps the object from being freed, but that is just an accident. 198 keeps the object from being freed, but that is just an accident.
196 Possibly have and 'active' flag that is checked by the taint processor? 199 Possibly have and 'active' flag that is checked by the taint processor?
197Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) 200Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones)
201Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'?
198 202
199THREADING 203THREADING
200================================================= 204=================================================