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authorRobert Adams2012-12-26 10:25:50 -0800
committerRobert Adams2012-12-26 10:25:50 -0800
commit225b564573a5ac12ca1b1e592834476feccf8ebb (patch)
tree4adccb61ae3850d07b458c0c594e83812d7bac4d /OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
parentBulletSim: make llBuoyancy work. For some reason, Bullet resets an (diff)
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BulletSim: scale the force for external AddForce by the simulation
step time so it will be applied completely the next step. The internal AddForce routine does not scale the force.
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 9d07d72..78cc26c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -35,6 +35,8 @@ Border crossing with linked vehicle causes crash
35Vehicles (Move smoothly) 35Vehicles (Move smoothly)
36Add vehicle collisions so IsColliding is properly reported. 36Add vehicle collisions so IsColliding is properly reported.
37 Needed for banking, limitMotorUp, movementLimiting, ... 37 Needed for banking, limitMotorUp, movementLimiting, ...
38VehicleAddForce is not scaled by the simulation step but it is only
39 applied for one step. Should it be scaled?
38Some vehicles should not be able to turn if no speed or off ground. 40Some vehicles should not be able to turn if no speed or off ground.
39Cannot edit/move a vehicle being ridden: it jumps back to the origional position. 41Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
40Neb car jiggling left and right 42Neb car jiggling left and right
@@ -92,6 +94,8 @@ Should the different PID factors have non-equal contributions for different
92Selecting and deselecting physical objects causes CPU processing time to jump 94Selecting and deselecting physical objects causes CPU processing time to jump
93 http://www.youtube.com/watch?v=Hjg57fWg8yI&hd=1 95 http://www.youtube.com/watch?v=Hjg57fWg8yI&hd=1
94 put thousand physical objects, select and deselect same. CPU time will be large. 96 put thousand physical objects, select and deselect same. CPU time will be large.
97Re-implement buoyancy as a separate force on the object rather than diddling gravity.
98 Register a pre-step event to add the force.
95 99
96LINKSETS 100LINKSETS
97====================================================== 101======================================================